A selection of didactic games for the development of speech for the younger group. Trize and education technologies

A selection of didactic games for the development of speech for the younger group.  Trize and education technologies
A selection of didactic games for the development of speech for the younger group. Trize and education technologies

1. "Shaped tables".

Draw geometric shapes in several rows on a sheet (any order, arbitrary). These can be circles, triangles, flags, squares, etc.

Assignment: on a signal, the baby must find, for example, triangles, flags and squares. Put a dash in the triangle, plus sign (cross) in the square, draw a large dot in the middle of the flag.

2. "Numeric table".

This task is for children who can count from 25 to 30. Draw a table of 5 # 5 squares, in each place the numbers from 1 to 25 in a random (chaotic) order. The task for the kid is to find and show all the numbers in order as quickly as possible.

3. "Name your neighbors."

You can play with a ball. Throw a ball to the child and name any number within the limits known to the child. The child must quickly name the "neighbors" of the number (previous and subsequent numbers). Now he throws the ball back and says his number, now you need to tell the "neighbors". Once you have mastered the game, you can complicate the task. In response to the number given by the child, you are "wrong", and the child must listen carefully and correct your incorrect answers.

4. "The ball is a fix."

Throw the ball to the child and say the mismatched words. The kid catches the ball and says the correct phrase from these words (older children can be given the task to make a sentence). You can play "correcting" one-on-one or with a group of children. Possible options:

Cat - scratch; doctor - to treat; rain - pouring; dog - for a walk; phone - to call; a girl - to cry; book - read; drop the ball; hairdresser - to cut; knife - cut; football players - to play; mouse - rustle; glass - break; paints - to paint; tree to grow; head - to ache; TV - to show; pencil-sharpen; a tailor - to sew; student - answer etc.

5. "Stomp and clap."

Pronounce correct and incorrect phrases. If correct - the baby claps, if the wrong - stomps. For example: " The cat flies, ”“ The cow gives milk, ”“ The grass is blue, ”“ It snows in winter, ”“ The dog is smaller than an ant, ”etc.

6. "Three tasks".

The child on the command "Freeze!" stands in the middle of the room in an arbitrary comfortable position. You give him three tasks that he must remember and complete. Warn that the tasks must be completed in the order as they were named. You can start when you command: "One, two, three!" You come up with the tasks yourself, for example the following:

  • - Stomp your left foot twice.
  • - Name any item of clothing.
  • - Stand near the object made of glass.
  • - Clap your hands as many times as you are.
  • - Raise your right hand and jump three times.
  • - Stand next to a piece of furniture whose name begins with the sound "S".

Later, when the kid gets comfortable, the tasks can be complicated ("Four tasks", "Five tasks"). You can play with friends - a good workout not only for communication, but also for attention.

7. "We know professions!"

This is one of the options for the game of attention. Instead of professions, you can give the task not to miss "plant", "animal", "modes of transport" - any words of a certain group. You speak the words. When the baby hears "the right thing", he jumps up, or raises his hands, or claps - the rules can be negotiated. You can play with both one child and a group of children.

8. "How long can you make?"

While you are counting to thirty, the baby should find and name as many objects as possible, in the name of which, for example, two syllables.

Other game options:

  • - name all items with a letter;
  • - name all items of a certain color;
  • - name all objects of a certain shape;
  • - name all items of a certain size ...

Another version of the same game: ask the kid to look around carefully, then let him close his eyes. And then you will give the task. Here not only attention will work, but also memory.

That is, according to one rules, you can play at least ten games. You can play in a room or outside, with only one child or with a group.

9. "Listen!"

These are games to develop auditory attention. They can also be played with one child or a group of children. Such games develop well the ability to hear speech, focus on sounds.

  • - Listen carefully to what is happening outside the door (outside the window). In a minute, try to talk about all the sounds.
  • - Close your eyes and try to guess which object is making a sound. (You can use both toys and ordinary objects, ring a bell, knock a spoon on a spoon, rustle a newspaper, etc.
  • - complete the task, which I will utter in a whisper (from a distance of two or three meters): "Raise the doll", "Bring the train", "Put the bear on the sofa", etc.
  • 10. "We will hear the claps"

Before playing, agree with your child about the rules. For example, if you clap your hands once, the baby should walk clearly, like a soldier, across the room. If you hear two claps, immediately freeze on one leg and spread your arms to the sides. Three claps - quickly sit down, and four - jump. If you clap out of order, your baby's job is to listen carefully, count claps, and follow the rules.

11. "Where is the insect crawling?"

Draw a square on a piece of paper, divide it into cells. For very young children, 9 cells are enough (as for playing "tic-tac-toe"), for those who are older - 16 cells. When the child plays for the first time, you can give him a "bug" (a colored circle, a small toy from a kinder surprise, a small picture of a bug or a fly). Say, “We're going to play now. Our insect crawls across the field, but moves only on command. She can move up, down, right or left. I will tell the move, and you will help the insect to crawl. After that, you dictate the moves, for example: 1 cell up, 1 cell to the right, etc. As soon as the child understands the game, remove the "model of the insect", you will continue to play without it. Change the rules a little, say that the "invisible" insect will move "mentally", you cannot move your finger over the cells or draw. Show which square the game starts with and dictate the moves again. At the end, ask: “Where is the insect staying? What cell has she crawled on? "

When the kid has mastered the game, the number of cells in a square field can be increased to 24 or 36, and the moves can be made more difficult, for example: 3 cells to the right, 2 cells obliquely to the left and up, etc. This game will help the kid get used to the mental orientation of the cells.

12. "What am I guessing?"

You can play with surrounding objects and with pictures in any book. For example, ask your child to look around carefully and name what you have thought of, according to the description: “This item is large, brown, wooden” (cabinet). Such tasks can be given to the baby anywhere - even in the house, even on the street, even in the queue at the clinic. A "reverse" option is also possible: the child makes a guess, names the signs of the object, and you guess.

Ministry of General and Vocational Education of the Sverdlovsk Region

State budgetary professional educational institution

Sverdlovsk region

"Kamyshlovsky Pedagogical College"

Collection of didactic games,

aimed at the development of cognitive actions

in preschool children.

Kamyshlov, 2017

A collection of didactic games aimed at the development of cognitive actions in preschool children. / compiled by Natalya Fedorovna Topychkanova. - Kamyshlov: GBPOU SO "Kamyshlov Pedagogical College"

The collection contains didactic games aimed at the development of cognitive actions in preschool children. This collection has great pedagogical significance in the development of cognitive actions in preschool children. It can be used by teachers of a preschool educational organization and students of teacher training colleges in their professional practice and by parents. The collection includes the following sections: "Didactic games for sensory education", "Didactic games for the development of speech", "Didactic games for acquaintance with nature", "Didactic games for the formation of mathematical representations", conclusion, list of references. Leader: Kochneva G.N., teacher of psychological and pedagogical disciplines.

Explanatory note…………………………………………………………4

1. Section "Didactic games on sensory education aimed at the development of cognitive actions in preschool children" ………… 8

2. Section "Didactic games for the development of speech aimed at the development of cognitive actions in preschool children" ………………… ..12

3. Section "Didactic games for acquaintance with nature, aimed at the development of cognitive actions in preschool children" …… .17

4. Section "Didactic games for the formation of mathematical representations aimed at the development of cognitive actions in preschool children" ……………………………………………………………… .24

Conclusion……………………………………………………………………...31

Bibliography…………………………………………………………….32

Explanatory note

“Without play, there is and cannot be full-fledged mental development. Play is a huge bright window through which a life-giving stream of ideas and concepts pours into the child's spiritual world. The game is a spark that kindles a spark of inquisitiveness and curiosity "

V. A. Sukhomlinsky.

Educators and psychologists know the enormous importance of play in the development of a child. Unfortunately, today in the field of leisure, sometimes destructive objects created by the Western entertainment industry predominate, spoiling the psyche of children, making them cruel, inhuman. Many children do not know how to communicate normally with each other, therefore, conflict situations often arise in the children's environment. Children's games are, first of all, a platform for their human communication and the development of cognitive actions. It is known that the development of a child, his socialization and moral formation can be carried out only in the process of communication with other people, and play for a child is the best sphere for the development of cognitive actions, its process is always pleasure.

A small child is essentially a tireless explorer. He wants to know everything, everything is interesting to him and it is imperative to stick his nose everywhere. And what kind of knowledge he will have depends on how many different and interesting things the kid saw.

Cognitive development according to the Federal State Educational Standard in preschool education presupposes the involvement of the child in independent activity, the development of his imagination and curiosity. In order to effectively develop the cognitive sphere of the baby, the best option is to organize and carry out actions aimed at cognitive actions.

Didactic games contribute to the development of such mental operations as analysis, mental decomposition of the whole into parts or separation of its sides from the whole; comparison, establishment of similarities and differences between objects or any signs; synthesis, mental unification of parts, properties into a single whole; generalization, mental unification of objects and phenomena according to any essential properties. Summing up the above, we can single out a number of developmental and educational functions of the game. Didactic play can be considered as: the most important type of independent activity of children, allowing the child to self-actualize and assert himself; a factor that forms the inner world of a child.

Didactic games help the assimilation, consolidation of knowledge, mastering the methods of cognitive actions. Children master the signs of objects, learn to classify, generalize, compare. The use of didactic games increases children's interest in classes, develops concentration, and ensures better assimilation of the program material.

A. I. Sorokina wrote: “Playful actions form the basis of didactic play - without them the play itself is impossible. They are like a drawing of the plot of the game. "

The collection contains 27 games that are the most interesting, original, original and modern.

The collection consists of 4 sections:

1 section "Didactic games on sensory education, aimed at the development of cognitive actions in preschool children."

These games are conducted with the aim of enriching the child's sensory experience, which is necessary for a full perception of the world around him, and, first of all, replenishing ideas about the properties of objects: their color, shape, size of surrounding objects, position in space, etc.

Section 2 "Didactic games for the development of speech, aimed at the development of cognitive actions in preschool children."

These games are conducted with the aim of mastering the skills of sound-syllabic analysis by preschool children, which is of paramount importance for the correction and formation of the phonetic side of speech and its grammatical structure, as well as for the development of the vocabulary. The didactic game develops the speech of children: it replenishes and activates the vocabulary, forms the correct pronunciation of sounds, develops coherent speech, the ability to correctly express one's thoughts, expanding and enriching the vocabulary of children with different forms of speech, synonyms, antonyms, generalizing words. By playing didactic games for the development of speech, children learn to coherently and consistently express their thoughts, expressively tell, as well as develop cognitive actions as the ability to argue their statements.

Section 3 "Didactic games for acquaintance with nature, aimed at the development of cognitive actions in preschool children"

The purpose of the presented didactic games is that in the process of games, knowledge about the world around is formed, cognitive actions, love for nature, a careful and caring attitude towards it, as well as ecological - purposeful behavior in nature develop. A didactic game is an effective tool for familiarizing, clarifying and systematizing knowledge about the world around us. Actions in the didactic game of acquaintance with nature are different both in practical and mental terms - starting with actions that allow you to develop such cognitive actions as the ability to establish cause-and-effect relationships between natural phenomena, and ending with complex logical inferences.

Section 4 "Didactic games for the formation of mathematical concepts, aimed at the development of cognitive actions in preschool children."

This section includes games for the formation of elementary mathematical concepts aimed at the development of cognitive actions, when children learn the properties and relationships of objects, numbers, arithmetic operations, quantities and their characteristic features, space-time relationships, a variety of geometric shapes through actions such as skill establish dimensional relationships between objects of different lengths (height, width, thickness), systematize objects, placing them in an increasing (decreasing) order, in size, analyze the size of objects to compare, generalize, classify. Playing didactic games for the formation of elementary mathematical concepts, children develop a lively natural interest, which contributes to the development of independent thinking, and most importantly, the development of methods of cognitive actions.

The didactic games presented in the collection can be used by teachers both in educational activities for the development of cognitive actions in children, and in independent activities.

1 section "Didactic games on sensory education, aimed at the development of cognitive actions in preschool children."

Didactic game "Dress up the sun"

(For children 3 - 4 years old)

Didactic task: reinforce children's ideas about colors and their shades, the ability to classify objects by color, teach them to compare objects by color by attaching them to each other.

Game task:dress up the sun by applying a bow to each ray of the corresponding color.

Game actions: an adult or children put an image of the sun with "open eyes" in the center of the table. Children are invited to "dress up the sun", ie by applying to the main sun, the child places the rays in a circle. Next, the child needs to find a bow that matches the color and, by overlaying, dress up a ray.

Rule of the game: select a bow of the corresponding color for each ray of the sun.

Result:Bows of the corresponding color are matched to all the rays of the sun.

Didactic game "Decorate the butterfly"

(For children 3 - 4 years old)

Didactic task: teach children to classify objects by color.

Game actions: the teacher shows the butterflies to the children and says that they flew to visit them. She says that butterflies brought mugs of different colors with them and want children to decorate their wings. The teacher offers to help the butterflies. First, he asks each child to choose mugs of the same color from the four offered. At the same time, he offers alternately one or the other kid to choose mugs of the color they like. After all the children have chosen, the teacher gives them silhouettes of butterflies and offers to decorate them.

The rule of the game: Butterflies of different colors, cut from cardboard, circles of different sizes and colors. Choose circles of the same color from circles of different colors and decorate the butterfly wings with circles of the same color.

Result: at the end of the game, the teacher praises all the children for decorating butterflies and making them even more beautiful. Each butterfly is matched with circles of the same color.

Didactic game "Fix the clothes of the rabbits"

(For children 3 - 4 years old)

Didactic task: develop the ability to highlight color and shape as special properties of objects. Strengthen the ability to classify homogeneous objects by color and shape.

Game task: Pick up patches to the holes on the clothes of the rabbits.

Game actions: the teacher tells the children about the misfortune that happened to the hare: she bought gifts for her hares - dresses, shorts, shirts, skirts. And while walking through the forest, I touched a bush - they broke. (Shows clothes made of cardboard). The teacher invites the children to help the hare: pick up the patches and patch up the holes. Clarifies what geometric shapes the holes in skirts and shorts look like.

The rule of the game: you need to pick up patches of the same color and shape as the holes on the clothes will be.

Result: all the patches to the holes on the clothes were picked up.

Didactic game "Hide the mouse"

(For children 3 - 4 years old)

Didactic task : develop the ability to compare the shape, color and size of the slot and inserts.

Game task: pick up the lid to the window of the mouse house.

Game actions: the teacher shows the children in which houses the mice have settled.

The mice are now looking out the windows. Everyone has different windows: round, oval, square, triangular. These mouse windows are closed only at night, when they go to bed or when they see a cat nearby. Imagine that night has come and the mice need to close the windows. Close so that the shape of the window matches the shape of the lid, so that they are tightly closed.

Morning has come, open the windows. But, here comes the cat. Hide the mice quickly so that the cat does not eat them. The cat left because she could not find a single mouse.

The rule of the game: pick up the covers for the windows of the mouse houses in shape and color.

Result: all the windows at the mouse houses are closed with color-matched covers.

Didactic game "Fishes and Stars"

(For children 3 - 4 years old)

Didactic task : develop the ability to differentiate colors.

Game task: pick up girlfriends for the fish - starfish by color.

Game actions: the teacher attaches two fish and says that each fish has a girlfriend - a starfish. The teacher attaches one starfish of the same color under each fish and says that he put them as many as the fish. After that, the teacher asks children , what color are these fish and stars. Then all the fish and stars are removed. After that, the teacher asks one of the children and attach the red and blue fish. Then another child is called, who is asked to attach the same number of stars. Other children name the colors of the stars attached. After that, the pictures are removed again. The game continues until all the children complete the task of finding girlfriends-stars for the fish.

The rule of the game: pick up a starfish girlfriend of the same color as the fish for each fish.

Result: all the fish found their starfish girlfriends by color.

Section 2 "Didactic games for the development of speech, aimed at the development of cognitive actions in preschool children."

Didactic game "Who calls more actions"

(game for children 5 -

Didactic game: Strengthen the ability of children to correlate the actions of people with their professions. Activate children's vocabulary through action words (verbs).

Game task: Name the actions of people corresponding to the profession.

Game actions:

Children, I work in a kindergarten as a teacher. This is my profession. Nikita's mom treats patients, she is a doctor. This is her profession. Each person, having a profession, works, performs some actions. What does the seller do? Children - sells, cuts, places, etc. What does a doctor do? Children - examines people, listens, gives medicine, gives injections.

The rule of the game: Name the professions and actions that the profession involves.

Result: Children receive a token for each correct answer. The winner is the one with the most chips. Words meaning actions are selected for all the listed professions.

Didactic game "Avalanche"

(game for children 5-7 years old)

Didactic task: develop memory, the ability to classify objects into groups.

Game task: name items by group in a specific sequence.

Game actions: the presenter informs the participants of the theme of the game, on the basis of which they have to name objects, while memorizing and reproducing all the words named by the previous participant in the game. For example: an apple; apple, pear; apple, pear, plum, etc.

The rule of the game: Name items, and the one who cannot say his word or misses what was said earlier, is eliminated from the game (or skips a turn). For example: an apple; apple, pear; apple, pear, plum, etc.

Result: correctly name objects by classifying by groups

Didactic game "If only ..."

(for children 5 - 7 years old)

Didactic task: develop forms of thinking: analysis, synthesis, forecasting, creative coherent speech.

Game task: continue the sentence.

Game actions: invite the children to dream up on a variety of topics: "If I were president ..." (what, why? What would I do?), "If the sun suddenly disappeared ..." (What's good and bad about that?), etc.

The rule of the game: The teacher says the phrase, and the children continue.

Result: continued sentences by children have a logically coherent speech.

Didactic game "Moving to a new apartment"

(for children 3 - 4 years old)

Didactic task: the formation of the ability to compare objects that are similar in purpose and similar in appearance.

Game task: Correctly select and show the picture corresponding to the given subject.

Rules of the game: 6-9 children play. Show the picture that the teacher calls.

Game actions: the teacher gives each child 2-3 pairs of pictures, for example: a cup - a glass, a scarf - a kerchief, a satchel - a briefcase. Says: “Children, we got a new apartment. We need to collect all the things and pack them for the move. I'll pack the dishes first. You will help me. Give me only the thing that I will name. Be careful - many things look similar. Do not confuse, for example, a mug with a cup, a kettle with a coffee pot. I will put the collected dishes in a blue box. " The teacher names one item from each pair, such as a coffee pot. If the child is mistaken (presents the kettle), the picture remains with him. By the end of the game, the children should not have a single picture. The loser is the one who has the pictures left. Then, in order to activate the corresponding vocabulary in the children's speech, the teacher invites one child to take out the collected pictures from the box and say what he got, and to the rest - name the object paired with the one presented. For example, the presenter says: “Gloves.” - “Mittens,” the game partner answers and gives him his picture.

Result: Choose the right pictures. The loser is the one who has the pictures left.

Didactic game "Guess by the description"

(for children 4 - 5 years old)

Didactic task: the formation of the ability to compare according to the characteristics of the subject.

Game task: name the differences between items.

Game actions: the teacher shows pictures of, for example, snowmen and explains: “There are six snowmen in front of you. At first glance, they seem to be the same. But if you look closely at them, you can see the differences. " Then the teacher invites children to learn how to find similarities and differences.

Look at the faces of the snowmen. They? Each has two eyes and an orange nose.

On their heads? Hats of different colors.

Brooms, shoulder blades, twig. Some snowmen hold an object in their right hand, others in their left.

Rules of the game: Find the similarities and differences of objects.

Result: know how to find the properties and differences of objects .

Didactic game "Think a word"

(for children 5 - 7 years old)

Didactic game: Systematizing the presentation of children, teaching them to express their thoughts in a concise form, to designate the quality, objects, actions with them.

Game task: guess which item matches the description.

Game actions: the teacher offers to play an interesting game, the children should think of a word that everyone knows, but not name it, but only tell what it means: what and what can be done with it or what it does, and everyone will guess. For example: He is fluffy, lapping and purring. (Kitty). He crows. (Rooster). It is metal, you can eat soup, borscht with it. (Spoon). It is orange, tasty, long. (Carrot). It is white and floats across the sky. (Cloud).

Rules of the game: talk about the subject and the action with it.

Result: guess by the description what subject is in question.

Didactic game "Who will pick up more words?"

(for children 5 - 7 years old)

Didactic task: To develop analysis and synthesis, to activate vocabulary.

Game task:name as many words as possible for the questions.

Game actions:

The adult invites the children to name as many words as possible by answering questions. In this case, you can use objects or pictures.

What can you sew? (Dress, coat, sundress, shirt, fur coat, boots, panama, skirt, blouse, etc.)

What can be linked? (Hat, mittens, scarf, jacket, vest, dress, tablecloth, napkin, etc.)

What can you darn? (Socks, stockings, mittens, scarf, etc.)

What can you tie? (Hat, scarf, boots, shawl, kerchief, etc.)

What can you wear? (Coat, dress, jacket, fur coat, raincoat, skirt, tights, etc.)

What can you wear? (Slippers, shoes, boots, boots, etc.)

What can you "push" over your head? (Hat, cap, Panama hat, cap, etc.)

Rules of the game: pick up as many words as possible for one group.

Result: the winner is the one with the most words.

Section 3 "Didactic games for acquaintance with nature, aimed at the development of cognitive actions in preschool children"

Didactic game "Tops and roots"

(game for children 6-7 years old)

Didactic task: develop the ability to synthesize objects.

Game task: find your match.

Game actions:

First option.

During a walk after harvesting in the garden, the teacher divides the children into two groups. One of them he gives roots (onions, turnips, carrots, potatoes, etc.), the other - tops - tops. All "tops" and "roots" are messed up. One, two, three - find your pair! " On this signal, all children choose a mate for themselves.

Second option.

"Tops" or "roots" are in place. There is only one subgroup of guys running around the site. The teacher gives the command: "Roots", find your "tops"! " Children should become so that the tops and the root are one whole.

The rule of the game: you can find your "vershok" or "spine" only by a signal.

Result: The correctness of the assignment can be checked by the "magic gate" (the teacher and one of the children) through which all couples pass. So that the interest in the game does not fade away and the children gain knowledge about different plants, it is necessary to invite them to exchange tops and roots several times.

Didactic game "What first, what then!"

(game for children 5-6 years old)

Didactic task: the ability to develop abstraction through determining the degree of maturity of vegetables and fruits by external signs.

Game task: search for your group according to the degree of ripening of vegetables and fruits.

Game actions: the teacher distributes vegetables and fruits to the children and invites them to "mix up". At the signal: "Find your vegetable!" - children, in whose hands vegetables and fruits of the same name, gather in groups. Moreover, within each group, they should be so that it is clear that first, what then, that is, observe the maturation sequence - from unripe to ripe. During the game, children change objects several times.

The rule of the game: Correctly line up the chain as the vegetables ripen

Result: All vegetables and fruits are arranged in a certain sequence as they ripen. The link wins, which gathers quickly and stands in the correct sequence as it matures.

Didactic game "Magic screens"

(game for children 6-7 years old)

Didactic task: development in children of the ability to systematize objects by property, analyze, compare objects.

Game task: pick up pictures for any object in color, shape, size.

Rule of the game: at the beginning of mastering the game, the content is specially designed: a property is selected, pictures with a vivid manifestation of this property are selected. In the future, you can use images with several properties. For example, in the first "window" there is a red apple, in the second and third "windows" - apples of different shape, color, size. Children discuss how to build a row, which property to choose.

A "screen" with three "slot windows" into which to insert the tapes with the property legend. Ribbons - stripes depicting objects with varying degrees of severity of properties (for example, a large, medium and small apple).

Rule of the game: the teacher or one of the children inserts a picture of the object in the first "window". Suggests to pick up a "family" - to build an ordered row.

For example: large circle, then medium, small; dark spot - light, completely light, etc.

Result: Correctly constructed ordered series of items by property.

Didactic game "Whose Trace?"

(game for children 6-7 years old)

Didactic task: to form the ability to compare the animal with the traces left by it in the winter forest.

Game task: identify the owner of the tracks.

Game actions:

The teacher says:

Quiet in the winter forest, the snow sparkles in the sun with multi-colored paints. Everyone is asleep. There seems to be no one. But the winter forest is fraught with many mysteries. Only to the most attentive, he will tell what is happening here, who hid from us today and is watching us.

Take a look at our winter forest. Don't you notice anything? Was there any of the animals here before our arrival. (Children notice many footprints.)

Whose are they? Why are they not visible in the summer? It turns out that all living things always leave their traces. It's just that we can only see them in the snow - in winter or on wet sand - at another time of the year. Traces cannot be seen on the grass, asphalt. Let's try to examine the tracks and guess who they belong to.

The rule of the game: carefully consider the didactic picture of the winter forest. One after another, express your thoughts and wishes, which of the animals where to put. Determine the owner of the tracks (choose the one you need from the animals and put it next to his tracks). The number of players should not exceed 6 people.

Result: the child wins who correctly places the animals in the winter forest, correlating the animal with the tracks left by it.

Didactic game "Winter stocks"

(game for children 5-7 years old)

Didactic task: to form the ability of children to correctly classify the food of animals. Teach the actions of analysis and synthesis.

Game task: pick up the appropriate supplies for the winter.

The rule of the game: think over where you can arrange a food storage for the winter (some animals have a warehouse in a mink, others in a hollow, others bury it under dry leaves, tree roots, etc.). Choose from the offered food only what the animal loves. Place food supplies for the winter with your pet. The game is played by 4 to 6 people.

Each child chooses an animal to which he would like to help prepare supplies for the winter.

Game actions:

The teacher says:

Nature is very kind in autumn: it gives gifts not only to people but also to all living beings - in forests, fields, in all corners. But the animals know that after a generous autumn a harsh winter will come, it will bring frost and snow that will cover the earth. The animals are preparing for the coming of winter. They not only insulate their houses, but also store food to survive the long, cold winter. Let's guys help them get ready for winter. Which forest dweller do you know? Which of them makes supplies for the winter? Which one would you like to help? (Children speak out)

Result: the child wins who quickly and correctly helped his animal and was able to collect more cards with supplies for the winter. For each good deed done, the child receives a card.

Didactic game "Find the same leaf in a bouquet"

(game for children 3-4 years old)

Didactic task: development of the ability to compare objects.

Game task: find a similar item in your bouquet.

Game actions:

Option 1. The teacher distributes bouquets to children, leaves the same for himself. Then he shows them a leaf, for example a maple leaf, and offers: "One, two, three - show such a leaf!" Children raise their hand with a maple leaf.

Option 2.

The child (presenter) describes a leaf from a bouquet based on external features, children find the same leaf in their bouquet.

The rule of the game: find a leaf that matches a given flower.

Game actions: the teacher distributes bouquets to children, keeps the same for himself. Then he shows them a leaf, for example a maple leaf, and offers: "One, two, three - show such a leaf!" Children raise their hand with a maple leaf.

The game is repeated several times with the rest of the leaves of the bouquet.

Option 2.

The child (presenter) describes a leaf from a bouquet based on external features, children find the same leaf in their bouquet

Result: pick up the same bouquets of 3 - 4 different leaves.

Didactic game "Flower shop"

(game for children 5-7 years old)

Didactic task: to consolidate the ability of children to classify plants by color, to make beautiful bouquets.

Game task: Find a plant by flower color.

Game actions: children come to the store with a large selection of colors.

Option 1.

On the table is a tray with multi-colored petals of different shapes. Children choose the petals they like, name their color and find a flower that matches the selected petals both in color and shape.

Option 2.

Children are divided into sellers and buyers. The buyer should describe the flower he has chosen so that the seller would immediately guess which flower he is talking about.

Option 3.

Children independently make three bouquets of flowers: spring, summer, autumn. You can use poems about flowers.
Fairy-tale game "Fruits and vegetables"

The rule of the game: make a bouquet according to the description of the flowers of the plant.

Result: correctly composed bouquet according to the description.

Didactic game "House for leaves"

(game for children 5-7 years old)

Didactic task: develop the ability to analyze and synthesize the names of trees according to essential characteristics.

Game task: choose the right leaves for trees and shrubs.

Game actions:

The teacher attunes children to the game.

Before you is a forest woken up in spring. The sun woke him up with its warm rays, melted the snow, merry streams ran and watered the earth. The forest begins to come to life. How do you think you know when trees and shrubs are awake?

Who is hiding in these kidneys, in these houses?

Let's match each tree and shrub with appropriate clothing. Who would you like to dress up?

The children speak up and begin to decorate the trees and shrubs of their choice according to the description.

The rule of the game: determine which tree or shrub you want to dress up in your spring outfit. Choose spring leaves that match the given tree or shrub according to the description. The number of players is 5-6 people; if the game is played by teams, then 3 teams of 2-3 people. The winners are those children who quickly, correctly
and neatly completed the task.

Result: dress up trees and bushes in our forest in a spring outfit.

Section 4 "Didactic games for the formation of mathematical concepts, aimed at the development of cognitive actions in preschool children."

Didactic game"Put it in boxes"

(game for children 4-5 years old)

Didactic task: learn to group geometric shapes, abstracting from color and size.

Game task: arrange the figures into boxes with a contour image.

The rule of the game: This game uses boxes (tables on each of which there is a geometric figure), on which contour images of figures are given, and circles, squares, triangles of different color and size.

Game actions: put things in order, arrange all the figures in boxes (tables). Children "first examine the boxes and determine which one should be put in. Then they arrange the figures on the boxes (tables), correlating their shape with the outline image.

Result: the shapes in the box must match the outline drawn on the box.

Didactic game "To whom what form? "

(game for children 3-4 years old)

Didactic task: teach children to group geometric shapes (ovals, circles) in shape, distracting from color, size.

Game task: arrange the geometric shapes of a circle and an oval on different trays.

Game actions: The teacher demonstrates a circle and an oval, asks the children to remember the names of these figures, to show how they differ from each other, to trace the contours with their fingers. "And now put all the circles on one tray - the matryoshka, all the ovals on the other - the bear." The teacher observes how the children perform the task, in case of difficulty, invites the child to circle the figure with his finger and say what it is called.

The rule of the game: arrange geometric shapes into groups, put a circle on the matryoshka on a tray, and put an oval on the bear.

Result: the geometric shapes of a circle and an oval are laid out in accordance with the assignment. “Today we have learned to distinguish circles from ovals. The bear will take all the ovals to the forest, and the matryoshka will take the circles home. "

Didactic game "Collect the beads"

(game for children 3-4 years old)

Didactic task: to form the ability to group geometric shapes according to two properties (color and shape, size and color, shape and size), to see the simplest patterns in the alternation of shapes.

Game task: arrange the beads according to the pattern.
Rules of the game: There is a long ribbon on the floor, on it from left to right in a certain alternation the figures are laid out: a red triangle, a green circle, a red triangle, etc. Arrange the beads according to the pattern.

The rule of the game: Children stand in a circle, in front of them are boxes with multi-colored geometric shapes. The teacher suggests making beads for the New Year tree. She points to the ribbon with laid out geometric shapes and says: “Look, the Snow Maiden has already started making them. From what shapes did she decide to make the beads? Guess which bead is next. " Children take two of the same figures, name them and begin to make beads. Explain why this particular figure is laid out. Errors are corrected under the guidance of a teacher. Then the teacher says that the beads have crumbled and must be reassembled. He puts the beginning of the beads on the tape, and offers the children to continue. Asks which figure should be next, why. Children choose geometric shapes and lay them out in accordance with a given pattern.

Result: beads are assembled according to the pattern.

Didactic game "Bridges for rabbits"

(game for children 3-4 years old)

Didactic task: to develop the ability of children to compare two objects in size, to activate the words "big, small, long, short" in the speech of children.

Game task: pick up the size of the board.

Game actions: the teacher says: “Once upon a time there were two bunnies in the forest and they decided to make themselves bridges to the clearing. They found the planks, but they just didn’t understand who should take which plank.

Look, are the bunnies the same size or different? What is the difference between the boards? Place them side by side and see which one is longer and which one is shorter. Run your fingers over the boards. Which tablet will you give to the big bunny? Which one is small? Let's plant Christmas trees near the bridges. What is the height of this Christmas tree? Where do we put her? What kind of Christmas tree will we plant near the short bridge?

The rule of the game: help the bunnies to pick up the planks for the construction of the largest bridge.

Result: the planks are selected in size. The bunnies are very glad that you helped them. "

Didactic game "Bugs on Leaves".

(game for children 4-5 years old)

Didactic task: to form the ability of children to compare two groups of objects on the basis of comparison, to establish equality and inequality of two sets.

Game task: find your house for a bug by the number of leaves.

Game actions: the teacher says: “Children, look how beautiful the bugs are. They want to play with you, you will become bugs.

Our bugs live on leaves. Each bug has its own house - a leaf. Now you will fly through the clearing, and at my signal you will find yourself a house - a leaf. Bugs, fly! Bugs, into the house! Have all the bugs had enough houses? How many bugs? How many leaves? Are they equally divided? How else can you say? The bugs really enjoyed playing with you. "

The rule of the game: find your house for the bug by counting the number of leaves.

Result: the bugs found their houses.

Didactic game "Let's decorate the rug".

(game for children 3-4 years old)

Didactic task: to develop the ability of children to compare two objects in size, to activate the words "big, small" in the speech of children.

Game task: decorate rugs with geometric shapes.

Game actions: the teacher says: “Children, a bear came to visit us. He wants to give his friends beautiful rugs, but he did not have time to decorate them. Let us help him to decorate the rugs. How will we decorate them? (in circles) What color are the circles? Are they the same or different in size? Where do you put the big circles? (to the corners) Where do you put the little circles? (middle) What color are they?

The rule of the game: We decorate rugs with geometric shapes according to the pattern.

Result: decorated the rugs on the pattern for Mishka using geometric shapes. Mishka really liked your rugs, he will now give these rugs to his friends. "

Didactic game "Houses for teddy bears"

(game for children 3-4 years old)

Didactic task: to develop the ability of children to compare two objects in size, to activate the words "big, small" in the speech of children.

Game task: build houses for the cubs

Game actions: the teacher says: “Guys, I'm going to tell you an interesting story.

Once upon a time, there were two teddy bears, and one day they decided to build houses for themselves. They took the walls and roofs for the houses, but they just do not understand what to do next. Let us help them make houses. See what are our largest bears? Which is the largest teddy bear, big or small? What kind of house are we going to make for him? Which wall do you take, big or small? What kind of roof should I take? And what is the biggest bear? What kind of house should he make? What kind of roof will you take? What color is it? Let's plant Christmas trees near the houses. Are the Christmas trees the same size or different? Where do we plant a tall Christmas tree? Where do we plant a low Christmas tree?

The rule of the game: help the cubs build houses, comparing all the details in size.

Result: built houses of geometric shapes for the cubs. The cubs are very happy that you helped them. They want to play with you. "

Didactic game "What figures are missing?"

(game for children 5-7 years old)

Didactic task: Exercise children in the sequential analysis of each group of figures, highlighting and generalizing the features inherent in the figures of each of the groups, comparing them, justifying the solution found.

Game task: find the missing shape in a row of different geometric shapes.

Game actions: Having distributed the tablets among themselves, each player must analyze the figure of the first row. Attention is drawn to the fact that in the rows there are large white figures, inside which there are small figures of three colors. Comparing the second row with the first, it is easy to see that it is missing a large square with a red circle. The empty cell of the third row is filled in the same way. This row is missing a large triangle with a red square. The second player, reasoning in the same way, should place a large circle with a small yellow square in the second row, and a large circle with a small red circle in the third row.

Rules of the game: Large geometric shapes (circle, triangle, square) and small (circle, triangle, square) in three colors. Analyze the rows with geometric shapes, select the missing shape and insert into this row. Two are playing.

Result: Correctly highlight the missing shape in each row. The winner is the one who quickly and correctly copes with the task.

Bibliography

    Alabina, L.V. Collection of exercises and didactic games: teaching aid / L.V. Alabina. - M .: TsGL, 2013.

    Gileva A. Didactic games and game lessons. - Tbilisi: Mountain, 2007. 6. Didactic games for preschoolers. A collection of games for teachers and parents. / Ed. L.A. Golovchits. - M .: GRAF PRESS, 2013.

    Pavlova L.Yu. Collection of didactic games for acquaintance with the outside world / L.Yu. Pavlova. - M .: Mosaic - Synthesis, 2006

    Sorokina A.I., Baturina E.G. Games with rules in kindergarten: a collection of didactic and outdoor games. - M .: Nauka, 2008.

    Sorokina A.I. Didactic games in kindergarten. A handbook for the teacher of d / s. - M .: Education, 2006.

    Udaltsova E.I. Didactic games in the education and training of preschoolers. - Minsk, Belarus, 2016.

Zhanna Kocherga
Examples of didactic games (selection)

Didactic games with objects(toys).

"Look and Remember"... Items are laid out on the table; the called child carefully examines what is on the table, then turns away from the table and calls the objects from memory; the teacher changes the set of items and calls the next child.

"Guess What They Hid"... The teacher lays out objects on the table, showing each object to the children who call it what it is; then summons the child, who stands with his back to the table; the teacher removes one of the items; the child turns to the table, examines the objects, guesses and names what the teacher hid.

"Put things in order"... In this game, the teacher teaches children to name objects and classify them. For Game are selected items of two or three categories; they are arranged into categories, and then the teacher transfers objects from one category to another and invites the children to identify what has changed and restore order.

In all these games, instead of objects, you can take the so-called object pictures of the desired category of objects.

In the younger group, except didactic games"Guess What They Hid", "Wonderful bag"(the child takes out the object and names it, are held didactic games with subject paired pictures.

"Find and Bring"... The teacher lays out object pictures in prominent places, then calls the child, gives him one of the paired pictures (the child must name what is drawn) and offers to find the same picture on it.

In this game, as in others didactic games, various, more complex options:

1) the teacher only shows a paired picture, and the child is looking for the same from memory;

2) instead of pictures, the teacher puts objects in conspicuous places, the child must find the appropriate object from the picture.

In the senior and preparatory groups for school, a game is played "Guess What Has Changed"... In this game, the teacher combines the arrangement of objects in such a way that the children have to use the words: front, back, side, top, bottom, right, left, etc.

1. "Name the color"

Target: Teach children to distinguish colors, name them, develop the ability to generalize objects based on color. Develop speech, attention, logical thinking, perseverance. Develop fine motor skills of the fingers.

Equipment

Age: 2-3 years.

Game progress:

An adult lays out cards in front of the child and asks him to find objects of a given color. For example, an adult takes a card with a blue car and asks the kid to find any other object on the card of the same color. In order for him to understand the rules of the game, it is necessary to show him how to play this game by pointing to a blue flower and explaining that the car and the flower are of the same color.

"Identical items"

Target: Teach children to find the same objects of different colors. Develop speech, attention, the ability to compare objects. Develop fine motor skills of the fingers.

Equipment: 24 cards with items of primary colors.

Age: 2-3 years.

Game progress:

An adult lays out cards in front of the child and asks him to find the same objects.

For example, an adult takes a card with a green car and asks the kid to find another car of the same color in a different color. In order for him to understand the rules of the game, it is necessary to show him how to play this game by pointing to a red car and explaining that the cards show cars of different colors.

2. "What is superfluous"

Target: Develop color perception, the ability to generalize objects based on color. To develop attention, memory, perseverance, observation, orientation in space. To activate the speech of children.

Equipment: 12 colorful and beautifully crafted cards depicting four items (three items of the same color, one item of the other) .

Age: 24 years.

Game progress:

An adult puts a card with a picture of four objects in front of the child and asks him to find "extra", explain why he chose this particular subject, how it differs from others, why the others fit together.

Verbal didactic games.

Verbal- didactic game"Compare different animals" (3-4 years)

Didactic task: teach children to compare different animals from fairy tales, highlighting the opposite signs.

Number of players: 5-6 children

Game rule: the child is answered by the driver

Game action: The teacher invites the children to consider the Bear and the mouse.

The bear is big, and the mouse ... (small)... What other Bear? (Fat, fat-headed, clubfoot)... What kind of mouse? (Small, grayish, fast, dexterous.) What does Bear like? (Honey, raspberries, and the mouse loves (cheese, croutons).

Bear's paws are thick, and the mouse's (thin)... Who has a longer tail? The mouse has a long tail, while Mishka has ... (short.

Similarly, you can compare other animals from fairy tales - a fox and a hare, a wolf and a bear.

Verbal- didactic game"Little kids and a bunny" (3-4 years)

Didactic task: Teach children to come up with a new ending for a familiar fairy tale

Number of players: 4-6 children

Game rule: listen carefully to the interlocutor

Game action: First, children remember a fairy tale "The kids and the wolf"... It can be recalled using a tabletop theater or flannelegraph. The tale ends, but the teacher offers to listen to what happened farther: “The goat has gone back to the forest. The kids were left alone at home. Suddenly there was another knock on the door. The kids got scared and hid. And it was small ... (the toy is shown) bunny. Bunny is talking: ("Do not be afraid of me, this is me - a little bunny".) Kids ... (let the bunny in)... They treated him (cabbage, carrots)... The kids ate and began to ... (play, have fun, frolic)... The bunny played ... (on the drum, and the kids ... (jumping merrily).

Verbal- didactic game"Grouse Hen" (3-4 years)

according to a fairy tale "Ryaba Chicken"

Didactic task: To develop speech activity in children, to work out interrogative intonation with them, to exercise them in correct sound pronunciation.

Number of players: subgroup of children

Game rules: the chicken should loudly, quickly answer the questions of children

Game action: the teacher shows a picture with a picture of a poached hen, offers to remember a fairy tale "Ryaba Chicken"... After telling the tale, explains why it is called "Ryaba"... Then he invites the children to play. A chicken is chosen with a counting device. The teacher puts on her a hat, puts it in front of the children and begins to ask questions. The chicken answers them at the prompt educator:

Ryaba Chicken, where did you go?

To the river.

Ryaba Chicken, why did you go?

For some water.

Ryaba Chicken, why do you need some water?

To water the chickens.

Chicken Ryaba, how do your chickens ask you to drink?

Pee-pee-pee! (All children say this.)

When playing the game again, the teacher offers children: "Let's all together ask the chicken where she went?" Children, together with the teacher, trying to reproduce the interrogative intonation, ask: "Chicken Ryaba, where did you go?" etc. It is better to choose shy, timid, silent children as chicken.

Games with older preschool children

Verbal- didactic game"Radio" (senior preschool age)

Didactic task: To cultivate the ability to be observant, to activate the speech of children

Number of players: unlimited

Game rule: listen and do not interfere with comrades

Game action: The teacher, referring to children, is talking: “Today, we will play a new game called "Radio"... Do you know the name of the person who speaks on the radio? That's right, they call him an announcer. Today on the radio the announcer will tell the children of our group. He will describe one of the heroes of Russian folk tales, and we will guess. I'll be the announcer first, listen! Attention! Attention! Guess which fairy tale this hero is from. Her teeth are sharp, her coat is warm, red-haired, she is beautiful, sly, cunning. Who is this? What fairy tales do you know in which the heroine would be a fox? ( "The Fox and the Crane", "The Fox and the Wolf", "Teremok" etc.)

Verbal- didactic game"Tops-roots" (senior preschool age)

Didactic task: Exercise children in classifying vegetables (on principle: what is edible for them - the root or fruits on the stem)

Number of players: unlimited

Material: pictures with vegetables and forfeits

Game action:

Option 1 The teacher clarifies with the children what they will call "Tops", and what - "Roots"... "The edible root of a vegetable will be called "Roots", and the edible fruit on the stem is "Tops"... The teacher calls a vegetable, and the children quickly answer what is in it edible: tops or roots. The teacher warns that children should be careful, since in some vegetables both are edible. Educator calls: "Carrot!" Children answer: "Roots". "A tomato!" - "Tops". "Onion!" - "Tops and roots"... The one who made a mistake pays the forfeit, which is redeemed at the end of the game.

Option 2. Educator is talking: "Tops", and children remember the vegetables whose tops have been eaten. This game is good after reading a Russian folk tale. "The Man and the Bear"

1. "In the poultry yard". Target: to consolidate knowledge of how poultry cry, to educate the correct sound pronunciation.

The teacher invites you to listen poem:

Our ducks in the morning - Quack-quack-quack! Quack-quack-quack!

Our geese by the pond - Ha-ha-ha! Ha-ha-ha!

And the turkey in the middle of the yard - Ball-ball-ball! Baldy-bald!

Our gulenki at the top - Gru-gru-gru! Gru-gru-gru!

Our chickens in the window - Ko-ko-ko! Ko-ko-ko!

And like Petya the cock in the early morning in the morning

We will sing - Ku-ka-re-ku!

“How do ducks cry? geese ?.

Then the children are divided into groups. "Ducks", "Geese" etc. The teacher says the words, and the children respond with onomatopoeia.

2. "Bees"... Target: train children in dialogical speech, in the correct pronunciation of the sound F, teach to act on a verbal signal.

The teacher and the children remember the bees, look at the pictures, and offer to play. One child is a bear, the rest are bees, the teacher is a mother bee.

Movement mama bee words

Bees flew to collect honey from flowers.

The bear-bear is coming, the bees will take away the honey, Bees, home! Children run around the room, waving their hands. Then they run to the corner of the room, the bear goes there.

The words of the baby bees

This beehive is our house, leave the bear from US: w-w-w-w-w-w! They flap their wings, chase the bear away, fly away. The bear catches the bees.

Games for intermediate children group: "Sparrows and the car", "Who lives in the house", "Geese-geese", "It happens or not", "Loaf", "Bunny", "Add a word".

1. "Mirror"... Target: to develop speech and motor activity.

Children stand in a circle, the driving child selected according to the counting-out stands in the center of the circle. Other pronounce:

In an even circle, one after another,

Hey guys, don't yawn!

What Little Johnny will show us

Let's do it together.

The child in the center of the circle shows various movements, the rest of the children repeat after him.

2. “What is wide (long, tall, low, narrow? Target: to clarify the ideas of children about the size of objects, to teach to find the similarities of objects.

Children sit in a circle, the teacher calls the words and ask them to list which objects can be called with this one word.

Long (day, train, wide (road, river) etc.

Games for senior and preparatory children groups:

1. "Name three (five) objects ". Target: Exercise children in classifying objects.

The teacher calls the word ( for example, furniture, throws the ball to the child, and the child must name 3 words that can be combined with the word furniture.

Desktop-printed didactic games.

Board print game "Paired pictures" (3-4 years)

Didactic task: Exercise children in comparing the objects shown in the picture, in finding similarities and in selecting the same images; to bring up attention, concentration, to form speech, to develop the ability to fulfill the rule of the game.

Number of players:

Material: paired pictures-illustrations from Russian folk tales and chips

Game rules: Show and name only the same picture; whoever selects and names the paired picture correctly will receive a token.

Game action: Find the cards you want.

Board print game "Fold the picture" (3-4 years)

Didactic task: Exercise children in composing a whole subject from its parts; foster will, perseverance, dedication

Number of players:

Game rules: Do not make the wrong choice. The winner is the one who folded and named his picture earlier than others

Game action: finding parts, folding the whole picture

Board print game "Lotto" (3-4 years)

Didactic task: Exercise children in the ability to combine objects in their place growth: where that grows; to consolidate children's knowledge of Russian folk tales

Number of players:

Game rules: cover the cells only with those pictures that correspond to the content of the big card, i.e. a fairy tale

Game action: Find small cards with episodes from fairy tales and cover the cells on the large map with them. Competition - who will cover all cards first

Board print game "Domino" (3-4 years)

Didactic task: To consolidate children's knowledge of Russian folk tales, to correctly name a fairy tale

Number of players:

Game rules: Lay the cards one by one, next to the same picture. Whoever puts all the cards first wins

Game action: If the player does not have a paired card, he skips a move and waits for a paired picture to appear at either end. When the game is repeated, the cards are dealt again.

Board print game "Dispatch the fairy tale" (senior preschool age)

Didactic task: To develop children's intellectual abilities, the ability to use conditional substitutes (symbols) real objects

Number of players:

Game rule: At the signal from the teacher, start Disenchant fairy tale

Game action: Consider the tables with the children and explain that the evil wizard has bewitched the beasts from fairy tales: he turned the cock into a circle, the dog into an oval, the hedgehog into a cross, etc. First, the teacher closes the part of the table with conventional signs with a white stripe. Children should remember and draw the corresponding symbol to the right of each picture. Then closes "Bewitched" animals and invites the children to name them.

When the task is completed, you can compose small fairy tales with the children and write them down on cards, replacing the characters with signs. Child "Disenchants" your fairy tale, substituting the desired character

Collection of didactic games

on the development of speech.

Shekhtel I.N.

Collection of didactic games

on the development of speech.

Urumkay Secondary School

Shchuchinsky district

Shekhtel Irina Nikolaevna

primary school teacher

2008 year

Explanatory note.

In world pedagogy, the game form of education has recently become widespread. In the pedagogical literature, it is often called "active learning" due to the fact that the use of games activates the learning process. The need for their use in primary school is obvious, since the education of children begins at the age of six.

The main activity of preschoolers is play, so it is very difficult for a first grader to immediately switch to learning. Games and game exercises used in the classroom make this process more interesting, entertaining, create a cheerful, working mood in children, facilitate overcoming difficulties in assimilating educational material, and cause positive emotions.

V.A. Sukhomlinsky wrote: “Let's take a closer look at what place play occupies in a child’s life ... For him, play is the most serious matter. In the game, the world is revealed to the children, the creative abilities of the individual are revealed. Without them, there is and cannot be a full-fledged mental development. "

The transitional form from play to study is the didactic game, which organically combines learning with the play form of its organization. The use of the game in the educational process helps to overcome the mental barrier that arises when a child enters school faster and more painlessly.

Didactic games are a type of games with rules specially created by a pedagogical school for the purpose of teaching and educating children. They are aimed at solving specific problems in teaching children, but at the same time, the educational and developmental influence of play activities is manifested in them.

Didactic play is part of a holistic pedagogical process, combined and interconnected with other forms of education and upbringing.

In this collection, games and exercises for the development of students' speech are developed, which are combined into 3 sections:

1) games aimed at setting and consolidating sounds, forming a vocabulary;

2) oral games with words;

3) games with pencil and paper.

The games of the first section, aimed at developing phonemic hearing, are built with a gradual complication of game and educational tasks. First, children learn to hear, distinguish between sound and syllable, identify the first and last sound in a number of words (the game "Word Chain"), practice choosing words with a certain sound. In the game exercise "Find a Pair" the child, by moving the arrow on the disk, learns to select words that are similar in sound: bowl - bear, mustache - wasps, lump - catfish etc., in the differentiation of the most complex sounds: s - w, r - l(game "Who will collect things faster).

This section ends with the game, which is, as it were, a control one - "Train". It allows you to find out if children are able to determine the position of a sound in a word, the number of sounds in a word.

In order for the process of assimilating linguistic features to occur most intensively and at the same time in an entertaining way, since ancient times there have been many techniques for children to better assimilate the meaning of a particular word, develop options for its application in speech practice and consolidate success in memorizing them.

The second section contains targeted exercises based on the use of various properties of individual words and expressions of the rich Russian language. Word games are based on the words and actions of the players. In such games, children learn, relying on existing ideas about objects, to deepen their knowledge of them.

As students master the writing skills, the teacher can turn to the third section, which contains crosswords and puzzles on topics familiar to children. Performing entertaining written tasks contributes to the rapid differentiation of words and letters similar in spelling, consolidation of clear oculomotor and speech-motor operations, stability of attention, visual and auditory memory for words, as well as training the secondary zone of the occipital cortex of the left hemisphere, which is responsible for the implementation of reading functions.

Games in all three sections are aimed not only at developing students' speech, but also develop logical thinking, mental acuity, ingenuity, imagination, will become excellent exercises as training, stimulating the ability to reason and prove.

Based on the use of these games and similar ones, the level of development of students' speech, as well as other important skills and abilities, was diagnosed:

1. Games aimed at setting and consolidating sounds, forming a vocabulary.

"Which sound".

Didactic task: to develop the ability to distinguish between vowels and consonants, to fix the sounds of speech with icons.

Equipment: cards with schematic images of vowels and consonants.

"How many sounds have you heard?"

Didactic task: develop the phonemic hearing of children, form the ability to distinguish between sound and direct syllable.

"Choose a toy"

Didactic task: to consolidate the skills of correct placement of stress in a word.

Equipment: a set of different toys or pictures.

"Three pigs"

Didactic task: learn word formation skills by replacing sounds.

Equipment: subject pictures with the image of three little pigs, an illustration from the book for the fairy tale "Three little pigs".

"Telegraph"

Didactic task: to form the ability to divide words into syllables.

Equipment: hammer.

Option. The teacher names the first syllable of the word and taps the total number of syllables of the conceived word with a hammer. Children must guess which word is intended. The one who guessed it thinks over his word, etc.

"We are moving to a new apartment"

(board game)

Target: teach children to distinguish between objects that are similar in purpose and similar in appearance, help remember their names; activate the appropriate vocabulary in the speech of children.

Equipment: 1.Pair object pictures: a cup - a glass, a mug - a cup, a kettle - a coffee pot, a saucepan - a frying pan, a scarf - a kerchief, a hat - a hat, a dress - a sundress, a sweater - a sleeveless jacket, a coat - a jacket, trousers - shorts, socks - knee-highs, gloves - mittens, knapsack - briefcase, chandelier - table lamp, etc.

2. Boxes for folding pictures.

6-9 children play. The teacher gives each child 2-3 pairs of pictures, for example: a cup - a glass, a handkerchief - a kerchief, a satchel - a briefcase. Says: “Children, we got a new apartment. We need to collect all the things and pack them for the move. I'll pack the dishes first. You will help me. Give me only the thing that I will name. Be careful - many things look similar. Do not confuse, for example, a mug with a cup, a kettle with a coffee pot. I will put the collected dishes in a blue box. "

The teacher names one subject from each pair, for example, a coffee pot. If the child is mistaken (presents the kettle). The picture remains with him.

By the end of the game, the children should not have a single picture. The loser is the one who has the pictures left.

Then, in order to activate the corresponding vocabulary in the speech of children, the teacher invites one child to take out the collected pictures from the box and say what he got, and to the rest name the object combined with the one presented. For example, the host says, "Gloves." - "Mittens", - the game partner answers and gives him his picture.

"Word chain"

(board game)

Target: train children in identifying the first and last sound in words.

Game material:

Cards with object pictures: pencil - wardrobe - flag - bush - ax - rocket - bus - bitch - key - kettle - cat - pineapple - catfish - poppy - crocodile - bow. (Fig. 1)

Children have cards on their tables (one for two). The teacher has a card with a pencil.

The teacher explains, “Today we are going to lay out a chain of objects. Our chain will start with the word pencil. The next link in the chain will be the word that begins with the sound that the word ends with pencil. How many of you find an object with that name in your picture, attach your picture to mine and name your object so that you can clearly hear the last sound in the word. If you find two items at once, then the one who found it first will attach the picture. And the rest of the picture will be attached later, when again a word with the same sound is required for the chain. "

When the entire chain is laid out (it can be placed in a circle), the teacher invites the children to name the objects in chorus, starting with any specified, slightly highlighting the first and last sounds in each word with a voice.

"Who will collect things faster?"

(board game)

Target: Exercise children to differentiate sounds s - w.

Game material: A map with two suitcases in the middle. (Fig. 2) Items of clothing are drawn in a circle with a sound in their names with or NS(fur coat, hat, hat, earflaps, scarf, shawl; sundress, boots, sandals, suit, shirt). Between objects - circles in an amount from one to four; 2 chips of different colors, a cube with circles on the edges (from one to six circles); squares of different colors (8-10 each), they can be with letters with or NS.

Game progress

Two children are playing. One child has to pack things in a suitcase, the names of which have a sound with, the other is things with sound NS. Children alternately roll the dice and move their token by as many circles as indicated on the top edge of the dice. If a chip hits an object that has the sound the child needs in the name, he puts a cardboard square on his suitcase. The one who has more things wins

will collect in your suitcase (will collect more squares).

Find a pair.

Target: Exercise children in the selection of words that differ from each other by one sound, develop phonemic hearing.

Game material: 1. A disc, divided into 2 halves, along the edge of which the same number of velvet paper circles are glued (5-7 pieces each) in the upper and lower parts. A double arrow is attached to the disk, which is easy to move (Fig. 3).

2. Object pictures on circles of the same size as circles on a disc), glued on the back with velvet paper or flannel (Fig. 4)

Goat - scythe bear - mouse whale - cat

Grass - firewood roof - rat whiskers - wasps

Coil - barrel helmet - mask com - catfish

Duck - Poppy Fishing Rod - Cancer House - Smoke

Game progress:

Option 1. The teacher places a disc with pictures on the flannelegraph (in the upper half). The rest of the pictures are located on the flannelergaff or lie on the teacher's desk. Invites children to play the game "Find a Pair". Explains: “This disc is divided into two parts. The upper half contains different pictures. One arrow points to the picture, and the second to the empty circle below. On this circle you need to place a picture with an object, the name of which sounds similar to the name of the object pointed to by the upper arrow. "

The teacher calls the children to the blackboard. Having picked up the picture, the child pronounces both names, emphasizing their similarities and differences in a voice (“Ko with a - to s a"). Then the teacher moves the arrow to the next picture.

Option 2. Each player gets one or two pictures. The teacher places one arrow on a picture and names the object depicted on it. Children look at their pictures, choose the right one. The one who has the picture will play.

"What are their names?"

Target: To reinforce in children the ability to identify the first, last, second and third sounds in words, as well as make names from them.

Game material:

1.Table with images of children: girls and boys (four to five). Above - 4-5 long pockets for object pictures, below - pockets for letters. (fig. 5)

2. Object pictures and cards with letters

a, y, o, s, l, m, w, r.

Game progress:

Option 1. The teacher invites you to find out the names of the girls and boys shown on the table. Explains that for this it is necessary to determine the first sounds in words - the names of objects drawn in the pictures in the upper pockets. Children call: horse, watermelon, cancer, aster - and come to the conclusion that the girl's name is Lara.

Subject pictures for reading (composing) a name Shura: ball, duck, fish, orange; name Masha: mouse, bus, bump, antenna; name Roma: hand, wasp, poppy, car.

Option 2. Children make up names, focusing on the last sounds in words: Shura(reed, kangaroo, ball, vase); Lara(table, cat, ax, duck); Masha(house, bag, lily of the valley, fork); Roma(mosquito, wheel, catfish, saw).

Option 3. Names are based on the second sound in words: Lara(elephant, cancer, watermelon, poppy); Shura(ears, chickens, rook, sleigh), etc.

Option 4. Names are based on the third sound in words: Lara(wolf, rook, brand, crane); Roma(brand, elephant, lamp, dress); Shura(bear, pipe, brand, crab)

"Make up a word"

Target: Compose a word from the available letters. Children are invited to guess several riddles. There are two teams involved. First one guesses, then the other. From the four letters received, each team must form a word - the name of the animal - and line up in one line so that this name can be spelled out on the plates.

For the first team:

Pure and clear as a diamond, a steel horse,

There are no roads, Linen tail. (Needle)

He was born of a mother,

He gives birth to it himself. (Ice)

White as snow

Honored by all. (Sugar)

In the middle, scarlet, sugar,

And the caftan is green, velvet (Watermelon)

Those who are the first to give the answer to the riddle are given tablets with the capital letters of these answers: A, C, I, L.

For the second command:

Always in your mouth, not swallowed. (Tongue)

What bell doesn't ring? (Field flower)

The house is walking down the street.

We're lucky to get to work.

Not on chicken thin legs,

And in rubber boots. (Bus)

The barn of white sheep is full. (Teeth)

Children who have guessed the first are also given tablets with capital letters of answers to riddles: C, A, Z, Z.

"Train"

Target:

    Teach children to determine the presence of the specified sound in words.

    Exercise in determining the number of sounds in words.

    Exercise in determining the number of syllables in words.

Game material:

    Long panel depicting a steam locomotive and three carriages. (Fig. 6)

Each carriage has 3 windows (squares with pockets at the bottom), on the roofs of the carriages there are slots where plates with circles are inserted to indicate the number of sounds in words (from 3 to 5) or to indicate the number of syllables in words (from 1 to 3), as well as plaques with letters to determine the presence of sound in words.

2. Object pictures of the same size as windows with images of animals (animals and birds).

Pictures for one preset sound: with: elephant, elk, lynx, dog, owl; s: hare, zebra, goat, monkey; NS: cat, mouse, horse; f: giraffe, crane, hedgehog, toad; l: fox, lion, wolf, camel; R: crow, sparrow, chicken, crocodile.

Pictures for 3 preset sounds: beetle, cancer, catfish, bull; 4 sounds: elephant, fox, wolf, toad; for 5: cat, mouse, ram, zebra.

Pictures for monosyllabic words: elk, lynx, bull, elephant, lion, wolf; into two-syllable words: giraffe, cat, toad, goat, hare, ram; into three-syllable: crow, chicken, dog, sparrow, crocodile.

Game progress:

Option 1.

The teacher shows the children a steam locomotive and 9 pictures with images of animals, explains: “A train for animals and birds has arrived. It has 3 carriages. Each animal can only ride in a specific carriage. Animals with sounds in their names will ride in the first carriage with…" etc. The teacher calls three children and invites one child to select passengers for the first car (sound with), another - for the second car (sound f) and for the third car (sound R). Then he invites three more child controllers, who must check if the passengers are in their seats.

Option 2.

The teacher inserts signs with circles into the slots on the roofs of the carriages and offers to select passengers, focusing on the number of sounds in the words.

Calls the child, gives him a picture with the image of an animal. The child clearly names it so that every sound in the word is heard, then says how many sounds there are in the given word, and inserts a picture into the pocket of the corresponding carriage: “The bull must go in the first carriage, because in the word bull three sounds ", etc.

Option 3.

The teacher inserts new plates with circles into the slots on the roofs of the cars. Explains that in the first carriage there must be animals whose names are not subdivided into parts (monosyllabic words); those animals whose names can be divided into 2 parts will go to the second carriage, etc.

You can assign a child to the role of a cashier and give him number cards with one, two and three circles. Children will come up to him in turn and say: “I am a wolf. Give me a train ticket. " The cashier determines the number of syllables in the word and gives a number card: "Wolf, you will go in the first carriage"; "Fox, you will go in the second carriage," and so on.

2. Oral word games.

Target: to learn by ear to distinguish a given word from those that are similar to it.

Game progress:

The teacher chooses a word that he slowly says several times in a row. But at the same time he “makes mistakes”, between repetitions he pronounces other words similar to the main word. The student must hear the wrong word and give some kind of sign to the teacher that he was “wrong,” for example, to clap his hands. This at first glance, a simple task actually requires concentration and attention.

For example, the word “mountain” is chosen as the presenter, but in the repetition the chain of words will look like this: mountain, mountain, time, mountain, burrow, mountain, mountain.

Here are a few more options for such tasks:

    Braid, scythe, scythe, dew, scythe, scythe, goat.

"Names of girls and boys".

In this task, the guys need to find out the names of girls and boys hidden in the text. The answer can be suggested by an echo, because the clue is hidden at the very end of the question. But you need to be careful: the echo can fail.

Example: Who brought the doll from the store?

Answer: Zina (shop).

Who tells his brother a cartoon about Samodelkin and Pencil?

Answer: Dasha (Pencil).

    Who will show the house in which the bewildered lives?

    Who is looking forward to gifts from Santa Claus?

    What is the name of the girl who drove south on January 7th?

    And the eighth of July?

    Who doesn't drink kefir?

    What is the name of the boy who is not afraid of either hail or thunder?

    Who sings a song about a midshipman every morning?

    Who reads Lemuel Gulliver's Travels for the third day in a row?

    Who has watched the feature film The Invisible Man ten times in a row?

    What is the name of the girl who is green from the green?

    Who in the zoo teases the camel?

    What is the name of the boy with thick hair?

    Who is eating a bagel by both cheeks?

    Who, noticing the spider, hid under the sofa?

    What is the name of the girl with whom Malinin's daughter is friends?

    Who makes a herbarium from maple, birch and ash leaves?

    Who can tell friends the place where delicious blackberries grow?

    What is the name of the boy who can't wait for a bite?

Answers:

1. Yasha. 2. Rose. 3. Varya. 4. Julia. 5. Ira. 6. Roma. 7. Marina. 8. Faith. 9. Dimka. 10. Lena. 11. Luda. 12. Jura. 13. Alik. 14. Ivan. 15. Nina. 16. Senya. 17. Vika. 18. Lev.

Target: develop logical thinking, the ability to reason.

The child is given the task to continue the phrase that the teacher began. The beginning of the phrase must be chosen so that in it the child clearly feels what needs to be said in the future.

For example:

- If it snows outside, then

Children's answers can be very diverse: winter has come, you can go sledding, you need to dress warmly.

Here are a few more options for similar task phrases:

- If the sun is shining in the sky, then ...

- If the birds fly south, then ...

- If you went to the store with your mother, then ...

Game "Yes" and "No" don't say

"Black" with "white" do not take. "

Target: develop attention when answering questions, teach to look for new options for answers.

This is an old Russian game in which the player must answer the driver's questions, really avoiding the words "yes", "no", "black" and "white".

The task of the facilitator is to formulate the questions so skillfully that the child is forced to look for new answers every time. You can answer questions only with words, you cannot use gestures and facial expressions, for example, negative head shakes.

Questions can be the most ingenuous: "Do you love your mother?", "What color is the milk?", "Does your cat know how to wash with his paw?"

Target: learn to compose meaningful sentences, develop speech.

Any word of 4-8 letters is written in a column. In this way, we got a basis for composing future new words. Then these words must be entered horizontally, starting with each letter. The main task is to choose the words so that they make a detailed sentence. For example, the word "cherry" is selected. First, let's write it in a column. Now it remains to sign a word for each letter, so that a meaningful sentence comes out as a result. Outcome of the game:

V heard

AND van

NS splatter

N new

I AM little scrub

Of course, the proposals in such cases turn out to be somewhat fantastic and even full of absurdities, but the more fun the result of the game turns out to be. You can play it by competing not only between individual students, but also between teams.

You can use this game to better memorize vocabulary words.

"Field of miracles with pretexts."

Target: remember and consolidate prepositions, learn to make sentences with prepositions.

Cut out a disc for playing Field of Miracles out of thick paper. Divide the circle into several sectors using a ruler. In each sector, write prepositions - "from", "on", "in", "under", "above", "from behind", "from under", etc.

Attach an arrow attached to a pointed match in the center of the circle, launch your top by spinning the arrow. The task of such a "Field of Miracles" is indicated by prepositions in its sectors: which preposition the arrow will point to, with that pretext the player needs to make a sentence.

"Words crumbled"

Target: develop attention and ingenuity when composing words from these letters.

The first letters in these words are correct, but the rest have mixed up their order. Help the letters get into the right places, then you will guess which words were encrypted here.

1. Mshiana-, vrte-, kferi-, zhzeeol-, kaash-.

2. Klasoba-, daum-, kotr-, mreo-, pnal-.

3. Bsuy-, cold-, rmtp-, tma-, quor-.

4. Coin-, nzhyon-, stikrat-, knaig-, setan-.

5. Pyroom-, xorata-, shleek-, kdokylor-, flowers-.

6. Lsyurta-, zhkora-, mkasi-, blauk-, kzhao-.

Answers:

    Machine, wind, kefir, iron, porridge.

    Sausage, duma, mole, sea, pencil case.

    Beads, cold, rhythm, theme, blood.

    Cinema, scabbard, old man, book, wall.

    Tomato, beauty, silk, crocodile, flower.

    Chandelier, roast, bowl, roll, leather.

"Guess the subject by its parts."

Target: to acquaint children with the beginning of the deductive method - to teach, based on the analysis of several details, to make up a single whole.

The teacher prepares visual elements in advance - cards with pictures on them. Children - participants in the game - are given such cards on which there are images of various objects. These can be pieces of furniture, familiar vegetables, animals, different types of transport, and so on. The child examines his card, after which, turning it towards himself and not showing it to other players, he names the parts of the object depicted in the figure. The task of the rest of the players is to guess who or what they are talking about. If the game is played in the form of a competition, then the player who is the first to give the desired answer takes the card for himself and, thereby, earns one point.

A little simpler is the oral version of this game, when it can be played just on the go. Here are some sample assignments for her.

Collar, sleeves, pockets; four legs, back, seat; numbers, arrows; spout, lid, handle; letters, pictures, pages; trunk, branches, leaves; root, stem, leaves, petals; screen, buttons, electric cord, remote control; paws, tail, collar; paws, tail, trunk.

"What I'm talking about?"

Target: to teach to guess the subject according to this description, to develop the speech of students.

The condition of the game is that you need to guess the subject according to the given description. This game is a more difficult version of the previous one. Drivers will have to give more detailed descriptions of the conceived objects. But for those who act as a guesser, on the contrary, it will be easier. Indeed, it is easier to guess the subject by more detailed characteristics.

In addition, at the very beginning, guessing a word, the leader must give a hint - in which area of ​​human knowledge it can be present. Simply put, it is dishes, clothes, furniture, vegetables, fruits, insects, domestic or wild animals, etc.

Here are some sample assignments:

Wild animal, lives in the forest, large, shaggy, loves berries and honey.

A wild animal, sly, red-haired, with a fluffy tail.

The insect, with multi-colored wings, looks like a flower.

Transport, large, heavy, with wings and a tail.

Vegetable, red, round, put in salad and borscht.

Sweet, small, in a beautiful piece of paper.

"Learn a proverb or a saying by its inversion."

In the Russian language there are many common proverbs and sayings, for example, "I read a book - I became smarter", "Small and remote". In this game, you need to find out a proverb or a saying by its "flip-flop". That is, in the variant when each of its words is replaced by the opposite in meaning. First, you need to mentally say its antonym instead of each word, and then check by the given answer whether the proverb is correct.

1. "A kerchief sinks under a policeman." The correct folk version is "The thief's hat is on fire."

2. "To die with hares is not to giggle like a hare." - "To live with wolves - howl like a wolf."

3. "Two legs are bad, but one is worse." - "One head it's good, but two better".

4. "I started idleness - stay at home timidly." - "Finished business - walk boldly."

5. "With laziness you will drown the meat in the river." - "You can't catch a fish from a pond without difficulty."

6. "If you are too lazy, you will offend the animals." - "If you hurry, you will make people laugh."

7. "Hilarious night until the morning, if all mess around." - "Bored day until evening, if there is nothing to do."

8. "Enemies are not known in happiness." - "A friend in need is a friend indeed".

9. "Bun - legs for nothing." - "Bread is the head of everything."

10. "Drinking worse before rest." - "Food tastes better after work."

11. "You will run away in front of one wolf - you will catch up with all two." - "You will chase two hares, you will not catch a single one."

12. "The ruble is wasting a penny." - "The kopeck protects the ruble."

"Hide and Seek".

Target: develop attention, learn to find other words in the composition of words.

The guys are invited to play hide and seek. But the disciples will not be hiding, but the words. In this game, words for animals are hidden inside others (at the beginning, in the middle, or at the end of a word). For example, in the word "donut" hides "ram" (BARANKA), in the word "hiccup" - "cat" (iKOTA), and in the word "Vasilisa" - "fox" (Vasilisa). The guys' task is to find all the hidden words.

1. Wave. 15. Leash.

2. Hygiene. 16. Blot.

4. Dirt. 18. Rocket.

5. Annoyance. 19. Earring.

6. Damper. 20. Wanderer.

7. Ticks. 21. Pickles.

8. Skates. 22. Doubt.

9. Skates. 23. Tamer.

10. The man. 24. Bird cherry.

11. Ordinary. 25. A joke.

12. Front garden. 26. Elevator.

13. Loop. 27. Encyclopedia.

14. Whitewashing. 28. Anchor.

And in the words "pulp" and "poacher" two animals were hidden at once! Find them too.

Answers:

1. Ox. 2. Hyena. 3. Owl. 4. Ide. 5. Wasp. 6. Elephant. 7. Bream. 8. Horse. 9. Cat. 10. Already. 11. Bull. 12. Fox. 13. Aphids. 14. Squirrel. 15. Gadfly. 16. Omar. 17. Donkey. 18. Cancer. 19. Hedgehog. 20. Keith. 21. Deer. 22. Som. 23. Mole. 24. Fly. 25. Duck. 26. Leo. 27. Bedbug. 28. Yak. In the word "pulp" there is a yak and a cat, and in the word "poacher" there are crayfish and a horse.

"Cheerful strikethrough."

In front of the students - encrypted notes. In each of them there is a hidden word related to the Russian language. It is not difficult to decipher it. To do this, cross out all letters that appear in the string two or more times, and connect the remaining letters.

Example:

PLAID GRANDFATHER SUMMER OVEN - POINT

Clear? Then let them decipher all the notes.

    DAD KORA STUMP.

    YEAR WATER TWO TIGER FOOD.

    THE ESSENCE OF THE PART SADDLE GOSE.

    DOLL BOW TABLE HATCH TAZ.

    HUNDRED HUNDRED BEADS PUMPKIN.

    ROSE DOV HAND.

    CAKE BUSINESS HEADLIGHT FOX.

    DOLL VARKA FIST WATER.

    SPIDER COURT Cupcake BEETLE.

    CHIN ELEPHANT.

    MOMA UM PIT TOOTH BULL.

    TAXI MAT WOLF.

    GOITER PINE SIDE.

    CHAIR COOK WAY.

    CHEESE LYNX RASH BACKGROUND CHAIN ​​PIKA.

Answers:

1. Root. 2. Dash. 3. Preposition. 4. Union. 5. Letter. 6. Sound. 7. Hyphen. 8. Genus.

9. Death. 10. Number. 11. Language. 12. Symbol. 13. Sign. 14. Dictionary.

15. Phonetics.

3.Play with pencil and paper.

Crossword "What kind of animal?"

1.What are the rivers, seas, oceans filled with?

2. Upland, hill.

3. When the soup is boiled, it is sprinkled for

4. Military combat vehicle.

Control Word - Diagonal:

evil beast, which in fairy tales

met Little Red Riding Hood, three

piglet and seven kids.

Answers: 1. Water. 2. Mountain. 3. Salt. 4. Tank.

The control word is wolf.

Crossword "Guess the word".

The answers to the questions of the crossword puzzle should be recorded in a column. Then it will be possible to read the control word in the first letters vertically.

    The cold heroine of the fairy tale of the same name.

    He left his grandmother, he left his grandfather.

    He heals birds and beasts; nowhere else is he kinder.

    Who bragged about their bravery?

    Who saved the cock from being kidnapped by the fox?

    The name of the sister whose brother turned into a goat

Answers: Snow Maiden, bun, Aibolit, hare, cat, Alyonushka.

The vertical checkword is the most favorite literary genre of children. (Fairy tale)

Crossword test "Toys".

Solve a crossword puzzle based on A. Barto's poetic cycle "Toys".

Horizontally:

    Will not drown in the river: knife, tank, ball?

    For a small boat galloping: lizards, frogs, kangaroos?

    A toy that you can ride to visit: a frog, a penguin, a horse?

    Not used to riding in a truck: a bull, a cat, a lion?

    In the rain soaked to a thread: a bull, a bear, a bunny?

The toy dropped to the floor.

Answers:

1.Ball. 2. Frogs. 3. Horse. 4. Cat. 5. Bunny.

In a vertical row: Bear.

Crossword test "Who will fight the giant?"

Solve a crossword puzzle based on K. Chukovsky's poem "Cockroach".

Horizontally:

    Did they eat each other: hares, tigers, wolves?

    Sat on a hedgehog: a lizard, a tigress, an elephant?

    Did you fly in a balloon: piglets, mosquitoes, caterpillars?

    Driving backwards: owl, whale, cat?

    Hidden in the den: bulls, beetles, lions?

    Riding on a bicycle: cranes, bears, gorillas?

    There were bunnies, frogs, nightingales on the tram?

In the selected cells vertically:

Who defeated the giant?

Answers:

1. Wolves. 2. The elephant. 3. Mosquitoes. 4. Cat. 5. Bulls. 6. Bears. 7. Bunnies.

In a vertical row: Sparrow.

Solve a crossword puzzle based on V. Kataev's fairy tale "Seven-flower flower".

Horizontally:

    The magic part of a seven-color flower: petals, leaves, stem?

    The dog ate Zhenya's: bagels, sweets, pies?

    The birds that Zhenya counted: crows, magpies, chickens?

    When the flower-seven-flower fulfilled Zhenya's third wish, there were hanging on her nose: bulbs, clothespins, icicles?

    The boy, whom Zhenya cured, was named: Vitya, Oleg, Senya?

    The game that Zhenya loved to play: rounders, tag, backgammon?

In highlighted words vertically:

The name of Zhenya's younger brother.

Answers:

1.Petals. 2. Bagels. 3. Ravens. 4. Icicles. 5. Vitya. 6. Salki.

In a vertical row: Pavlik.

In this puzzle you will have to guess words with different meanings. In addition to the fact that for each of them a description is given - what kind of object it is, and where it can be found - there is a kind of hint in the puzzle.

Each word contains a combination of letters that make up the word "owl". True, these letters are located at different distances from each other, but still they provide their help in guessing the puzzle. The lattice for inscribing letters in each word is different.

1. This owl is a truck, not a bird,

He will rush along the highway with a heavy load.

Layout: C_ _ o _ wa _

    In this - folk wisdom is hidden,

In life, perhaps, it will come in handy.

Layout: _ _ with _ s _ _ a

    Both tigers and lions are submissive to this,

When they enter the arena.

Layout: _ _ _ with _ _ _ s _ _ _ a

    In this one you will find stocks of grass -

Under a roof where the rain won't soak them.

Layout: S _ _ ova _

    This one feeds only on words

In a book read by students.

Layout: S _ ova _ _

    For this, the scientist made a discovery

And I described everything in my thesis.

Layout: _ with _ _ _ _ ova _ _ _

    This owl hisses angrily on the stove,

Fries eggs, pancakes and cutlets.

Layout: S _ s _ _ _ _ a

    You will find this owl without a hint

If you can get paper and paint.

Layout: _ _ owl _ _ _

Answers: dump truck, proverb, animal trainer, hayloft, dictionary, research, frying pan, drawing.

This puzzle is similar to the previous one with only one difference. Each of her words contains a combination of letters that make up the word "stork".

    This stork - with a greedy gaze,

It easily leads to controversy.

Don't let it grow

And to mislead kindness.

Layout: _ a _ ist _

    This stork is very proud -

World record broke.

He lifted a heavy load

Like a string bag with a watermelon.

Layout: _ _ a _ _ ist.

    There's gasoline in this stork

Sleeps in the trunk of cars.

Layout: _ a _ east _ _

    This schoolboy from long ago

Dressed in a strict uniform:

And with a kakarda on his cap,

And with the logo on the buckle.

Layout: _ _ _ _ a _ east

    This one loves trains

The sound of wheels is always over him.

Railroad route

You will write these into the cells here.

Layout: _ a _ ist _ _ _ _

    This one, bowing his head,

Silently beats the horse with an elephant.

Layout: _ a _ _ _ _ ist

    This one, hiding in the fog,

He does not give out his secrets.

In an adventure novel

He usually weaves nests.

Layout: _ a _ and _ _ _ _ _ _ _ _ st _

Answers: envy, weightlifter, canister, high school student, highway chess player, amusement.

Charades.

One type of puzzle is called a charade. The constituent parts of a charade are individual small words that add up to a larger word. For a riddle-charade, a description of each of its parts is given, and then the meaning of the whole word. For example, here is how the word "sail" can be encrypted in verse:

Three letters are flying like clouds

Two are visible on a man's face.

And the whole sometimes turns white

"In the fog of the blue sky."

Now guess the proposed charades.

1. The beginning is called a tree,

The end is my readers,

Here in the book there is a whole,

And in every line there are them.

Answer: "Beech - you."

    The first syllable in surprise I exclaim,

I take the second syllable off the bookshelf,

When the first connects to the second,

Then you get the smallest particle.

Answer: "A - volume".

    Part of the dance is my first syllable,

Wine is my second syllable,

Generally transported

Through the streamer river.

Answer: "Steam".

    My first syllable is an excuse

And in the second we will live all summer

And the whole from us and you

It has been waiting for an answer for a long time.

Answer: "Problem - dacha".

The end is at the bottom of the pond

And the whole in the museum

You can find it easily.

Answer: "Kartina".

    You will find the first syllable among the notes,

And the second - the bull carries.

Do you want to find the whole

So look for him along the way.

Answer: "Until the horns."

    My first syllable

You will find then

When in the cauldron

The water is boiling

The pronoun is the second syllable,

But in general -

The school table is yours.

Answer: "Par - that".

    Take my first syllable from the squeak of birds,

The second is from a ram's head.

Open the oven and find there

What you have eaten more than once.

Answer: "Pi is a horn."

    Here it is - the first syllable,

Entering the palace.

At the end is

The one that the alphabet

Should open.

It's a pity there is no answer:

There was, but the answer floated down ...

Answer: "Pro - page - a".

    Pronoun, preposition,

Between them is the name of the poet,

And the whole is a famous fruit,

That ripens at the end of the summer.

Answer: "I am a block - o".

    The first is the note, the second is the same

But in general, it looks like peas.

Answer: "Fa - Salt".

Palindromes.

Palindrome (inversion, inversion) is a kind of puzzle in which a word or text is read equally from beginning to end and from end to beginning. Here are examples of similar noun words: "income", "argument", "order", "rotator". And here are the variants of the phrases-palindromes: “And Liza Mazila”, “The road out of town”, “They are dragging ducks to the cat”, “Milk near Misha”, “And the rose fell on Azor's paw”, “I believe in Yure”.

Try to guess the following palindromes:

    Plant.

    A kind of revolver.

    Radar.

    A peasant, a descendant of settlers on the Don, Kuban.

    Appeal to a woman in some foreign countries.

    Noise when walking, running.

    Aibolit's dog.

    A house made of poles covered with branches and straw.

    The hero of the Russian folk nursery rhyme, who refused to thresh.

    The girl's name.

    Father of father or mother.

    Volgograd football team.

    The ship's chef.

    An item that can be made from snow.

    Parrot breed.

    Hero of Shergin's fairy tales.

    Pantomime artist.

    Flood.

Answers:

1. Bob. 2.Oko. 3.Nagan. 4. Radar. 5. Cossack. 6. Madame. 7.Topot. 8 Avba. 9. Hut. 10. Titus. 11. Anna (Alla, Ada). 12. Grandfather. 13. "Rotor". 14. Cook. 15. Lump. 16. Ara. 17 Shish. 18. Mime. 19. Flood.

Table of contents.

Explanatory note ………………………………… ..

Games aimed at setting and consolidating sounds, forming a vocabulary …………………………

Game "What Sound?"

Game "How many sounds have you heard?"

Game "Choose a toy."

The game "Three little pigs."

Game "Telegraph".

Game "Moving to a new apartment."

Game "Chain of words."

Game "Who will collect things faster?"

Game "Find a Pair."

Game "What are their names?"

Game "Make up a word."

The game "Train."

Oral word games.

Game-task "Say an extra word."

Game "Names of girls and boys".

Game-task "Continue the sentence".

Play "Yes" and "No" do not say, "black" with "white" do not take. "

Intellectual game "Word in a column".

Game "Field of Miracles with Prepositions".

Game "Words are scattered."

Game "Guess the object by its parts".

Game "What am I talking about?"

Game "Learn a proverb or a saying by its inversion."

"Cheerful strikethrough."

Pencil and paper games.

Crossword "What kind of animal?"

Crossword "Guess the word".

Crossword test "Toys".

Crossword test "Who will fight the giant?"

Crossword test "Magic flower".

Puzzle "Eight Mysterious Owls".

Puzzle "Seven Mysterious Storks".

Charades.

Palindromes.

Used Books.

Agapova I., Davydova M. The best games with words. M., 2006.

E.V. Karpova Didactic games in the initial period of study. Ya., 1997

Kozlova M.A. I'm going to my elementary school lesson. Russian language. M., 2003.

Stepkina I.A. "Didactic game as a means of developing the creative abilities of primary schoolchildren." NShK No. 6, 2007

Sukhin I.G. Entertaining materials. Primary School. M., 2004.

Sukhin I.G. Educational crosswords for children 7-12 years old. Rearrange the letters. M., 2003

Shavrina G. A. “Play as a learning process”. NShK No. 7, 2007

Shvaiko G.S. Games and play exercises for the development of speech. M., 1988.


7.1. "One, two, three ... run to me!" (from 3 years of age).

Rules of the game:

The presenter distributes pictures of various objects to all the players. Depending on the age, the content of the pictures changes: in the younger groups, these are objects of the immediate environment, animals, and in the older groups, these are objects of more complex content, as well as natural phenomena and objects of inanimate nature. Children can simply think of an object without using a picture. Children get up at the other end of the hall and, according to a certain instruction of the teacher, run up to him. In older preschool age, the child may be the leader. The educator or the leading child then analyzes whether the player was mistaken, highlighting any properties of the system.

Game progress:

"One, two, three, everyone who has wings, run to me!" (Children come running, who have images of an airplane, birds ...) The rest of the children stand still.
Further, any components of the subsystem can be selected (eyes, angle, wheels, smell, sound ...). The facilitator asks the players where their objects have these parts.

Note: You can use tasks for the supersystem.

For example: "One, two, three, everyone who lives in the field, run to me!" Children run up to the presenter with an image or mysterious objects of cabbage, stone, sand, earth, mouse, grass, wind, tractor. The facilitator asks when the tractor can be in the field (during sowing or harvesting).
You can use assignments for the function of the object.
For example: "One, two, three, those who can sing run to me!" Children run up to the presenter with the image of a bird, man, wind, radio ...
An interesting use of assignments for time dependence.
For example: "One, two, three, everyone who was small before, run to me!" Children with the image of a man, bird, flower, wind run up to the presenter ... Children with the image of a tractor, earth, sand do not run up ...

Living and non-living systems.

When forming ideas about some plants: "One, two, three, everyone who has leaves (trunks, stems, roots, flowers) - run to me. When forming ideas about animals (eyes, wool, long fluffy tail, hooves, horns…).

Development of speech.

When enriching the dictionary with words denoting parts of objects (buttons, sleeves, collar - coat); tasks for the quality of objects (hard - soft, metallic, fabric texture ...)

Maths.

When familiar with geometric shapes. The pictures of children show objects of round, triangular and other shapes.

Acquaintance with objects of the immediate environment

(junior preschool age)

For example: "One, two, three, everyone who has furniture, dishes ... run to me!" The presenter asks the running children what this object (its function) is for.

Target:

Development of associativity of thinking, teaching children to compare various systems.

Rules of the game:

The leader is the educator, and at an older age, the child names the object, and the children name the objects similar to him.

Note: Similar objects can be based on the following features: by purpose (by function), by subsystem, by supersystem, by past and future, by sound, by smell, by color, by size, by shape, by material. Even the most different objects can be similar. You can use subject pictures, especially at the stage of familiarization with the game. The moderator asks to explain why the player decided that the named objects are similar.

Game progress:

Q: What does a lampshade look like?
D: On an umbrella, on Little Red Riding Hood, on a bell, because it is big, on a heron, because it stands on one leg.
Q: What does a smile look like?
D: For a rainbow, for a month in the sky, for sunny weather.

Q: Ladle.
D: On the bucket at the excavator, on the constellation "Big Dipper", on the umbrella, on the shovel, on the microphone, since the microphone has two parts: the microphone itself and the handle, and the ladle also consists of a ladle and a handle. The microphone can also be metal, like a ladle, or it can contain metal parts, and so on.

Inanimate nature.

Q: What does rain look like?
D: On a watering can, when something is poured from a watering can, into a shower.
Q: What kind of shower is there?
D: Cold and warm. And the rain is warm in summer and cold in autumn. And the rain is also like the sprinkler that mom puts in the garden and waters the berries and vegetables.

Artistic activity.

Q: What does a box of colored pencils look like?
D: On a rainbow, on colored tracks, on colored caramels (with a red taste - raspberry, strawberry, with a blue taste - blueberry ...)
Q: What does a brush look like?
D: On the broom of Baba - Yaga, on the pointer, on the Sorceress (because if you draw a drawing with a brush on the paper).

Acquaintance with the surrounding world.

Q: What is a traffic light like?
D: On a three-headed robot, on a rainbow, on a tape recorder.
Q: Why a tape recorder?
D: Since it is rectangular itself, and the circles resemble buttons. And also on paints, since the box is rectangular, and the colors of the traffic light are paints.

Development of speech

(when expanding the vocabulary denoting the names of objects).

Q: What does a needle look like?
D: On a pin, on a button, on a nail, on a knife blade, on a rod from a handle.
Q: That is, all these objects are united by one sign: sharp and metal.
D: Also on the thorns of the hedgehog and cactus, on the clasp of the earring, which is inserted into the ear, it is also sharp.

Sound culture of speech

(while improving the ability to distinguish the sounds of the language by ear).

Q: What is the "R" sound like?
D: To the noise of a motor, vacuum cleaner, roar of a lion or dog.
Q: Say the sound "P". Name the words that contain this sound. (Go to lesson).

Musical education.

Q: What does a waltz melody look like?
D: For the blooming of a flower, for the light rustle of the leaves of a tree, for the awakening of animals from hibernation, for mixing colors.

7.3. "Teremok" (from 4 years old).

Rules of the game:

Children are given various object pictures. One child (or a teacher in a younger group) plays the role of a leader. Sits in the "house". Everyone who comes to the "teremok" will be able to get there only if he says how his object is similar to that of the presenter or differs from it. The key words are the words: "Knock - knock. Who lives in the little house?"

Note: During the game, the presenter can change attitudes: "I will let you into the teremok, if you say how you are like me. Or:" I will let you into the teremok, if you say how you are different from me. "
Similarities and differences can be by function (by the purpose of the subject), by component, by location or by species.

For example: thread and scissors. They are similar, since they belong to the same supersystem - items for sewing; can be in the apartment or on the cutter's table. Similarities and differences can be in the past and in the future, in smell, sound, shape, color, size, material. This game, like the previous "What It Looks Like", reinforces the algorithm of systems thinking in children.

The course of the game.

Option 1:

Leading - the child chose a car.
D: Knock knock. Who lives in the house?
Q: It's me, the car.
D: And I'm a table. Let me live with you?
Q: Let me go, if you tell me how you look like me.
D: I am a table, similar to you in that I serve people (I hold various objects on myself, dishes, and you also serve people, as you transport them or goods. You are iron, I can also be iron. You, a machine, live in a house - a garage and I live in a house (in a room). You, a car, have 4 wheels, and I have 4 legs. They take care of me - they wash me and you, a car, wash. You, a car, emit a smell (of gasoline) and I, the table, emit a smell when they put food on me or wash me with powder. You and I are similar in shape. I have a square lid, you also have a square roof. I, a table, can also be the same size as a car. You are made of solid people, and so am I. The car can drive and I can drive because I can have wheels.

Option 2:

Q: Let me tell you what you are, the table is different from me - the car.
D: The machine in the past was iron, and my table in the past was wooden planks. My main function is to keep the plates on the table, and I need a car to transport goods, people. I am white and you are green. I am in the picture here depicted as a small table, and you as a large car. You, the car, have round legs, but I have rectangular ones.

Musical education

(with a comparative description of different genres).

Option 1:


Q: It's me, march. And who are you?
Q: I will let you in if you say how you, waltz, look like me, march.
D: You and I belong to the world of music. We are both musical pieces. We are composed of notes that are put together in a melody. We have a rhythm. Both of us can cheer people up, and children can perform different movements.

Option 2:

D: Knock - knock. Who lives in the house?
Q: It's me, march. And who are you?
D: And I'm a waltz. Let me in to you.
Q: I will let you in if you tell me how you, waltz, are different from me, march.
D: The waltz has a smoother melody, gentle, they dance to it in pairs slowly, but you can also quickly. And you can't dance to the march, it has a tough rhythm.

Wildlife and inanimate nature.

Similarities in objects of the living world.
D: Knock - knock. Who lives in the house?
Q: It's me, bullfinch. And who are you?
D: And I'm a sparrow. Let me go to you!
Q: I will let you in if you tell me how you, a sparrow, look like me, a bullfinch.
D: Both you and I are birds. We have the same structure: There are 2 wings, there are 2 legs, 1 head, feathers on the body, tail, and so on; we belong to the natural world, to a living system, to birds. We are alive, therefore we breathe, reproduce, move independently. A sparrow, like a bullfinch, moves on two legs and flies. In the past, the sparrow and the bullfinch were little chicks, and in the future they will have their own chicks.

Differences in objects of the living world.
D: Knock - knock. I am a sparrow. Who lives in the house? Let me go to you!
Q: This is me - a bullfinch. I'll let you in if you tell me how you and I are different.
D: The bullfinch is slightly larger than a sparrow. Bullfinch is a migratory bird. A sparrow lives in the city next to a person all year round. We have a different color (a bullfinch has a red breast, and a sparrow has a gray one). Different food (the bullfinch eats berries, and therefore lives in parks and forests, and the sparrow eats seeds).
D: Knock knock. I am a stone. Who lives in the house? Let me live with you.
Q: I will let you in if you tell me how you, the stone are different from me, the river.
D: We are made up of different people. The stone is made of solid, and the river is made of liquid. We are different to the touch: the stone is hard, and the water passes through our fingers. We are different in shape. The river takes the form of the banks. The river makes a sound - a murmur, but the stones do not emit a sound.

Maths

(when fixing geometric shapes).

D: Knock knock. I am a triangle. Who lives in the house? Let me in to you.
Q: Let me go if you say what you are, a triangle is like me, a square.
D: We are geometric shapes. We have corners, sides. We make the world diverse.
D: Knock - knock. I am a circle. Let me in to you.
Q: Let's say, if you say what you are, the circle is different from us (triangle and square).
D: I have no sides or corners. But I can roll, and you cannot.

Note: The game can get harder. Objects of various shapes can be taken and children will also have to be told about the similarities and differences of objects.

From 2 to 10 people can take part in the game "Teremok". So that the players in the house do not get bored, work can be built in a chain. The one who has already been admitted to the teremok asks the next player who asks to enter the teremok and so on. During the game, tasks can be changed: ask for similarities, then for differences. Pictures must be used only at the first stage, then children can "keep" the object in their head.

The game can only be devoted to one particular topic. For example, only animals or items of dishes, furniture. Then, before the game, the teacher informs the children about this. Or if you take pictures, it selects the appropriate ones.

The "teremok" itself is, of course, conditional. It may be just a corner in the room, or it may be chairs placed for which all objects are ultimately assembled.

Acquaintance with the surrounding world.

Q: I am a city. And who are you? I'll let you in if you tell me how you and I are alike.
D: I am a village. You and I are alike, as people live in the city and in the village; there are kindergartens and schools. We exist so that people live and work together.
Q: Come in! And how are we different? (you can turn to the next child).
D: The city is bigger than the village. There are fewer people in the village than in the city. The city has large factories and factories, and in the village people raise livestock and clean fields. There are small, low houses in the village. In the city, the sounds are different than in the village: cars, trams are ringing, and in the village, cows moo and pigs grunt. And in the village it smells of hay, milk, and in the city, gasoline.

Note: In this section, in older groups, you can give the concept of differences and similarities between day and night; various professions; teacher and student; mothers and daughters; driver and pedestrian. Thus, the child will develop and consolidate the concept of social relations.

7.4. "Let's change" (for children 5-7 years old).

Rules of the game:

The game is played by a subgroup. Each child thinks of his own object and says what he (she) can do. Then there is an exchange of functions between the children who made the object.

Game progress:

R1: I am the watch. I can tell the time.
P2: I am a book. I make a person smarter.
P3: I am a mosquito. I choose the function - to interfere with people.
P4: I am a machine. I translate people.
Q: Let's switch functions.

The clock (child 1) explains how it makes a person smarter or how a machine can tell the time.

Maths.

Р1 - morning. In the morning everyone wakes up, wash, get ready for work, school, kindergarten.
P2 - day. During the day, adults work, children study at school, and in kindergarten, children walk, study, play and sleep.
Р3 - evening. In the evening, the whole family gathers at home, have dinner, children learn lessons, adults watch TV, and very young children play.
Р4 - night. They sleep at night. The night is needed so that adults and children can rest and gain strength for the next day.
Q: Now imagine that at night the whole family wakes up and starts getting ready for work and so on.

Living and non-living systems.

R1: I am an elephant. I can pour water from my trunk.
P2: I am an ostrich. I can hide my head in the sand.
P3: I am a hedgehog. I can curl up in a ball.
Then comes the exchange of functions. The hedgehog can now pour water from the trunk. Like this? And the elephant explains how he learned to hide his head in the sand, and the ostrich to curl up in a ball.

Inanimate nature.

Р1: I am ice. I am transparent and made up of solid people.
P2: I am water. I am made up of liquid men.
P3: I am steam. I am made up of gaseous men.
Then there is an exchange of functions: ice (child 1) suddenly began to consist of liquid men, and steam (child 3) became solid. When it happens.

7.5. "Find friends" (from the age of 5).

Rules of the game:

The presenter names the object, highlights its function, and the children say who or what performs the same function.

Note: This game can be played as a subgroup, or as a group in frontal forms of work (in class). The game is recommended to be used after children become familiar with the concept of "function", after using the game "What can?" The game can be made mobile using a set of object pictures located at some distance from the players. Children will need to run and choose the right picture, or maybe several pictures that perform the function named by the leader.

Another option using simulation. The presenter names the object, and the children at the tables draw the object (or objects) with a diagram that perform the function of the given object.

Game progress:

Q: The car transports the cargo, and who else performs this function.
D: A horse, planes, sledges, an elephant are transporting cargo ...
Q: A bird can fly, but who else can fly?
D: Can fly a plane, a bee, a duck.
Q: Does the plane fly by itself?
D: No. His man leads.
Q: In fairy tales you often come across magical objects. Name them!
D: Magic wand, boots - runners.
Q: Name the magic objects that everyone can, name from what fairy tales they are.

Maths.

Q: I have a ball in my hands. It can roll. And what other objects can perform this function (that is, to reinforce in children the notion that only objects that have no corners roll.)

Artistic activity.

Q: I have a pencil. Its function is to leave a mark on paper. What other objects (visual aids) leave traces on paper.
D: A brush, if moistened with paint, can be drawn with a finger if dipped in ink or paint. You can draw with a pen or felt-tip pen. And also with wax crayons.

Inanimate nature.

Q: I have a nail in my hand. What kind of people are there the most? What other objects have more solid people.
D: Scissors, ax, plate ...
Q: I'll take a glass of water. In which objects there are both solid and liquid men at the same time.
D: Samovar, iron, washing machine, kettle, cream in a tube.