Games for dating in the camp. Card file (preparatory group) on the topic: Games and exercises aimed at introducing children to each other, creating positive emotions, developing empathy
"Snowball".
All players become in a circle. The host starts, i.e. says his name. The next participant calls the name of the leader, then his own. The next one is the two previous names and one's own, etc. "Choral acquaintance" (it is better to carry out after the game "Snowball") All players become in a circle. The host points to someone, and everyone (including the one who is pointed to) pronounces this name in unison. This is repeated several times with different participants.
"Namesakes"
The leader randomly pronounces a name. People with this name take a step forward. If there are several people with that name, then the presenter notes this fact, and everyone else applauds them. If the name occurs only once, then all participants in the game say compliments to the first letter of this name to its owner.
"Hi"
The players stand in a circle. One of the players walks around the circle from the outside and pats someone on the shoulder. He says: "Hello, my name is ......" The Salted One replies in the same way, giving his name. They repeat the greetings two or three times. Then they run in opposite directions around the ring, meet halfway, exchange the same greeting three times and continue to run in the same directions, trying to take a free place. The one who did not have enough space becomes the leader.
"Acquaintance in the center of the circle"
All participants stand in a circle. In clockwise order, the guys go to the center of the circle and introduce themselves as they would like to be called. For example: Nadezhda, Svetik, Ivan Ivanovich, etc. This performance can be accompanied by some movements, and an adjective characterizing the character of the participant can be added to the name.
"Dating for a Time"
Each participant in a certain time needs to learn the names and shake hands with as many participants as possible in the game. At the signal of the leader "STOP", everyone stops meeting and sits down in their places. Then everyone, in order, should name the number of newly acquired acquaintances, call each by name, indicating at the same time who you are calling.
"Maths"
All players become in a circle. One of the participants starts counting. The one who has a number that is a multiple of three or two (depending on the number of people) pronounces his name.
"Handshake"
Everyone gets in line. The first player stands in front of the second, shakes his hand and tells him his name, he answers him the same. The first one moves along the row, repeating the greeting with all the participants, followed by the second, third, etc. Thus, the game continues until each participant passes along the line and exchanges greetings with all the players, and the first one becomes the first again.
"Relay race"
Everyone becomes in a circle. One participant calls his name (simultaneously clapping his hands) and then passes the baton to any of the circle, calling his name. For example: 1.
Olya (cotton) - Olya (cotton) Olya (cotton) - Sasha (cotton)
Sasha (cotton) - Sasha (cotton) Sasha (cotton) - Julia (cotton), etc.
The task is not to get confused and not to go astray
"Ball Game"
Participants stand in a circle, holding outstretched arms in front of them. The counselor says his name and throws the ball to any of the guys. After that, he lowers his hands. He also introduces himself and throws the ball further, etc. until all the guys have introduced themselves. After the ball goes around everyone and everyone lowers their hands, the game begins in the second round. Each of the participants throws the ball to the person to whom he threw it for the first time, and again says his name
On the next step the game can be made more difficult. The player throws the ball to some other participant and at the same time calls his name. The one who makes a mistake does not give up.
"Buildings"
The guys for a certain time (1-2 minutes) need to line up in alphabetical order of their names. For example, Andrey will be the first, Boris the second, Valya the third, etc. The host, of course, will check the correctness of their construction, as a result of which the guys will introduce themselves again.
"Creative circle"
All participants become in a circle. One of the players takes a step forward, calls his name and shows his movement. Then each participant repeats after the previous one and shows his own (you only need to repeat the name and movement of the previous player, and not all those who previously introduced themselves). Until everyone introduces themselves. The game can be continued, but already as a relay race. Each participant, having named his name and showing his movement, passes the baton to any of the circle, calling his name and showing his movement.
"Chick Chick"
All participants stand in a circle, the driver is inside the circle. If the driver says “tsap” to someone, then this person should quickly name the name of his neighbor on the right, “chick” - the name of the neighbor on the left, “chick-chick” - all participants change places. If one of the participants could not quickly answer the host's question (did not answer immediately or incorrectly), then he becomes the leader and the game continues.
"Be able to remember"
All participants become in a circle. The leader is in the center. Everyone (including the presenter) come up with a nickname for themselves with the same letter as their name and introduce themselves in turn. For example: “Natasha is the sky, Sveta is the sun, etc.” The host approaches any participant and swings over him. The player must very quickly call by name and nickname of any of those standing in a circle. The host runs to the named person and everything continues. If the participant does not have time to remember anyone or speaks incorrectly, then the leader salit and takes his place in the circle, and he becomes the leader.
"Imagine a Neighbor"
The guys are divided into pairs, everyone is given the following task: within 1-2 minutes they should learn as much as possible about each other. Then everyone in a circle introduces their partner (makes him an advertisement for 30 seconds). It can be just a story, a drawing, some kind of creative presentation.
You should not hold this game if there are more than 15 participants, it can drag on and the guys will be bored.
"I love - I don't love"
Each participant should have a piece of paper and a pencil (pen), and the leader should have pins. The sheet is divided by a line in half into two halves. The facilitator reads the questions, and the rest in the left column write what they like, in the right - what they do not like. For example, a flower. In the left column I write "violet", in the right column I write "tulip", and so on. Questions can be very diverse: favorite and least favorite color, book, film, author, name, occupation, number, etc.
After everyone has written, the sheets are attached to the chest with a pin. You can approach any person and read what he wrote, then look at the next sheet, etc.
"Portrait"
All participants sit in a circle. It is necessary to select a person and try to draw him (this can be in the form of a caricature, some kind of images, etc.). Then the drawings are passed around in a circle, and everyone says or writes whose portrait it is. At the end of the discussion, the author of the drawing names the person whom he drew.
"Find a Man (Vanity-Vanity, Bingo)"
The game has several options, but they are all similar. Here is one of them:
For this game, you need to prepare cards - tasks for the number of participants. There can be from one to nine tasks, the tasks in the cards are different. They can be arranged in the form of a list table or in some other way.
The children are given sheets with tasks: "Find a person who draws", "... who sings", "... who plays the guitar", "... dances", etc., depending on your imagination. A certain time is given to complete the task (depending on the number of tasks and participants). At the signal of the leader "STOP", or after the first 5-10 tasks have been handed over to the leader, everyone stops asking questions and takes their seats. Then each in order must name the number of "talents" discovered by him, call each by name and tell everyone about his abilities. If there were many participants and tasks, then the presenter can voice the most interesting tasks himself. And those who are found can be invited to the stage and asked to demonstrate their talents.
Other options for the task are possible - "Find everyone who can draw, sing, etc."; you can divide the guys into teams and offer each team a common card.
"My portrait"
For this game, you must have sheets of paper (according to the number of people), pencils and felt-tip pens. Each participant draws his portrait, trying to show what he is on it (his interests, hobbies, character traits). Then, in a circle, everyone tells what he depicted in the picture. From these drawings you can make a portrait gallery of your class, detachment, primary team.
"Compliment"
All participants in the game sit in a circle. Each in turn makes a compliment aloud for any reason to his neighbor on the right, the relay continues. A compliment can concern both external signs and character traits, for example: “Tanya, you have beautiful eyes”, “Sasha, I like your smile”, “Olya, you are very friendly”, etc. This game is the first step towards getting to know the team, it is held to create a friendly mood of the group.
"Performance"
Each participant in the game prepares his own presentation - his oral business card. She can be real, or maybe in some form, for example: a company executive, an actor, an athlete, a teacher, anyone. Introducing himself to the group, each participant, in addition to words, must also show some gesture characteristic of his image. At the end of the game, you can conduct a small memory test - try to remember who showed which gestures.
"Metaphor"
The participants of the game sit in a circle, each in turn calls his name and plus any metaphor about his character or any definition, preferably starting with the same letter, for example: Lena - “ice and fire”, Vladimir - “prickly hedgehog” , Alexey - “perpetual motion”, Hera - “puzzle”, Nadya - “music box”, Anya - “reed”, Valya - “free”, Sergey - “serious”, Mikhail - “courageous”, etc.
"Handshake"
All children stand in a circle, break into pairs, turn to face each other. At the command of the counselor, everyone starts moving, shaking hands with each new player, while saying their name. The movement occurs in such a way that half of the circle moves clockwise, the second half - against, going towards each other. At the end of the game, ask the children whose handshake they remember the most and why. “3 favorites ...” The guys stand in a circle, one leader comes to the center and asks any player to give their name and plus three favorites ... anything: days of the week, months of the year, dishes, books, films, song, composer, sport, art genre, etc. (only one thing). The participant of the game answers and takes the place of the leader in the center of the circle, continuing the game and asking a similar question to any player. At the same time, the presenter himself decides what exactly and from whom he asks. The purpose of the game is to find out the interests and affections of children.
"Take my seat"
The whole group stands in a circle, in the center - one leader. The host calls any two names (preferably those that are in this team). Those players whose name is called should change places among themselves, and the leader at this time will try to take any vacant place. The one who was left without a place becomes the center of the circle and continues the game as a leader.
"Interview"
The game is more suitable for teenagers. Each participant writes his first and last name on a small piece of paper, puts all the pieces in a box, mixes them, then takes out one piece of paper “blindly” from the box. As a result, each player has a sheet with someone's last name. The task of teenagers is to interview the person whose name is written on his piece of paper. The choice of questions to be asked remains with each player. But the goal of the game is to get to know the team. After each of the participants has interviewed, everyone sits in a circle and takes turns talking about the person who was asked questions. Again, the right to select the information received, which is reported to everyone, remains with the participants in the game. They can tell the whole team everything they heard in response to their questions, or they can leave part of the information “for official use” - that is, only for myself. The game helps teenagers to open up to an unfamiliar group, but at the same time it is much easier to overcome their own shyness complexes inherent in psychological features of this age.
"Tell me about yourself"
This is a form of traditional spark-introduction, best suited to middle age. All the children sit in a circle, the counselor starts a conversation, introducing himself to the guys, talking about his interests, hobbies, dreams, etc. At the same time, the counselor gives the guys a sample, a diagram of how and what to talk about. Be sure to use a certain symbol on the light, the “relay baton”, which the participants in the light pass from one to the other in a circle in turn. The pre-counselor will certainly introduce the guys to some fictional beautiful legend about the chosen object - the "relay baton" - why exactly this cone (flower, toy, pencil - whatever) has become a symbol of our today's acquaintance. If a child in a story about himself says that he loves to sing, dance, read poetry, then it would be nice to invite him to demonstrate his hobbies and talents right here on the spark. This will make the light more creative and interesting, and will bring life to the general course of the light.
"Revelation Envelope"
Form of acquaintance for senior children. The counselor prepares an envelope with a large number of questions in advance. It is desirable that the questions were of a moral and ethical nature, such as: - what do you value most in people? - what is your biggest goal in life? - what traits of a person’s character do you particularly dislike? - which of the famous heroes of the past (film, book) would you like to be like and why? etc.
“Guess the famous person”
All participants in the game write on sheets of one last name very famous people world and different historical epochs. It can be writers, musicians, athletes, politicians, actors, artists - anyone, but certainly very famous for this category of children. Then the counselor collects all these sheets, mixes them up and attaches them to the back of the game participants. No one should call aloud the names of those people who are written on the sheets of the neighbors. The task of each player is to ask any participant a variety of questions in order to guess about his famous person written on his back. But the questions must be formulated in such a way that all players can answer in one word - “yes”, “no”. Other options, clarifications are not allowed. Those who guessed and correctly guessed their hero hang their sheet with a known surname forward on their chest. The game ends when all participants have guessed their heroes.The game teaches free communication, overcoming complexes of shyness and stiffness, helps each teenager not be afraid to approach any member of the team and ask a question.
Name and movement
Participants stand in a circle. Starting with the leader, everyone calls his name and makes the movement that is most characteristic of himself. Everyone else repeats the name and movement of this person. You can continue the exercise - each participant calls the names and repeats the movements of everyone standing in the circle.
affectionate name
All participants are invited to stand up and, moving freely around a certain area, whisper their name to as many people as possible. Then, on command, the guys do the same, but whisper their affectionate name. after that, the facilitator suggests moving again, and the participants are tasked with remembering and whispering the affectionate name of all those present on the territory.
find the similarity
Participants are divided into groups of three. For a certain time, everyone in the group talks about himself. As soon as the guys in the team find common similarities, they jump together and loudly count their similarities. The goal is to find as many similarities as possible.
Zoo.
The host distributes to all participants in the game several names of animals (dog, cat, pig, etc.), which are repeated by several people. With their eyes closed, the guys must find their mate, making sounds characteristic of this animal.
The participant forms two circles: external - boys, internal - girls, meeting in pairs, they enter into a dialogue:
You are a thrush (the index finger points to the interlocutor) - I am a thrush (to myself) - You have a nose (to the interlocutor) - I have a nose (to myself) - You have scarlet cheeks (to the interlocutor) - I have scarlet cheeks (to myself) - Your lips are red (on the interlocutor) - My lips are red (on myself) - You and I are two friends (embracing) - We love each other (embracing).
Then the couples change and do similar actions.
Discord.
This game has several varieties, but we recommend it to introduce children to the camp, staff, administration and teaching team. Prepare cards in advance with interesting questions, for example: “What is the name of the camp director?”, “How many steps lead to the sea?”, “How many lanterns illuminate the camp?”, “What is the name of the head counselor’s dog?” etc. Here you can show your imagination, and children will certainly enjoy making little discoveries for themselves. You can break the squad into teams, then this game will get the spirit of the competition.
Excursion.
You can also use the tour form to get to know the camp. You and your partner come up with some interesting legends about the camp and its inhabitants, take the guys to the most “memorable” places, during the tour determine those places where you can’t go, and you can tell about the requirements of the administration. This walk can turn into an exciting and memorable adventure.
DISCOVERY GAMES
1. Name recognition games:
"WALKING ON THE ROOF A SPARROW"(11-13 years old)
Participants repeat after the leader the end of each line of the quatrain:
“A sparrow was walking along the roof ... beat-beat-beat-beat!
I gathered friends for myself ... zey-zey-zey-zey!
Many, many, many of us ... us-us-us-us!
Tanechki will rise with us! .. "
Tatyanas stand up, the participants greet them with applause, the host repeats the quatrain again, replacing names, etc. The leader should start with the names that are most in the squad, and end with single names, having previously compiled an appropriate list for himself.
The game is held in the organizational period of the shift to consolidate the acquaintance of the kids. The driver steps aside while the players agree on who will vote. Then the driver stands in a circle and closes his eyes. The players go in a circle with the words: “We gathered together in a circle, turned around all at once, and how do we say:“ Skok, hop, hop. (these words are spoken by one person) - guess whose voice. The driver opens his eyes and guesses which of the guys said “Jump, jump, jump”. If he succeeds, he changes places with the speaker. You can give the driver three attempts. If he still does not guess, the game starts over, and for everyone, once again, the name of the child is called.
"WATER"(9-11 years old)
The game is held in the organizational period of the shift to consolidate the acquaintance of the kids. The driver sits in a circle with his eyes closed. The players move in a circle with the words:
"Grandfather water,
Why are you sitting underwater?
Look out for a glimpse
For one minute."
The circle stops. The "waterman" gets up and, without opening his eyes, approaches one of the players. His task is to determine who it is and give his name.
"KNOW WHO IS NOT"(9-11 years old)
The game is held in the organizational period of the shift to consolidate the acquaintance of the kids. All participants become chaotic, without touching each other, and close their eyes. The leader slowly takes away two or three people (you can all sing together so that no one listens to the departing). Then, at the command of the leader, everyone sharply opens their eyes and must quickly call by name who is not there.
"GET TO KNOW YOUR NEIGHBOR"(11-13, 13-16 years old)
Participants are divided into pairs and in 3 minutes they exchange information about each other (what is their name, where did they come from, what are their hobbies, favorite animal, who they would like to become, etc.). The task of the players is to ask and remember information about their partner as much as possible. Then the participants take turns introducing each other in front of everyone. The counselors begin. Everyone who introduced himself received a storm of applause.
"I'M NAMED AND I DO THIS"(11-13, 13-16 years old)
The participants stand in a circle. The counselor explains the rules, immediately showing: “My name is ... (it seems), and I do this! (shows a short, cheerful movement). Now all the participants say in unison: “His name is ... (repeat his name), and he does like this! (and repeat all together his movement). This is how each participant is represented.
"SAME"(11-13, 13-16 years old)
Participants with the same names must unite in one group and shout something uniting them faster than others (name, desire, hobby, etc.) Participants with unique names(i.e. in the singular) also create their own "group of unique names". Then, quietly, the groups take turns introducing themselves and greeting the other groups. Counselors, according to their names, also participate in the process.
"HANDSHAKE"(11-13, 13-16 years old)
Each participant in a certain time (1-3 minutes) must have time to shake hands with the maximum number of people. The attention of the participants is fixed on the fact that the hand should be shaken kindly, looking into the eyes of a person, and at the same time it is imperative to say your name. You can stipulate that it is necessary to count the number of people with whom you greeted. Then, at the end of the exercise, the facilitator asks: “Who said hello to more than 10 people? And more than 20?” You can selectively ask who remembers which names, which participants.
“BUILDINGS”(11-13, 13-16 years old)
For a certain time (1-2 minutes), the guys need to line up in alphabetical order of their names. For example, Andrei will be the first, Boris the second, Valya the third, etc. The host, of course, will check the correctness of their construction, in as a result of which the guys will introduce themselves again.
“ABOUT YOURSELF IN THREE WORDS”(13-16 years old)
Each participant calls his name and any three words that, in his opinion, characterize him most fully. An example is shown by counselors.
“CHORAL ACQUAINTANCE”(13-16 years old)
This game is held immediately after the initial acquaintance with the names of the participants. All players become in a circle. The leader points to someone, and everyone (including the one who is pointed to) pronounces this name in unison. This is repeated several times with different participants.
"BETTER, MORE, TEACH"(13-16 years old)
Participants are given an A-4 sheet with the following phrases:
"Most of all I love…"
"The best I can do..."
"I want to learn…"
Accordingly, each participant needs to complete these sentences aloud and pass the sheet further in a circle. Each participant introduces himself by giving his name.
2. Games for rallying, rapprochement.
These are "Energizing Games" (see above): "Colors", "Salad", "Mail", "Posikota", "Confusion", "Quiet-Louder", "Molecule", "Dragon Samurai Princess", "Conductor", "Hunters", "Oh-she-she!", "Flamingos and penguins", "Red cow", "Houses-residents-earthquakes", "Cones, squirrels and nuts", as well as the business game "Secular rout".
3. Games to identify the leader
"KARABAS"(11-13 years old)
The participants are seated in a circle, a counselor sits with them, who proposes the conditions for the game: “Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all puppets. I will say the word “KA-RA-BAS” and show a certain number of fingers on outstretched hands. And you will have to, without agreeing, get up from your chairs, and as many people as I show my fingers. This game develops attention and speed of reaction.” This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys. Most often, more sociable, striving for leadership guys get up. Those who get up later or towards the end of the game are less determined. There are those who first get up and then sit down. They make up the "happy" group. The group of the detachment that does not get up at all is not initiative. It is recommended to repeat the game 4-5 times.
"ARCHIMEDES"(11-13, 13-16 years old)
All participants in the circle hold hands. Until the end of the game, without disengaging their hands, they will build geometric shapes. The game is played in three stages. On all three - all participants with their eyes closed. Stage differences:
Stage 1 - everyone can speak, build a square (the leader-leader observes the most active participants organizing the whole process).
Stage 2 - those who are appointed by the leader can speak, build a triangle (this should be 1/3 of the detachment of those very active participants).
Stage 3 - 2-3 people can speak, appointed as the leader, in his opinion, claiming to be leaders, build a trapezoid.
After each stage, the participants open their eyes and see what they have done. If the squad is doing well, then in the third stage the task can be complicated by building a star.
"INDICATOR"(11-13, 13-16 years old)
The participants stand in a circle. The counselor says: “You have 4 types of movements: “hands up”, “crouch”, “converge in the center”, “disperse along the walls”. Your task is to make the maximum number of people make the same movement very quickly. Everyone can talk." Then, the host forbids everyone to speak. Then forbids speaking and using gestures. Then - to speak, use gestures and facial expressions. And the last thing is to complete the task silently with your eyes closed. All this time, the leaders carefully observe the participants and identify leaders for themselves.
“LARGE FAMILY PHOTO”(11-13, 13-16 years old)
Participants are invited to imagine that their squad is a big family and everyone needs to take a picture together for a family album. You must select a "photographer". He should arrange the whole family for photographing. "Grandfather" is selected from the family. He, too, can participate in the arrangement of members of the “family”. No more settings for children are given. They must decide for themselves who to be and where to stand. And the counselors are watching this entertaining picture. The role of “photographer” and “grandfathers” is usually taken by guys striving for leadership. However, elements of management and other “family members” are not excluded. It will be very interesting for counselors to observe the distribution of roles, activity-passivity in choosing a location. Also, this game, held in the middle of the shift, can open up new leaders for you and reveal the likes-dislikes system in groups. After the distribution of roles and arrangement of “family members”, the “photographer” counts to three. At the count of “three”, everyone together and very loudly shout the word “cheese” and make a simultaneous clap of their hands.
"ASSOCIATIONS"(11-13, 13-16 years old)
This game is about forming groups. Listen carefully to the leader's instructions, and then run, organize, look for the right group for you. You can collect your own or become a member of someone else's group.
Find a group of three people you don't know;
Find a group of five people so that everyone has one of the clothes of the same color;
Find a group of four people whose last digit is the same as yours;
Find five who have as many brothers and sisters as you do;
Find four dressed in sneakers;
Find three with long hair.
Participants who are more active and more often than others gather their groups and there are leaders.
"GUINNESS SHOW"(11-13,13-16 years old)
The guys need for a certain time (or as quickly as possible) to build on a certain basis. The counselor does not give any more instructions. Tasks for building:
By height;
By hair color;
According to the stiffness of the hair;
By the length of the hairstyle;
By eye color;
shoe size;
Birthdays, etc.
When building, a natural question arises: “Where to build from?” It is advisable not to give an answer - to remain silent, to pretend that you do not hear the question. Here you, just, will be able to mark the leader, the one who will take the initiative in building, i.e. will begin to arrange "as it should be." Perhaps these are the people who difficult situation can take the initiative. On the second or third task, everything needs to be complicated: all participants are “dumb”, then “blind”. As a rule, desperate, courageous, energetic people with organizational skills take up the decision. Thus, in the game it is possible to check whether the potential leaders coincide with the formal ones.
“Cool how! There are only “old men” in my detachment, you don’t even need to get acquainted! ”, The counselor rejoices. “Let's play snowball!” the counselor suggests. "Oh, I'm tired!" - the wise "old men" grumble.
So that you, dear fellow counselor, do not meet with "oh" and "fu", I, always looking for something new, took on the function of a magnet and attracted games suitable for a children's health camp to get to know each other. Learn, remember, enjoy!
Dating games for junior units
The younger guys, as a rule, do not know each other. The games offered here are suitable for their age and, if played emotionally, will arouse interest.
"Snowball" (where without him, darling?)
The host calls his name. The next player says the leader's name and his own name. The third player calls the names of the previous ones and his own, and so on in a circle. The last player will have the hardest time - he will have to name all those present.
- Pay attention to the fact that sometimes the guys try to remember just a sequence of names in order to repeat them accurately, like parrots. To avoid this, during the game, focus their attention on the noteworthiness of each player (“We have such a smiling Igor”, “Very nice, Sveta - with wonderful hairpins”).
- The game can be lengthened and complicated if, on the second round, each participant will say not only his name, but also what he will be useful for on a desert island. It's long but fun. With one of my units, we had something like this story:
“This is Kostya, on a desert island, he can cook food for everyone. This is Lesha, he will make a fire for us. Denis will arrange a clowning show for us, Sasha will command everyone, Anya and Nastya will make our home beautiful, Ksyusha will tell us what happened before, Ignat will organize sports competitions, Vera and Masha will chat on the phone, and Partridge will show everyone medical care". It turned out funny, and everyone quickly remembered each other.
"Revelation Envelope"
The counselor passes an envelope or a hat in a circle, where pieces of paper with questions lie. Each participant in the game draws out any question and, calling his name, answers it. On the second round, you can draw out questions for the one whom the player chooses ("I will ask Dasha this question"), so the children will remember each other's names.
"My shaggy gray dog"
Participants form two circles - outer and inner - and begin to circle under the words:
My shaggy gray dog is sitting by the window,
My shaggy gray dog looks at me.
Bingo! Bingo! Yes, Bingo is his name!
On the word “his”, those who at that moment find themselves in a pair opposite each other join hands. These people shake hands and give their names. The game continues until everyone has met.
"Cacophony"
The group sits or stands in a circle, the leader goes to the center of the circle. At his command, everyone says in unison:
If you went out, brother, in a circle,
Tell me what's our name!
One two Three!
After these words, everyone calls out their names in unison. The driver must name several of them (two, three, as an option - everyone he remembered).
"Hello!"
Everyone stands in a circle shoulder to shoulder. The driver, passing behind the backs of the players, touches one of them with his hand. After that, the driver and the one who was hit run in opposite directions along the outside of the circle. When meeting, they should say “Hello” and give their name, after which they run further, trying to take an empty seat. Who did not have time to do this, becomes the driver.
- When meeting, be sure to stop and say your name clearly.
- If one child constantly does not have time to take a seat, the counselor may say: “We remembered this driver of ours. What's his name? (Everyone will answer, since the driver called the name several times). And now we will choose another driver! Thus, the counselor will save the child from being the leader all the time.
"Locomotive"
All participants stand in a circle. The host approaches any player and says: “Hi, I'm a locomotive. What is your name?" The participant says his name. The “locomotive” must repeat the name with the intonation with which the player said it. After that, the player joins the "locomotive". On the next “race”, the name of the next player is repeated by all the “carriages”. The game is simple, but fun, because the children copy each other's intonations, and they themselves come up with such intonations that even a real artist cannot copy!
"Gift"
Everyone sits or stands in a circle. The first player introduces himself and “gives a gift: “I am Vanya. I give you a flower”, while Vanya “holds” a “flower” in his hand and “passes it on to everyone”. The next player repeats: “Vanya gave you a flower (“took” a “flower” from Vanya), and I am Katya. I give you a ball (shows the ball). After everyone introduced themselves and “gave gifts”, the counselor invites everyone to give each other handshakes and smiles. Below I will tell you how, by complicating this game, it can be played with older guys.
Dating games for senior units
The older units are usually rich with "oldies" - guys who come to the camp all the time. Therefore, the leader of the senior detachment must take into account several points:
- Familiarization games should be challenging enough and include an element of cohesion.
- Older children with great pleasure will not only learn the names of their comrades in the detachment, but also position themselves as individuals.
- Despite the fact that you know the "oldies", they may not know each other.
- There will always be new ones in the squad!
"Interview"
This game can be played as a free interview by all participants of each other. If the counselor feels that the atmosphere in the squad is still tense, then you can use the following technique: a sheet of paper is attached to the back of each participant, on which the guys write questions to each other within the allotted time. Then the sheets are removed, everyone sits in a circle and takes turns answering the questions written on the sheets.
"Blanket"
Participants are divided into two teams, a blanket is stretched between them. From each team, one of the participants, who should not see each other, approaches the blanket. As soon as the blanket is lowered, the participants must name the person they see on the other side of the blanket. The one who did it first takes the loser to his team. Thus, from the two teams by the end of the game, one is obtained.
"Dating in pairs"
All participants are divided into pairs (preferably by lot) and get to know each other by asking each other any questions. When the allotted time comes to an end, the participants introduce each other, talking about the person they met as a couple.
- So that no one feels left out, if there is enough time, you can ask the participant who was introduced to add about himself what the presenter did not say and what the person himself wants to convey about himself to his comrades.
- As an option: you can invite the participants to exchange names and introduce themselves on behalf of a partner, talking about him as about himself (this option was suggested by Tanya Veselova).
"Poetic Metaphor"
The game is played like a "Snowball", but the participants are invited to describe themselves in a metaphorical, poetic form ("When I become a cat", "Ice and fire", "Beauty, excellent student, athlete").
"Gift - 2"
It is carried out in the same way as with the younger ones, but the participants do not say what exactly they are giving, but show it with pantomime. The rest must guess and "accept" the gift - also in pantomime.
"Truth and lie"
Participants take turns introducing themselves, and then they say three facts about themselves, two of which are true and one is false. The rest must guess what exactly is a lie.
- The counselor needs to carefully monitor the microclimate in the group, focus on the game moment and exclude emotional comments from especially active and critical participants (“Yes, you’re lying”, “Don’t flood”, “Think for yourself”, etc.).
On this, colleague, let me take my leave. Meet, think, create! And sociable detachments to you!
Material used: site vojatiy.ru
books by Afanasiev and Kamorin
"What to do with children in a country camp",
and also a great personal experience!!!
Children from different schools, different cities gather in the summer camp, but they have to relax together, have fun, and in order for the vacation to be successful, you need to get to know each other very quickly. The proposed games will help them quickly get to know each other.
GAMES FOR DISCOVERY (within the group and between teams)
dating games
The organizers and leaders are teachers or counselors. They explain the rules of the game, correct its course. The game allows the guys to remember each other's names, reveals creative and organizational skills
Name-color, name-association
All participants are in a common circle. Everyone in turn must name his name and color (image: object, animal, plant), which, in his opinion, he looks like, and justify his similarity (list similar qualities).
Tell me about me
We divide everyone into pairs. For several minutes, the pairs tell each other about themselves. Then they tell everyone about their couple, then vice versa.
Let's get acquainted
All players are invited to find their namesakes and unite in groups by name. Those with rare names are united in the "Assorted" group. Each group is given the task of imagining their name creatively.
We're going camping
The player, having named his name, names an item that begins with the first letter of his name, which he can take with him on a hike. For example: "My name is Katya, I go hiking and I take a compass with me." The next player says: "My name is Serezha, I'm going camping and I'm taking a sleeping bag with me, and also Katya with a compass," and so on, until everyone has been named by name.
My favorite thing
The player calls his name and favorite thing. The next player reports his attitude to the named case, then introduces himself and says what he likes. For example, the first participant says: "My name is Andrey, and I like to play the guitar." Next member: “I can't play the guitar. My name is Reja, I love to play football.” And so on.
Chairs
All players sit in a circle on chairs. The leader stands in the center of the circle, leaving one chair free. The task of the player sitting to the right of the free chair is to hit it with his hand and name any player. The player whose name is called moves to an empty chair. The leader must take a new free chair until the player sitting on the right hits it and calls the name. If he succeeded, then the player, with right side whose chair is occupied by the leader becomes the leader.
Count to thirty
The players sit in a circle with the leader. The leader suggests counting up to 30 by the whole detachment, necessarily specifying that it is rare for anyone to cope with this task. The conditions are as follows: players take turns calling one number out loud. In this case, the players who fall on the numbers ending in "3" or divisible by "3" without a remainder, instead of the number, call their name. The player who makes a mistake stops playing and the game starts from the beginning.
Who can
The presenter hangs out a pre-prepared poster, consisting of a field divided into 9 squares. In each square, the question is: Who can play the guitar? Who is dancing? Who is drawing? Who plays sports? and others. Only 9 (according to the number of squares) questions. All players take pens and pieces of paper, draw a similar field, number the squares.
The task of the players is to interview the players and find among them those who really know how to play the guitar, draw, etc. write in the appropriate box on your sheet the name and surname of this player. You cannot write the name of the same person in more than one square. The host after the game summarizes and learns about the skills of the guys in the squad.
Name in a circle
The participants stand in a circle. Everyone in turn takes a step to the center, calls his name and shows any movement. Then all participants simultaneously repeat his name and the movement that he just showed.
"Round dance of acquaintances". All the children, holding hands, dance with the words:
We walk in circles, we walk,
We want to meet
Only those who are called are standing,
Well, we are sitting with you.
After these words, the children whose name was called remain standing, and the rest squat. Then the game continues.
"Sparrow". Please form a circle. Children jump on one leg in a circle in one direction, and the leader, inside the circle, in the other, while saying the words:
"Jumping, jumping sparrow-bey-bey,
Gathers all friends-zay-zay.
Many, many different us-us-us,
They will come out ... ( Olga) now-hour-hour."
The named ones enter the circle, and the game is repeated until the names of all the children have been named.
"Bingo"(game for younger children). The players form pairs, which, holding hands, move with a jump, as in a polka, with the words:
- My shaggy faithful dog is sitting by the window.
- My shaggy faithful dog is looking at me. B-I-N-G-0! Bingo call him!
Calling the letters, the players turn in pairs to face each other and take 5 steps for each letter (B-I-N-G-0) in opposite directions. When meeting with a player of the opposite pair, you need to clap with both hands with this player. On the letter "O" the movement stops, the phrase is pronounced: "Bingo call him." The resulting pairs call each other their names, and the game continues again.
"Snowball". The first participant says his name; the second participant repeats the name of the first and says his own. The third participant repeats the names of the first two and says his name, etc. The second option is to add a quality of character that you are proud of to the name. Subsequent players repeat the names and character traits of the previous participants.
"Ah yes me!". The players form a circle. Everyone will say their name, taking a step in a circle and showing an unusual movement. All the others repeat this movement and say his name in unison.
"What I love? What don't you like?" The players sit down and pass the ball around. Everyone names himself and gives answers to the questions: What do I like? What do I not like?
"Magnificent Valeria". You need to come up with an adjective that would characterize you and begin with the first letter of your name. Bold Sergey, neat Olga, etc.
Variants of this game: "Travel Gear" - We go hiking and take with us: “My name is Katya, and I take a swing with me”; "Guests" - “My name is Tamara, and I would invite Tariverdiev to my birthday party”; "Labor exchange" - "Andrey the scuba diver, Boris the banker, Valya the doctor ...".
"We rhyme the name." Participants will have to rhyme a couplet in which their names would meet. For example, “I am Svetlana - I love sour cream from an early age!”. You have one minute to prepare. Players introduce themselves in a circle.
"My famous namesake." Players need to remember famous namesake people (actors, politicians, athletes, writers) and introduce themselves. For example, "My name is the same as the host of the TV show Malakhov." Game variant "Guess yourself". The counselor reports that a sudden modesty fettered the mouths of all the players. They cannot introduce themselves directly and get to know everyone. It is allowed to make hints in which there are association words, events, names of historical figures by which you can find out your name. I am the sister of Olga Larina (Tatiana) My name is beautiful flower. Agniya Barto has a poem about me.
"Business card". Each participant must tell about himself, but the task is complicated by the fact that each new business card, in addition to repeating information, must contain something new:
My name is Alla.
My name is Sasha, I am 14 years old.
My name is Masha, I'm 13 years old, I love listening to music.
"It's me!". The leader stands in the center of the circle and calls two names. The players whose names have been called shout "It's me!" and change places. The leader's task is to take the vacant seat. The one whose place is taken becomes the leader. If only one of the two named names has found its owner, then this person shouts “It's me” and remains in his place.
"Handkerchief". The player who has the handkerchief in his hands goes around the circle and passes the handkerchief between two players standing next to him. Players run around the circle in opposite directions. The host takes one of the vacant seats. Running players, having met, should stop and, shaking hands, introduce themselves by name. And continue running, trying to take the first free place. The second one who comes running becomes the leader, receiving a handkerchief.
Name Carousel. We divide into 2 teams. Team A forms the inner circle and Team B forms the outer circle. The children are facing each other. To the music, the children begin to move in a circle. As soon as the music stops, everyone should introduce themselves to the player opposite.
We complicate the rules. As soon as the music stops, the task of the players is to name the person in front of them as quickly as possible. The one who did it second goes to the opposite team.
"Steam locomotive Chuh". The host with the words “I am Chuh the engine” moves inside the circle, and, stopping next to one of the players, asks everyone: “Tell me, what is his (her) name?”. Everyone calls the name of the player in unison. And he clings to the engine, becoming a trailer. The game continues until everyone has become a trailer.
"I am a snake, a snake, a snake." The participants sit in a circle. The counselor starts the game, he approaches any player and asks: “I am a snake, snake, snake, do you want to be my tail?” If the answer is yes, then the player and the leader get to know each other. Then the player crawls between the legs of the leader, stands behind him, putting his hands on his shoulders. In the case of a negative answer, the leader’s phrase sounds: “But you have to,” and the acquaintance process is repeated. So the whole squad is included in the game.
"Hi". Everyone walks around the room backwards. When two people face each other with their backs, they stand with their feet shoulder-width apart, bend over and shake hands, stretching them between each other's legs, saying "Hello." After that, they turn to face each other, shake hands again and introduce themselves.
"Phantoms". The task of the players is to compose a fairy tale: the first participant begins the story, be sure to include his name in it. In order for the next player, sitting to his left, to continue the tale, the first one must name the neighbor's name, weaving it into the thread of the story.
"Guess who's not here." Everyone stands in a circle, holding hands. In the center of the circle is the driver with his eyes closed. The guys walk around him with the words:
The children were walking in the forest
And they lost someone.
Come on ( ringlet) is our light,
Guess who's not here.
At this time, the leader shows with gestures who should go out and hide. The driver opens his eyes and guesses who is not there.
"And I'm going." A free chair is required to play. Players always move clockwise. The first participant moves to a free chair and says: "And I'm going." The second sits down and says: "And I'm there." The third sits down, says: “And I am a hare, the fourth -“ And I am with ... ”(calling the name of anyone sitting in a circle). The one whose name was called moves to an empty chair and the game continues again.
"Zip or tsap". All players sit in a circle. One player stands in the middle, he does not have a chair. He approaches one of the seated players, asks “Tsip or Tsap”, and when the player answers “Tsip”, the leader begins to quickly count to 3. The player who was contacted must name the neighbor sitting to his left. If he does not have time, then he becomes the leader. If a player says "Zap", then all players must switch places. In this case, the leader must take someone's place.
"I know five names." The participants sit in a circle. The first participant, starting with the phrase: “I know five names ...”, names five names of the guys from his squad, the one whose name was called last also begins to name five names.
"I know…". The first participant, starting with the phrase “I know five (three, one, ...) names on the left (right) ...”, names five (three, one, ...) names of the guys from the circle sitting on his left (right). The one whose name was called last says the same phrase, indicating his number of names, direction, and calls the guys. Etc.
"Blind Owl" A driver is chosen, he is blindfolded. One of the players pronounces any phrase, the driver must guess the person by voice.
"Let's open our hearts to each other." Each player receives a token in the shape of a heart, but on which he writes his name. The leader walks around with a hat. Players lower their hearts into a hat, after which the leader goes around the circle a second time. Now the task of the players is to get one of the hearts out of the hat, read the name written on it aloud, remember who it belongs to, and give it to the owner.
"Detective Agency" Everyone writes their description on a piece of paper. The leaves are folded together, shuffled and distributed again. A person must find the one whose description he pulled out and introduce him to everyone else.
"Brake". The leader needs to send a message. The method of transmitting the message will be a given rhythm. The host calls his name, beats out the rhythm, then he calls the name of the addressee and beats the rhythm again. The player who received the message must send it to the next player in the same way. If a player finds it difficult to complete the task and loses the rhythm, then all players call his name, beat the rhythm and send him a message that he is a “brake” and set the rhythm again, giving him the opportunity to correct himself.
"Duel of Names" Players are divided into two teams, and counselors act as seconds. Teams squat on opposite sides of the bedspread. The host invites one person from each team to the "barrier". The veil falls, and the "duelists" must name the opponent as quickly as possible. The one who said the name first "pulls" the opponent from the opposite team to his own. The team with the most players wins.
Stress Relief Games
"We greet like ...". What do people you know do when they see each other? - they say hello, saying the words of greeting: hello, hello, good afternoon (morning, evening), we haven’t seen each other for a long time. The participants in the game move randomly, at the signal of the leader, they must stop and say hello to the person standing nearby.
"Good afternoon!": the boys bow and the girls curtsy.
"Hi!": pat each other on the shoulder, saying "Hello!".
"Hello!": shake hands.
"How are you?": show clasped hands above head.
The leader in discord says the words of greeting.
"We cook porridge." The host reads a poem - a recipe for making porridge, and the participants, having heard an ingredient that is not related to making porridge, stomp loudly.
Mom cooks porridge for all of us,
Delicious food for our family.
What to put in her porridge,
To not poison everyone?
Let's help her!
new milk
semolina
cabbage
pickle
meat jelly
sugar and salt
white beans
wooden chair
celery spicy
Bay leaf
chinese rice
prunes and raisins
chocolate delight
boiled sausage
parsley green
Bulgarian pepper
tatar sauce
biscuit cookies
Well done boys!
Cooked porridge -
All our kids will be very happy!
Bon appetit to them!
"Birds ..." ©. Listen carefully to the sentences, and if it is correct, the children clap their hands, and if a mistake has crept into it, they stomp their feet. Songbirds sing: chirp-chirp!
The bells are ringing: ding-dong!
A dog barks in the yard: meow-meow ...
A beetle on a tree buzzes: mu-mu ...
The gray goat shouts: be-be!
And the cow in the meadow: oink-oink ...
Gray ducks cry: quack-quack...
And the lamb by the river: zhu-zhu ...
And the kitten by the stove: chirp-chirp ...
"The birds have arrived." Players should listen carefully to the text and clap their hands in place of erroneously spoken words:
The birds have arrived:
pigeons, tits,
flies and swifts,
swallows, hedgehogs...
The birds have arrived:
pigeons, tits,
storks, crows,
jackdaws, pasta…
The birds have arrived:
pigeons, martens,
lapwings, swifts,
jackdaws and hedgehogs,
mosquitoes, cuckoos
sat down at the edge...
The birds have arrived:
pigeons, old women,
swans and ducks and...
Thanks joke!
"Meeting the Olympics" ©. Players must listen carefully to the text and clap their hands in place of erroneously spoken words.
For sports games we need:
Soccer ball, bars, skis;
Racket, beads, grapes,
Rope, hoops, rope;
Skates, washcloth and whistle,
Dumbbells, skittles, horoscope;
Stopwatch and tennis ball
Shuttlecock, tack, gate, dog;
Barbell, sand, Treadmill,
Another ball, exercise equipment, potatoes.
And, of course, a smile, fun,
good mood!
“The camp is full of fun…” and "If only the sun had legs..." The facilitator reads the poem. The task of the children is to change places.
Fun in the camp
There is no room for idleness!
Yes, and you do not get bored -
Who is in ..., run out!
(sneakers; jeans;
with earrings, etc.)
If the sun had legs
It would run along the path!
Yes, and you do not sit -
Who... come out!
(Who has already rested in the camp?
Who loves to swim?
Who loves ice cream?
Who's in pants? Who is blond?
Who has a sister or brother?
"Hee-Katunchiki". Boys say "Ha" and girls say "Hee". The task of the players is to giggle and cackle as many times as the host shows the fingers on his hand. Right hand leading for boys, and the left - for girls.
"Sound the picture." The host demonstrates pictures (cat, dog, cow, rooster), first in turn, and at the end shows all the pictures at once, and the children voice them.
"Rhythm". The leader sets the rhythm, which everyone repeats in unison. Then he points to any player from the circle, who sets his rhythm, and everyone repeats. The task becomes more difficult: now, without stopping, the rhythm will change every time the host points to any of the players.
"Audiomix". Remember a popular song that everyone knows. The leader's hand is a kind of volume control. If the hand is lowered, then the participants sing "to themselves", but the higher the hand is raised, the louder the singing should be.
Riddles-hints
Wrap a scarf around your neck
Long necked friend...( giraffe).
Not Stepasha and Khryusha,
And their friend... Karkusha).
Eyes, ears, wet nose
It's my favorite…( dog).
Daddy takes his son out of diapers;
Since dad is an elephant, then the child is ... ( baby elephant).
He is not a deer and not a bull,
Used to live in hot countries
Has a horn on the nose
So this is...( rhinoceros).
Fell apart like a beach.
Maybe we can sit next to each other?
No, it's dangerous, come on:
Sunbathing...( crocodile).
Wow baby!
She does not have a neck - a tower!
You're right, my friend, of course -
Kalancha's name is ... ( giraffe).
My family. ©
kid surprised
Blinks eyes:
read to him
Interesting ... ( fairy tale).
Family stomps together
On the playground in the morning.
She's going to
Execute ... ( charging).
In the morning we do exercises:
Mom, dad, brother and me.
Exercises in order
Performs all ... ( a family).
We will do sports,
Fatigue without knowing.
We will perform in Sochi
For the honor of the native ... ( the edges).
Mysteries are tricks.