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Didactic games for children: development of speech, sensing skills, physical development. Do-it-yourself card file with goals

Card file of didactic games for children 5 - 6 years old

Compiled by:

educator MBDOU "Teremok"

Usenko O.A.

"WHAT WHY?"

Target. Learn to name the seasons and the corresponding months.

The course of the game. The teacher names the time of year and passes the token to the child, he must name the first month of this time of year and give the token to another child, who names the next month, etc. Then the teacher names the month, and the children - the season.

"FEED ANIMAL".

Target. Learn to divide words into parts, pronounce each part of the word separately.

The course of the game. Children are divided into two teams. The first command names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.

"GUESS THE INSECT".

Target. Strengthen children's knowledge of insects.

The course of the game. The teacher thinks out a word, but speaks only the first syllable. For example: the beginning of the word ko ... Children choose words ( mosquito). Whoever guesses first gets the chip. The child with the most chips wins.

"FIND YOURSELF A COUPLE".

Target. Teach children to listen to the sound of words; exercise in self-naming words and clear pronunciation of sounds in them.

The course of the game. The teacher invites the children to find a mate. To do this, one of the children says a word, and the other responds. similar word, For example: parsley - parsley... Children who have made a couple step aside and come up with words that are similar in sound ( car - tire, sock - sand), but the child who selected the rhyme must answer.

"WHAT DOES IT MEAN?"

Target... Teach children to group words according to meaning, understand the direct and figurative meaning words.

Game progress... The teacher asks the children: “Can I say so? How do you understand this expression? " Children explain phrases.

Fresh breeze - chill.

Fresh fish - recently caught, unsportsmanlike I am.

Fresh shirt - clean, washed, ironed.

Fresh newspaper - new, just bought.

Fresh paint - not dry.

Fresh head - rested.

"WHO WILL COME UP MORE WORDS."

Purpose of the game... To activate the dictionary, broaden the horizons.

Game progress... Children form a circle. The teacher names the sound and asks the children to come up with words in which this sound occurs. One of the players throws the ball to someone. The child who catches the ball must say a word with a set sound. Anyone who did not come up with a word or repeated something already said by someone skips a turn.

"SEARCH".

Target. Exercise children in the use of adjectives consistent with nouns.

The course of the game. Children should, within 10 - 15 seconds, see around them as many objects of the same color ( or of the same shape, or of the same material)... At the signal of the teacher, one child begins to list objects, the other children complement. The one who calls correctly wins large quantity items.

"GET IT BY YOUSELF".

Target... Educate children correct drafting sentences with a given number of words.

The course of the game. Reference words are given: autumn, leaf fall, snow, snowflakes. You need to make a sentence of 3, 4, 5 words. The child who is the first to make a proposal receives a token.

"THIS IS OR NOT?"

Target. Develop logical thinking, the ability to notice inconsistencies in judgments.

The course of the game. The teacher says: “I'm going to tell you stories now. In my story, you should notice that. Which doesn't happen. Whoever notices, let him clap his hands.

In the evening, when I was in a hurry to Kindergarten, I met a mother who was taking the child to school.

At night the sun was shining brightly and the stars were shining.

Apples ripened on the birch».

Children find contradictions in sentences.

"GAME IN RIDDLES".

Target

Game progress... Children are sitting on the bench. The teacher makes riddles. A child who has guessed a riddle comes out and makes a guess. Guys get chips for guessing and guessing riddles. The one with the most chips wins.

"CORRECT THE ERROR."

Target... Teach children to understand the meaning of the sentence.

Game progress... The teacher reads the sentences. There are mistakes in them that the guys must correct.

The goat brought food to the girl.

The ball is playing with Sasha.

The road goes by car.

Gena smashed the ball with glass... Etc.

REMEMBER DIFFERENT WORDS.

Target... Learn to listen attentively to the sound of words; exercise in self-naming words and clear pronunciation of sounds in them.

The course of the game. Children stand in a circle. Each child should name a word and say it to the next participant; the next participant also says one word. So, in turn, all children must pronounce one word at a time. After three laps, the game stops. You can't repeat one word twice. Anyone who did not manage to quickly name a word or repeated one already named leaves the circle.

"STOP! STICK, STOP! ".

Target. Exercise in the independent naming of words and the clear pronunciation of sounds in them.

The course of the game. Children stand in a circle, the teacher is in the center. The teacher says that they will describe the animal, and each child should say something about it. For example, the teacher says: "Bear!" - and hands the wand to the child, he answers: "Brown!" - and passes the wand to the next one. Whoever cannot say anything about the animal is out of the game.

WHAT, WHAT, WHAT? "

Target... Learn to select definitions that match this example, phenomenon.

The course of the game. The teacher calls a word, and the players take turns picking up as many signs as possible that correspond to the given subject.

Squirrel- redhead, nimble, big, small, beautiful.

Coat- warm, winter, new, old. Etc.

"WHO WILL REMEMBER MORE".

Target... Expand vocabulary children.

The course of the game. The teacher asks to look at the pictures and tell what the objects are doing: a blizzard (sweeps, blizzards, purges); rain ( pouring, drizzling, dripping, dripping, it starts); Crow ( flies, croaks, sits, eats).

"COME UP ANOTHER WORD."

Target... Expand the vocabulary of children.

The course of the game. The teacher invites children to make up phrases according to the example: milk bottle - milk bottle.

Cranberry kissel - ... ( cranberry jelly).

Vegetable soup - ... ( vegetable soup).

Mashed potatoes - ... ( mashed potatoes ). Etc.

"WHAT HAVE I SAID ABOUT?"

Target. To teach children to distinguish several meanings in a word, compare them, find common and different.

Game progress... The teacher says that there are words that we use often, and we call many different objects the same word: head ( dolls, onions, garlic, human head); needle (by the syringe, by the spruce, by the pine, sewing, by the hedgehog); nose (a person, a teapot, an airplane); leg; pen; wing, etc.

"VICE VERSA".

Target... To develop in children intelligence, quick thinking.

Game progress ... Educator (or child) calls a word, children pick up a word for it with the opposite meaning ( far - close, high - low).

"ADD A SYLLABUS"

Target... To develop in children phonemic hearing, quick thinking.

Game progress... Educator (or child) calls one syllable and throws the ball. The person who caught the ball must complete the word, for example, ma - ma, book, etc. The child completing the word again throws the ball to the teacher ( or child).

"TELL A WORD."

Target. Teach children to choose the same root words.

The course of the game. The teacher reads a poem, and the children should add words associated with the word "snow".

Quiet, quiet, like in a dream,

Falls to the ground ... ( snow).

All fluffs slide from the sky -

Silvery ... (snowflakes).

Here's some fun for the guys -

Stronger and stronger ... ( snowfall).

Everyone is running in a race

Everybody wants to play ... (snowballs).

Like a white down jacket

Dressed up ... ( snowman).

Nearby a snow figurine

This girl…( snow maiden).

As if in a fairy tale, as in a dream

He decorated the whole earth ... ( snow).

(I. Lopukhina)

What words did you find? What word do they all look like?

"SAY IT IN ANOTHER".

Target. Learn to choose synonyms.

The course of the game. The teacher says that in this game, children will have to name words that are close in meaning (for example, cold - frost).

"SAY WHAT YOU HEAR."

Target. Develop phrasal speech.

The course of the game. The teacher invites children to close their eyes, listen carefully and determine what sounds they have heard (car signal, rustle of a falling leaf, conversation of passers-by, etc..) Children must respond with a full sentence.

"COMPLETE OFFER".

Target. To develop the speech activity of children, the speed of thinking.

The course of the game. The teacher says the beginning of the sentence, and the children must supplement it with new words to get a complete sentence. For example, a teacher: "Mom bought ..." "... books, notebooks, sweets ...", the children continue.

"FIND THE OPPOSITE WORD".

Target. Teach children to select opposite words in assignments different types.

The course of the game. The teacher asks a proposal and invites the children to answer the questions: "If the soup is not hot, then what is it?", "If the room is not light, then how?" the bag is not light, then it is ... "and so on.

"SAY THE WORD WITH THE RIGHT SOUND."

Target. Develop phonemic hearing, quick thinking.

The course of the game. The teacher says: “Come up with a word with sound (a) - and throws the ball to any of the players. The child answers: "Hat" - and throws the ball to the next player, etc. round. Then the teacher calls another sound, and the game is repeated again.

"WHERE HAVE I BEEN?"

Target. Teach children to form the accusative case plural animate nouns.

The course of the game. The teacher says: “Guys, guess where I was? I saw jellyfish, seahorses, sharks. Where have I been? ( On the sea).

Now you ask me riddles about where you were. Tell us who you saw. The main thing in this game is not guessing, but making a riddle.

"IT IS NECESSARY TO SAY DIFFERENTLY."

Target. Teach children to choose words that are close in meaning.

The course of the game. The teacher says: “One boy had Bad mood... What words can you say about him? I came up with the word "sad". Let's also try to replace words in other sentences. " It's raining ( pouring). Clean Air ( fresh).

"WHAT IS WRONG?"

Target. Develop auditory attention and speech; teach to detect semantic inconsistencies; select the right words, taking into account the content of the text.

The course of the game. The children are read the poem twice and asked to find the discrepancy.

Is it true or not that snow is black like soot,

Sugar is bitter, coal is white, but a coward, like a hare, dare?

That a cancer can fly, and a bear can dance,

That pears grow on willow, that whales live on land,

That from dawn to dawn the pines are being cut down by the mowers?

Well, squirrels love bumps, and lazy people love work,

And girls and boys don't take cakes in their mouths?

If the children do not name all the mistakes, then the teacher reads the poem again.

"WHO WILL FIND A SHORT WORD?"

Target. Learn to divide words into syllables.

The course of the game. The teacher tells the children that you can find out the length of a word in steps ( or claps). He says the word "soup" and simultaneously walks. The teacher says that it turned out only one step, so this is a short word. Children line up along the line, and one at a time, they begin to speak the words and take steps. Whoever divides the word into syllables incorrectly is out of the game.

"WHAT IS STILL TALKING ABOUT?"

Target. Anchor and clarify the meaning ambiguous words.

The course of the game. Please tell me what else you can say so:

It is raining: it is ... ( snow, winter, dog, smoke, man).

Plays ... ( music, girl).

Bitter … ( pepper, medicine).

"CALL AN INSECT WITH THE RIGHT SOUND."

Target... Develop phonemic sound, quick thinking.

Game progress... The teacher asks the children to remember the names of insects that have sounds (a), (k). Whoever calls more words won. For example: butterfly, mosquito, dragonfly, etc.

"WHO KNOWS LET CONTINUE."

Target. To consolidate the use of generalizing words in speech.

The course of the game. The educator names generalizing words, and children - a specific concept, for example, "An insect is ...". Children: "Fly, mosquito, ...".

"KNOCK YES KNOCK, FIND A WORD, DEAR FRIEND."

Target... Teach children to divide words into syllables (parts).

Game progress... Children stand in a circle, the teacher is in the center with a tambourine in his hands. The teacher strikes the tambourine 2 times, children must name insects that have 2 syllables in the name (mu-ha, ko-mar); then strikes 3 times - three-syllable words (stre-ko-za, mu-ra-vei, ba-boch-ka, etc.)

Didactic games for children 5-6 years old have their own differences associated with the age characteristics of a child of this age.

Children aged five years are characterized by curiosity, observation, interest in everything new and unusual. Children really like to guess riddles themselves, to find the right decision tasks. The scope of knowledge is expanding, and the nature of mental activity... New forms of thinking appear, the analysis becomes more detailed, and the synthesis becomes more generalized and precise. Children of the sixth year of life already understand the connection between the surrounding objects and phenomena, the causes of the phenomena and their features.

When choosing didactic games for children 5-6 years old, one should pay attention to the degree of difficulty of the game rules and actions, so that during their implementation the child shows efforts of mind and will.

In children's games important place takes up the competition. Give your child more freedom in choosing a game and in solving its problems creatively.

The role of an adult in games for children 5-6 years old mainly comes down to explaining the rules of the game. At this age, children can already act independently, without the participation of an adult, this applies mainly to board-printed games.

It is very important to choose the right game, to analyze whether the child has the necessary knowledge and ideas. At the end of the game, it is imperative to praise the children, focus on the positive moments, and encourage success.

Make no mistake!

Didactic task... Exercise children in distinguishing objects by material; to consolidate knowledge about such properties of objects as hard, soft, rough, dense, smooth, shiny, matte.

Game rules. Collect items of the same quality in a basket, talk about the properties of items.

Game actions... The search for objects is led by links, they compete: whoever finds more objects of the same material wins. The search begins and ends at a signal from the leader.

The course of the game. The game begins with a short conversation between the adult and the children about the objects that surround them in the room.

In the course of the conversation, the adult clarifies the knowledge of the children that there are many objects in the room and that they are all made of some material.

Now look at this toy! (Shows the nesting doll.) What do you think it is made of? (Children answer.) Yes, it is made of wood. But what is this item made of? (Shows scissors. Children answer.) This object, you correctly said, is made of metal.

Come, Lena, to the table, take the matryoshka and scissors in your hands and tell me which is colder: scissors or a matryoshka. Lena was right when she said that the scissors are colder. Metal is cold and wood is warmer.

Now tell me, what is this ball made of? (Shows a plastic ball. Children answer.) Yes, it is made of plastic. See how he bounces! How can you say about this property of plastic? (It is elastic. The ball jumps.) But what is this bubble made of? That's right, it's made of glass. What can be said about the property of glass?

An adult leads children to the answer: it is fragile, it beats easily. Therefore, you must always be very careful with objects made of glass.

Now, guys, we are going to play the game "Make no mistake!" We will have four links. Let's choose the link ones with a little bit. We will give each link one a basket: a ball is glued to this basket. (Shows a basket with a balloon.) Here you will need to find and put all the objects made ... What are they made of?

From plastic, - the children answer.

And this basket has a picture of scissors pasted on it. We will collect all the items here ...

Metallic.

And in this basket (a nesting doll is glued on it) - we will put the items ...

Wooden.

We will put all the items in this basket ...

Glass.

Start searching and end only on signal: hitting a tambourine. Whoever collects the most items wins.

Four links are selected with a counting device. They take baskets and, together with the members of their unit (there should be equal parts of them), after the sound of the tambourine, they go to collect items. After the second beat of the tambourine, everyone approaches the adult, one by one they lay out the objects, recount them, check if a mistake has been made, talk about the properties of the objects.

At the end, the winning link is announced. The winners were greeted with applause.

The game can be varied using items made from other materials: cardboard, fabric, rubber, etc.

Whoever comes up, let him take it!

Didactic task. Teach children to talk about the subject, highlighting its most characteristic features: shape, color, quality and its purpose; by description, find an object in a room or on the street, recognize tools, machines, by whom they are used in work; develop attention, thinking, memory and speech.

Game rules.
According to the description of the object, find it in a room or on a site, it is correct to name it. Whoever makes a mistake and brings the wrong item, which was told, pays the phantom, which is redeemed at the end of the game.

Game actions. Guessing, guessing, searching for objects.

The course of the game. The adult reminds the children that they recently had a conversation about how different objects, tools, machines help people in their work. Is talking:

Today we will play a game like this: we have a lot of instruments, machines (toys) in our room. You will choose one of them and tell it so that we know which tool or machine you are talking about. But you cannot name an object. We ourselves have to guess. Whoever guesses first will find this item and bring it here to the table.

I thought of an item that the tailor needs. It's metallic. You can also make a riddle: "Two ends, two rings, and a carnation in the middle."

These are scissors, says one child.

Well done, go get it and put it on the table.

Guess what it is, - the next participant continues the game. - Machine, wheels like a tank. He knows how to do everything: he plows, and sows, and carries loads.

The one who guessed it ("This is a tractor!") Comes up first and finds a tractor among the toys and also puts it on the table.

The game continues until many different tools and machines are on the table. The game ends with guessing forfeits of those who made a mistake and brought the wrong item.

Similar - not similar.

Didactic task.
Teach children to compare objects, notice signs of similarity in color, shape, size, material; develop observation, thinking, speech.

Game rules... Find two objects in the environment, be able to prove their similarity. The one to whom the arrow points to answers.

Game actions
... Search for similar items.

The course of the game. Prepare in advance various subjects and discreetly place them in the room.

An adult reminds children that they are surrounded by many objects, different and the same, similar and not quite alike.

Today we will find objects that are similar to each other. They can be similar in shape, color, size, material. Listen to the rules of the game. You need to walk around the room, choose two similar objects and sit down. The one to whom the arrow points will tell why he took these two objects, what are their similarities.

Most often, children find similar objects by color, size. The hidden quality is difficult for them to detect. This game helps the guys to solve the problem. For example, taking a teaspoon and a dump truck, the child explains his choice by the fact that they are similar, because they are made of metal. At first, such a combination of objects makes children laugh.

How are a spoon and a dump truck similar? - the children are perplexed and laugh. - Of course they are not alike.

But the child who called them similar proves the correctness of his choice.

By playing, children learn to find signs of similarity between objects, which is much more difficult than noticing signs of their difference.

Do you know?

Didactic task. Strengthen the knowledge of children about sports, awaken the desire to do it; foster interest in athletes, pride in their victories.

Game rules... Choosing the necessary items for a given sport, correctly name the sport and items.

Game actions. Select pictures with images different types sports.

Game progress... Adult treats with children big pictures, which depict sports stories: football, hockey, volleyball, rhythmic gymnastics, rowing, etc.; talks with children, clarifying their knowledge. Having distributed pictures to the children, the adult invites them to choose the right items for each athlete. He draws the attention of children to objects that lie on the carpet: a hoop, a ribbon, soccer ball, hockey stick, puck, shuttlecock, racket, boat, paddles, etc. Children call them.

Now listen to the rules of the game. At the signal (whistle), you will find and put to the picture where one sport is drawn, the items that these athletes need. Be careful!

Gives a signal. After all the objects are placed in the corresponding pictures, the children check to see if there is a mistake.

The game consolidates knowledge about sports, sports equipment, and also fosters interest in sports. The game can be ended with a conversation about athletes - champions of the competition, looking at paintings, photographs on sports topics.

Then the adult offers the items that were used in the game to take with them for a walk and play sport games on one's own.

Tops and roots.

Didactic task. To consolidate the knowledge that vegetables have edible roots - roots and fruits - tops, some vegetables have edible both tops and roots; exercise in composing a whole plant from its parts.

Game rules. You can only search for your vershok or spine on a signal. You can't pair up with the same player all the time, you have to look for another pair as well.

Game actions. Search for a pair; drawing up a whole plant.

The course of the game. Option 1. After harvesting in his garden, an adult collects the children, showing them what good harvest they raised, praises them for their useful work. Then he clarifies the knowledge of children that some plants have edible roots - roots, others have fruits - tops, and some plants have edible both tops and roots. An adult explains the rules of the game:

Today we will play a game called "Tops and Roots". On our table are the tops and roots of plants - vegetables. We will now split into two groups: one group will be called tops, and the other - roots. (Children are divided into two groups.)

There are vegetables on the table here; children of the first group take one top in their hand, and children of the second - on the spine. Have you taken everything? And now, at the signal (clap your hands), you will all scatter around the site and run all over the place. When you hear the signal "One, two, three - find your pair!", Quickly find yourself a pair: to your top - a spine.

The game repeats itself, but you have to look for another inch (or spine). You can't pair up with the same player all the time.

Option 2. Tops (or roots) are in place.

There is only one subgroup of guys running around the site. An adult gives a signal: "Roots, find your tops!" Children should become so that the tops and the root are one whole.

The correctness of the assignment can only be checked by the "magic gate" (an adult and one of the children) through which all couples pass. So that interest in the game does not fade away, you can offer to exchange tops and roots.

Guess the tree

Didactic task: Differentiate trees by their main features: trunk, leaves.

Game rules: Act on a signal from the teacher. Observe the order.

Game action: Consider and name the similarities or differences between trees and leaves.

Didactic material: cards with the image of trees, leaves.

Game progress

The teacher distributes cards to the children with the image of a maple and a birch. The teacher asks the children to name the cards correctly.

Children name, compare trees, identify similarities and differences.

Maple and birch are trees. They have roots, one trunk, many twigs and leaves.

Maple has a dark trunk, while birch has a white trunk. A maple leaf looks like a palm, and a birch leaf has carved edges.

What tree is the leaf from?

Didactic task: Differentiate distinctive features maple leaves, birch, mountain ash, etc.

Game rules: Act on a signal from the teacher. Observe the order. Speak clearly and clearly. Answer the question Full answer.

Game action: Find out and name the leaf corresponding to the Tree.

Didactic material: cards depicting leaves: birch, oak, maple, mountain ash.

Game progress

The teacher distributes leaflets to children different shapes, and children determine which tree they are from.

This leaf is from a birch, which is why it is called birch.

This leaf is from oak, which is why it is called oak.

This leaf is from mountain ash, therefore it is called mountain ash, etc.

Third wheel

Didactic task

Game rules: Act on a signal from the teacher. Put aside the card with the image of the animal, which is superfluous.

Game action: Find an extra animal on the card and put it aside.

Didactic material: cards depicting domestic and wild animals.

Game progress

Children are given cards with pictures of animals. Children must determine which animal is superfluous.

A lamb, a cow are pets. They live next to a person. The fox is a wild animal; it lives in the forest. The fox is an extra animal. Etc.

Fourth extra

Didactic task: Differentiate domestic and wild animals according to their main characteristics.

Game rules: Cover with a chip only the animal that is superfluous on the card.

Game action: Find an extra animal on the card and close it with a token.

Didactic material: cards for the game "The fourth extra" by the number of children. Chips.

Game progress

Children are sitting at the table. In front of them are cards, divided into four cells. Wild or domestic animals are depicted in three cells. The fourth box depicts a fruit or vegetable. Children must find an extra object and close it with a chip.

The teacher explains the rules of the game before starting the game:

There are cards in front of you. What is depicted on these cards? (children's answers)

If animals live with humans, how do we call these animals? (home)

If animals live in the forest, what do we call such animals? (wild)

Look carefully at the card and cover the extra item with the counter.

From the garden to the dining table

Didactic task: To consolidate in children the knowledge of generalizing concepts: vegetables, fruits, fruits, seeds.

Game rules: Answer questions in the order of priority. Listen to peer responses and help if needed.

Game action: The teacher reads the text and, along the way, puts a picture of the actions on the magnetic board. As the story progresses, he asks the children questions.

Didactic material: magnetic board cards: vegetables, fruits, fruits, etc.

Game progress

The teacher, in the course of his story, lays out plot pictures and asks the children questions:

Autumn has come. People went out into the field, into the beds and began to harvest. What can be collected in the beds? (the children answer, and the teacher lays out: potatoes, tomatoes, cucumbers, zucchini, radishes, etc.)

People went out into the garden and began to gather crops from the trees. What can be collected from trees? (apples, cherries, plums, pears, etc.)

People ate part of the harvest. And they decided to save part of the harvest for the long winter. We took vegetables: tomatoes and cucumbers. Washed them warm water... Laid in glass jars, salted, poured with boiling water and closed with lids. What can you say about these vegetables, what was done with them? (we canned vegetables, put them in the cellar)

We took potatoes and poured them into a vegetable store.

We took fruit: apples, pears. We washed them with warm water. Then they cut into slices and began to dry. When the apples and pears were completely dry, they put them in a bag and put them in a dry place. What do we call these fruits? (dried fruits)

Winter will come. Mom will get pickles and tomatoes from the cellar. He will take out dry fruits, boil the compote and everyone will again remember the summer. Why?

Who eats what?

Didactic task: Clarify children's knowledge of the names of animals and what they eat. Develop observation and attention.

Game rules: Begin to pick up cards at the signal of the teacher. Perform actions without interfering with each other.

Game action: Search for the cards you want.

Didactic material: cards with pictures of animals and what they eat, according to the number of children.

Game progress

In front of the children are cards depicting animals. Children select the appropriate picture on the table of the animal educator: for a cat - milk in a bowl, for a dog - a bone, for a pig - porridge, for a goat - grass.

What insect, name?

Didactic task: To form the concept of an insect in children. Recognize and name insect representatives: fly, butterfly, dragonfly, etc.

Game rules: Begin your actions at the signal of the teacher. Whoever collects the picture first calls it.

Game action: Finding the parts you want, folding the whole picture.

Didactic material: cards with the image of insects by the number of children.

Game progress

On the tables in front of the children are cut pictures depicting insects.

Children have to collect cut pictures, guess the insect and name it. If children find it difficult to name an insect, the teacher helps by making riddles:

She is nicer than all the bugs

Her back is red.

And there are circles on it

Black dots (ladybug)

She has four wings

The body is as thin as an arrow

And big, big eyes.

They call her ... (dragonfly)

A helicopter landed on a daisy at the gate -

Golden eyes, who are they? (dragonfly)

Drinks the juice of fragrant flowers.

Gives us both wax and honey.

She is dear to all people,

And her name is ... (bee)

Chock, chock, yuk!

He flew to our garden ... (bug)

I don't buzz when I sit

I don't buzz when I walk.

If I'm spinning in the air

I’ll have enough of it. (bug)

We will spread our wings -

The pattern is beautiful on them.

We're spinning, fluttering -

What a lot of space! (butterfly)

Where is whose tail?

Didactic task: Consolidate children's knowledge of animal body parts.

Game rules: take cards in turn and only those that fit the main picture.

Game action: Search for the cards you want.

Didactic material: paired cards with the image of animals and the tails of these animals (according to the number of children).

Game progress

The teacher distributes cards to the children with the image of animal tails. On the table are cards depicting animals without tails. Children take turns taking a card from the table and picking up the appropriate animal: wolf, fox, bear, squirrel, hare, etc.

Find the same flower

Didactic task: Exercise children to find objects similar to the image in the picture. To bring up attentiveness, concentration, to form the speech of children.

Game rules: Act on a signal from the teacher. Observe the order. Show only the item shown in the picture.

Game action: Take a card with a picture of a flower from the table and find a flower similar to the picture in the flower bed.

Didactic material: object pictures depicting flowers. Layout of a flower meadow with flowers.

Game progress

The teacher invites children to the table, on which there are object pictures. Children look at pictures, recognize flowers, name them. They choose pictures with the colors they like and find on flower meadow flowers similar to the picture and call them.

Help green friends

Didactic task: Exercise children in finding story cards that logically explain a situation. To bring up attentiveness, concentration, to form the speech of children.

Game rules: Act on a signal from the teacher. Observe the order. Lay out only those cards that fit the plot.

Game action: Take a story card from the table and lay it out in front of you.

Didactic material: Scene pictures depicting situations.

Game progress

The teacher distributes plot cards. Children should only pick those that are appropriate for the situation.

Children dance around the Cheryomukha and Forest lilacs.

Children paint bouquets of lilac and bird cherry near flowering trees.

Children water and tend the trees.

Children are photographed near flowers and flowering trees.

Children sing and play near Ivushka. Etc.

Look, guess and name

Didactic task: To form in children the idea of ​​the main properties of the dishes: the material of manufacture. Give a generalizing concept - glassware.

Game rules: Act on a signal from the teacher. Take only one item.

Game action: Take an item, name it and say what it is made of.

Didactic material: glassware items: cups, spoons, rusks, saucers, etc., Malvina doll.

Game progress

Children take cards one by one (it is better to use real objects) and call:

This is a clear glass vase.

This is a clear glass glass with flowers.

This is a multi-colored glass perfume bottle.

This is a dark glass medicine bottle.

This is a colored glass bottle. Etc.

How can you call all these objects in one word? (these items are glass)

Find the right clothes

Didactic task: Exercise children to distinguish between winter and summer clothing. To educate attention, memory and logical thinking.

Game rules: Choose the right clothes for your doll.

Game action: Finding the right clothes for the doll.

Didactic material: silhouettes of dolls and doll clothes by the number of children. Winter and summer landscape paintings.

Game progress

Silhouettes of dolls and winter and summer clothes lie on the table in front of the children. The teacher alternately shows a picture of the summer and winter seasons. Children should wear appropriate clothing for the dolls.

Who are our assistants?

Didactic task: To consolidate the knowledge of children about household items that facilitate the work of adults. To cultivate an interest in mechanical objects, a desire to work on our own.

Game rules: Place only one card on the magnetic board and explain the purpose of this item.

Game action: Search for the cards you want.

Didactic material: picture cards household appliances: a vacuum cleaner, washing machine, iron, ironing board, etc.

Game progress

Children take turns taking a card with a picture from the table household item, attached to a magnetic board with explanations.

The vacuum cleaner is our assistant. He helps us clean up the trash from the floor.

The washing machine is our helper. She helps us wash our clothes.

The iron is our assistant. He helps us iron our laundry.

The ironing board is our helper. On the ironing board we iron the washed linen. Etc.

Let's assemble the rocket

Didactic task: Exercise children in composing a whole subject from individual parts. Develop design skills. To educate attention, memory and logical thinking.

Game rules: Correctly select and fold the rocket parts.

Game action: Search for the desired position of individual rocket parts. Execution of design based on the reference drawing only.

Didactic material: sample drawings of the rocket. Construction set for each child.

Game progress

Children assemble a rocket from the constructor according to the model.

The teacher informs the children that this is a sample drawing of a rocket.

We will be constructors with you. The designers first look at their blueprint and then design the rocket.

Guess and name

Didactic task: Exercise children in solving riddles. To educate attention, memory and logical thinking.

Game rules: Choose the right item.

Game action: Search desired subject... Completion of the task only at the signal of the teacher.

Didactic material: a chest with cards-answers to riddles.

Game progress

The teacher reads the riddle, and the children must find the answer in the chest.

We cut, we cut, we cut,

We help mom to sew. (Scissors)

I am small

Thin and sharp

I'm looking for a way with my nose,

I drag my tail behind me. (Needle and thread)

All day today

I dressed the whole family.

Wait a little, bear, -

There will be pants for you too.

I sewed a shirt for the bear.

I'll sew him pants.

Who am I?

Well, of course ... (seamstress)

You will find me at the construction site

I'm fidgety and lively.

I nod my head all day

I hammer nails into the boards. (Hammer)

They beat Yermilka on the back of the head,

Well, he doesn't cry

Only the nose hides in the board! (Nail)

She got down to business,

She screamed and sang.

Ate, ate, oak, oak,

Broke a tooth, a tooth. (Saw)

White sawdust is flying

They fly out from under the saw.

Who does it

Windows and floors?

With an ax and a hammer

No hitch, no hitch.

For the guys in our garden

He made the tables! (A carpenter)

Where are we going

Didactic task: Exercise children in naming the types of air, water and land transport: airplane, train, steamer.

Game rules: Show the corresponding card only at the signal of the teacher.

Game action: In the course of the teacher's laying out the picture on the magnetic board, the children find the necessary cards.

Didactic material: cards with the image of transport by the number of children.

Game progress

In the course of the story, the teacher puts up a picture on a magnetic board.

Mishutka, Tiger cub and Frog-Kvakushka decided to come to visit the children. We chose our own transport and drove off. But what kind of transport they chose, we will guess if we guess the riddles.

Where does the Croak Frog live? (in the swamp)

The frog-Kvakushka came out of its swamp and sees - in front of her is a large river.

A house floats on the river

There are even windows in it.

People ran into the house -

They took the frog-quack with them.

What did the Croak Frog come with? (on the boat. Children show the corresponding card)

Who is the most important on the ship? Who is driving the steamer? (captain)

The tiger cub lives very far: beyond the seas, beyond the mountains. It's a long journey by car, you can't get there by boat, but you really want to visit the guys. And he decided to choose the following transport:

This is a bird, a fable bird.

People are sitting inside it,

He says to himself

And at this time, a fable bird

Flies across the sky.

What is this fable bird? (plane. Children show the corresponding card)

What does an airplane have and what a car does not have? (wings)

Who is in charge on the plane? Who is flying the plane? (pilot)

The frog-Kvakushka floats on a steamer. The tiger cub is flying on an airplane. And where is Mishutka?

Where does Mishutka live? (in the forest)

That's right guys.

Mishutka came out of the forest and sees:

There is a staircase near the forest,

The house is on the stairs.

Brothers have equipped themselves for a visit,

They clung to each other,

And they rushed off on a long way,

They only left the smoke!

One brother took Mishutka, and he brought it to the children in kindergarten. Mishutka did not even understand what he had arrived in.

What kind of brothers are they? (trailers)

So what did Mishutka take to visit the guys? (on the train. Children show the corresponding card)

After the children have guessed the riddles, the Mishutka, the Tiger Cub and the Kvakushka Frog appear.

Collect the picture

Didactic task: Exercise children to recognize and name separate parts transport. Develop imagination, fine motor skills, memory, patience, hard work.

Game rules: Begin action at the signal of the educator, follow the sequence.

Game action: Finding the part you want and composing the whole picture.

Didactic material: split picture of a rocket from 6-8 parts.

Game progress

Children collect the picture with the help of a teacher.

Guys, do you want to know what we are going on a trip with today? (the teacher reads the riddle)

Wonder bird, scarlet tail,

Flew into a flock of stars ... (rocket)

- First, Andryusha will lay out. Carry your piece of the picture. See what's on it? How should we arrange it?

Now Natasha will bring her part of the painting. Etc.

Turn your scooter into a car

Didactic task

Game rules

Game action: Search for the parts you need.

Didactic material: split parts for scooter and car. Crossbar, wheels, steering wheel, body, cabin.

Game progress

On the tables of children there are split parts of a scooter, a cabin, a body. The teacher shows a picture with a picture of a scooter. Children put the scooter on their own. Further, the teacher suggests turning the scooter into a car. Children must install the cab and body on the scooter by themselves.

Lay out the traffic light

Didactic task: Exercise in putting together a whole from separate parts. To cultivate attention, memory, friendships, imagination, design skills.

Game rules: Act only after a signal from the teacher and independently.

Game action: Searching for the necessary details, drawing up a colored circle and sequentially laying out the subject - a traffic light.

Didactic material: cut parts of colored circles: yellow, green, red.

Game progress

Children collect colored parts of circles and lay them out sequentially, depicting a traffic light.

Collect the blueprint

Didactic task: Exercise in composing a whole from separate parts. To cultivate attention, memory, friendships, imagination, design skills.

Game rules: Act only after a signal from the teacher and independently.

Game action: Find the parts you want in the drawing.

Didactic material: Cutaway parts of a five-part fire engine drawing.

Game progress

Children put together cut pictures.

What car drawing did we assemble? (drawing of a fire engine.

How did you guess it was a fire truck? (red car, phone number "01")

Collect the blueprint

Didactic task: Exercise in composing a whole subject from separate parts. To cultivate attention, memory, friendships, imagination, design skills.

Game rules: Act only after a signal from the teacher and independently.

Game action: Find the parts you want in the drawing.

Didactic material: cut details of the drawing of the lunar rover from five to six parts.

Game progress

Children on the table collect individual parts of the drawing. Then a lunar rover is assembled from a large construction set.

Lay out correctly

Didactic task: Exercise in the classification of transport by type: air, land, water. To cultivate attention, memory, friendships, imagination, design skills.

Game rules: Act only after a signal from the teacher and independently.

Game action: Find the right circle for the vehicle. Divide the entire transport into three groups.

Didactic material: cards depicting types of transport: air, land, water.

Game progress

Children follow the instructions of the teacher and differentiate transport according to the place of movement: air, land and water.

Divide the transport cards into three groups.

Sasha, name the transport of the first group (second, third)

How can you call the transport of the first, second, third group in one word? (air, water, land)

What kind of transport do you have on your desk: air, water or land? (more ground transport)

Where does ground transport travel? (ground vehicles move on the ground)

What should be on the ground for the movement of ground vehicles? (for the movement of ground vehicles on the ground there must be roads)


"Who needs what for work"

Didactic task: To consolidate the knowledge of children about the professions and labor tools necessary for each of them, to develop arbitrary memory.

Game rule: For a certain time, correctly disassemble pictures or objects by topic.

Game actions: Search, folding pictures or objects by topic.

The course of the game: A package with pictures or new toys for children to play has come to the kindergarten. Having opened the parcel, the children determine that these are items necessary for work for people of different professions. But on the way they all got messed up and it is necessary to disassemble the items for the respective professions.

The number of professions and tools of labor can be different. (8 - 10).

"Create an image"

Didactic task: Exercise memorization geometric shapes and the depiction of these figures using gestures and poses.

Game rule: Depict geometric shapes using only gestures and poses.

Game actions: Memorize geometric shapes, depict them using gestures and poses.

Game material: In the assembly hall, pictures are hung or toys depicting wild animals are placed.

Course of the game: Invite the children to go to the reserve to watch wild animals. You can't talk loudly there, animals can get scared.

To convey information, children are encouraged to memorize conventional words encoded into geometric shapes. In the process of memorization, children should depict each of the objects with a pose, gesture (geometric figures are arranged in a row, from 8 to 10 figures).

Listening to audio recordings with the voices of the forest can be used as a “erasing” factor.

Walking around the reserve, children share their impressions using encrypted words - figures, depicting them in poses and gestures.

"Don't forget the picture"

Didactic task: Exercise in memorizing geometric shapes located in each picture in different ways; find a paired picture from memory or collect a pattern from memory.

Game rules: Find in the environment the “number” (set of geometric shapes) of the garage, the same as that of the car, be able to prove their similarity.

Game action: Search for familiar "numbers".

Course of the game: Prepare in advance several paired cards (numbers) for cars and garages.

The teacher explains to the children that they will play an outdoor game "Cars".

But today each car will receive its own number (card on a string, wears ours). You need to remember it well in order to put the car in your garage after the game, with the same number.

Today the weather is rainy, the roads are very dirty. Dirt and flies from under the wheels to the room.

During the game, the numbers are turned over (splashed with mud). Children are encouraged to find their garage, with the same number as the car.

The number was invisibly "hidden" by dirt. Try to remember your car number and you will find your garage.

Option 2: Strong wind mixed up the numbers (geometric shapes) on the garage number, you need to restore it.

« Code lock»

Didactic task: Exercise in memorizing the pattern, in reproducing it from memory.

Game rule: Entrance door will open if the lock code is entered correctly.

Game actions: Remember the pattern, reproduce the pattern from memory.

Gameplay: Played as part of any story game where the story requires a door.

Ex. v story game"Home", before the child leaves for a walk (school, shop, etc.), the mother introduces him to the new combination lock... Explains that if you forget the code, the door of the house will not open. WITH inside the door has a code diagram (a card with a pattern consisting of multi-colored circles), from the outside there is a magnetic board with a set of multi-colored magnets.

Returning from a walk, the child needs to remember and "dial" the correct lock code.

Cards with a picture of the code can be changed, as well as the number of circles can be increased.

"Enchanted Pouch"

Didactic task: To train children in distinguishing objects by touch in form, material.

Game rule: Find the necessary item without peeping into the bag.

Game actions: Search in the bag for a specific item.

Play material: A bag with a variety of small toys and plastic fruits (real if possible).

The course of the game: “Santa Claus left (sent) a bag with toys for the kids. These toys should be given to the nursery group when new children come there. But it won't be soon.

Baba Yaga decided to damage it again and put it in a bag fresh fruits(vegetables). Fruit from long storage toys deteriorate, deteriorate too. She also enchanted the bag, if you open it, then everything will disappear. "

Children are encouraged to gently touch all the fruits (vegetables) without looking into the bag.

After all the fruits have been removed and the bag is disenchanted, ask the children what toys they think are in the bag. After the answers, compare them with the contents of the bag.

"Walking around the village"

Didactic task: To consolidate knowledge about the native village, about the location of its main buildings.

Game rule: For a certain time, correctly sketch or build the main street of the village.

Game actions: Construction of the main street of the village.

Course of the game: Before the game with the children, a targeted walk through the village is conducted. After the walk, the children together with the teacher draw up a plan - a diagram of the village street, mark the main buildings.

The diagram is hung in the group room. A few days later, the scheme for the game is given in middle group.

Guests (new toys) come to the group. They are all interested in seeing the kindergarten and everything that is next to the kindergarten.

It's already dark outside and you can't see anything. There is no scheme either. Children are encouraged to build a street out of building material.

After completion of construction, children, along with toys, "walk" around the village and acquaint guests with the buildings that are on the main street.

Option 2: kindergarten diagram, kindergarten site diagram.

" Score"

Didactic task: To teach children to describe an object, to find its essential features; recognize the subject by description.

Game rule: Mom buys a toy if the child tells about it well, and she recognizes it.

Game actions: Using a counting tool, they choose the one to whom the toy will be bought; description of the toy.

Game progress: New toys have been brought to the store. Mom will be able to buy a toy for children if the child is good, describes it in detail (the item itself is not named) and she will be able to recognize it in the store.

"Buttons"

Two are playing. Each player has a set of buttons in front of them, and the sets are exactly the same. Within one set, not a single button is repeated. The number of buttons from a set used in a game depends on the difficulty level of the latter: the more difficult the game, the more buttons are used. To begin with, you can take only three buttons, but at the same time in front of the players lies the entire set from which these buttons are selected. Each player has a playing field, which is a square divided into cells. The more difficult the game, the more cells in a square. To begin with, you can take a playing field of four or six cells. So, the game starts with three buttons on the playing field of 4-6 cells. A beginner puts three buttons on his field from the set he has. The second participant in the game must look at the location of the buttons, remember where which one is, after which the first one covers his field with a leaf, and the second must choose from his set and place the corresponding buttons on his field. Then the correct execution of the task is performed.

The game is complicated by the appearance more cells on the playing field and more buttons.

As a rule, children cannot cope with the game at first. They are invited to take each button in their hands, examine, feel, describe appearance out loud, also out loud to explain to yourself where this button lies. If you follow this method of memorization, the result is usually not bad.

"Chameleon"

An adult tells the children who a chameleon is. Explains that this is a lizard that changes color depending on where it is so that it is not noticeable.

Then the presenter begins to ask the children questions about what color the chameleon will become if it is sitting in green grass, on a brown log, on a black stone, on a chessboard, etc. The children should answer quickly, after which correct and incorrect answers are discussed.

The game is played as a competition. At the beginning, the response time is not taken into account, it is only important to answer correctly. But then an additional condition is introduced that the winner will be the one who gives the correct answer the fastest.

Instructions for carrying out. Before playing with children, it is advisable to repeat the colors of the rainbow and others color shades.

Note. This game develops the ability to navigate different colors(this is important, since some children do not know the names of colors, listening skills, reaction speed, etc.

"Neighbor, raise your hand"

The players, standing or sitting (depending on the agreement, form a circle. The driver is chosen by lot, who stands in the middle of the circle. He calmly walks in a circle, then stops opposite one of the players and loudly says: "Hands!" the driver continues to stand (sit without changing position. And both of his neighbors must raise one hand up (the neighbor on the right - the left, and the neighbor on the left - the right, that is, the hand that is closer to the player who is between them. If who one of the guys was mistaken, then he changes with the leading roles.

Play in set time... The child who has never been the leader wins.

Rules of the game. A player is considered a loser even when he just tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing.

"Falcon and Fox"

The falcon and the fox are selected. The rest of the children are falcons. The falcon teaches its falcons to fly. He easily runs in different directions and at the same time makes flying movements with his hands (up, to the sides, forward) and also comes up with some more complex movements with his hands. A flock of falcons runs after the falcon and follows its movements. They must accurately follow the movements of the falcon. A fox suddenly jumps out of the hole. Sokolates quickly squat on their haunches so that the fox does not notice them.

Rules of the game. The fox appears at the signal of the presenter and catches those children who did not sit down.

"Remember the order"

Purpose: to develop memory, attention.

Children are lined up in a random order. The driver, looking at them, must turn away and list who is behind whom. Then another child becomes the driver. At the end of the game, those who completed the task without errors are celebrated.

"Who left?"

Purpose: develops memory, attention.

Children are lined up in a random order. The driver looks at them and turns away. At this time, at the instruction of the teacher, one of the children leaves the hall. The driver must turn around and guess which of the children is missing.

When one of the children leaves, the rest change places to confuse the driver.

"Magic number"

Objectives: to improve memory; fix the mathematical account; develop coordination skills.

Material: cards with numbers, rug or mat.

The teacher says that if you know the numbers well, you will find yourself in the land of knowledge. For each he gives his magic number.

Numbers are scattered on the mat (according to the number of participants in the game). Players remember their number given by the teacher. At the signal from the teacher, the participants run to the carpet and look for their number, then run around the mat to the right and return to the starting point.

Children are noted who quickly and correctly completed the task. If there are many children in the group, a relay race can be held.

"Describe the subject"

Age: from 5 years old.

"Remember pictures"

Age: from 4 years old.

For this game, you need to prepare pictures in advance. Each picture must show one object. The game can be played as a competition between several children. The players examine the pictures, remove them and everyone calls the pictures they remember. You can name one picture at a time, the one who is the last to remember a picture that has not yet been named by others wins

13. "This is the pose"

Purpose: to develop motor and visual memory, voluntary self-control, stability of attention.

The participants in the game assume postures that correspond to a specific sport (a specific profession, movement of an animal, etc.). The driver, having looked at them, must remember, reproduce them and comment on after all the children return to their starting position.

The game can become more difficult: the driver repeats the positions of an increasing number of children.

The best drivers are marked.

Development games different types memory

"What is gone"

For guys preschool age there is a game “What's gone? " ("What is missing"). Several objects and toys are placed on the table. The child looks at them carefully for one or two minutes, and then turns away. At this moment, the adult removes one of the objects. The child's task is to remember which subject is missing (for older preschool children, more difficult option- with the disappearance of two or more toys). Children's responses may vary. Depending on the readiness, the child can find a toy on another table, in a room, at a farther distance, choose a plate with the name of the toy, etc. This game has another option. The child needs to remember the location of the toy among others, and after the adult behind the screen violates this order, return it to its original place. The reverse version is also possible - the game “Who came to us? », When an adult does not remove, but adds an object or several objects behind the screen.

There is one more memory game - "Box". It can be played by kids from 2 to 6 years old. The box is made up of small boxes, which are placed in pairs and glued together. Their number is gradually increasing (by older preschool age up to 12 pieces). An object is hidden in one of them in front of the child's eyes, after which the box is closed for a while with a screen. Then he is asked to find the item. -Not

Find it yourself

The visual memory of children is well developed by a game (similar to the "Box") called "Find It Yourself". For it, you need to glue the 4 and 3 matchboxes, placing them on top of each other so that you get 2 turrets. At the first stage of the game, for example, a button is placed in one of the boxes and the boxes are closed. The child is offered to show where they put the button, in which of the turrets and in which compartment. At the second, more difficult stage, 2 items are already hidden in different sections of one of the turrets. At the third stage, objects are removed to different turrets, and the child needs to remember where what lies. The crumbs can open the branches of the turret immediately after the object has been hidden (this is the development of short-term visual memory) or, for example, after half an hour, and for older preschool age - the next day (development of long-term visual memory).

Get to know the subject

An exercise for training tactile memory can be the game "Know the object". An older preschool child is blindfolded and various objects are placed in his outstretched hand in turn. At the same time, their names are not pronounced aloud, the kid himself must guess what kind of thing it is. After a number of objects (3-10) are examined, he is asked to name all these things, moreover, in the sequence in which they were put into the hand. The complexity of the task lies in the fact that the child needs to perform 2 mental operations - recognition and memorization.

Marine knots

In older preschool age, you can develop a child's tactile memory by teaching him to tie nautical knots(especially since it also helps the development of visual spatial imagination).

Wonderful words

The auditory memory of older preschoolers is developed by the game “Wonderful Words”. It is necessary to choose 20 words related to each other in meaning: you should get 10 pairs, for example: food-spoon, window-door, face-nose, apple-banana, cat-dog. These words are read to the child 3 times, and the pairs are intonationally highlighted. After a while, only the first words of the pairs are repeated to the baby, and the second must be remembered. This is training for short-term auditory memory. To develop long-term memorization, you need to ask the preschool child to remember the second words of the pairs not immediately, but after half an hour.

Draw a shape

The child is shown 4-6 geometric figures, and then they ask him to draw on paper those that he remembered. A more difficult option is to ask a young artist to reproduce the figures, taking into account their size and color.

Who knows more

The Who Knows More game is also intended for older preschoolers. The child is asked to name 5 objects of a given shape or color in one minute. For example, - 5 round objects, or 5 red objects. The one who did not manage to name the items in the allotted time is eliminated from the game. Repetitions are not counted!

2. Game "Describe your neighbor" - development of memory, attention, observation.

In principle, you can describe anything, not just your neighbor. The game is convenient because you can spend it with your child anywhere - on a walk, at home. You can arrange something like a competition. Together with your child, you choose an object familiar to both of you, a person ... whatever. And you need to remember as many of its distinctive properties, features. You can name it on one basis, in turn. The loser is the one who will not be able to remember anything about this item when it is his turn.

3. The game "Puppeteer" - the development of motor memory.

Option 1. The "puppeteer" educator blindfolds the child and "leads" him, like a doll, along a simple route, holding the shoulders, in complete silence: 4-5 steps forward, stop, turn right, 2 steps back, turn left, 5-6 steps forward, etc.

Then the child is untied his eyes and asked to independently find the starting point of the route and walk it from start to finish, remembering his movements.

Option 2. Children can do these exercises in pairs: one person is a "puppeteer", the other is a "doll".

Option 3. The movements can be gradually made more difficult, increasing the duration of the route and including a number of simple physical exercises: tilt the "doll", bend the arms, make it sit down, make a full turn over the left shoulder, etc.

4. "Do as I do!" (with matches) - development of memory and attention.

Children play in pairs. Initially, each child has 6 matches. One, the presenter, lays out an arbitrary composition from 6 matches, then shows it to his partner for one or two seconds.

The partner from his matches lays out exactly the same figure from memory. Then the children switch roles. If the condition is successfully fulfilled, the number of matches gradually increases to 12-15.

Note: in principle, you can use not only matches, but also counting sticks, buttons, beads, pencils, hands, etc.

5. The game "Telling a fairy tale".

The volume of memorization.

Age: 5 years old and older

Option 1: children sit in a circle, one begins to tell a fairy tale, the other continues. Everyone says 1 - 2 phrases, forcing the course of events in the fairy tale.

Option 2: choose the theme of the tale. The task is not to go beyond the topic. Coming up with a fairy tale, children often kill, frighten, destroy someone in it. In this case, at the end of the game, it is discussed to whom and why you want to talk about it, what feelings they experience.

6. Exercise "10 numbers"

10 numbers are called to the child. The child should try to remember them in the order in which they were named.

For example: 9 3 7 10 4 1 6 8 2 5

Game "Walking in the woods".

Purpose: development of visual memory;

Age: from 5 years old.

Imagine that we are in the forest! I will call you birds. You must remember those I missed. So: magpie, crow, swallow, thrush, robin.

Assignment number 1: name all the birds you know

Task number 2: the picture is removed. The child is asked to remember those birds that were named at the beginning of the game.

Smells and Sounds game

Purpose: development of olfactory and tactile memory.

Age: from 5 years old.

Imagine it's raining. You are standing at the window and looking at the street. What do you see? Tell. Imagine raindrops hitting glass. Remember how the rain makes noise. What is rain noise? The rain ended, we went outside. Remember the smell of the earth, the grass after the rain. What do you think the smell of rain-washed grass can be compared to?

Game "Taste and Smell"

Purpose: development of olfactory memory.

Age: from 5 years old.

Assignment number 1: Imagine a lemon.

What does it taste like?

Remember how lemon smells? Tell us about it.

Imagine holding a lemon in your hand. What do you feel?

Assignment number 2: draw a lemon.

Assignment number 3: imagine an orange.

What does it taste like?

Remember what an orange smells like.

What color is the orange?

Imagine holding it in your hand. What do you feel?

Assignment number 4: draw an orange

Assignment number 5: Tell me what is the difference between lemon and orange. How they are similar.

7. The game "Snowballs"

Purpose: development of emotional memory.

Age: from 4 years old.

Let's mentally play snowballs.

Task number 1: imagine snow. Remember what color it is. Is he always white?

Remember how the sun makes the snow sparkle, like snow on a clear winter sunny day.

Task number 2: Remember how the snow crunches under your feet. What do you think the crunch of snow under a person's feet can be compared to.

Assignment number 3: Imagine that you are holding handfuls of snow. What are you making a ball of snow. What do you feel?

Game "Riddles"

Goal: Development of auditory memory

Age: from 5 years old.

I will ask you a riddle, and I ask you to draw the answer.

Attention! What a forest beast

Got up like a post under a pine tree

And stands among the grass

Ears are larger than the head (hare)

Task number 1: What words can you tell about a hare.

Task number 2: Remember and repeat the riddle?

8. The game "Videoscope".

Goal: development of voluntary visual memory

Age: from 5 years old.

Children sit in a circle. One by one 1 - 2 (later more) postcards are passed in a circle. Approximately every 10 seconds, the teacher gives a signal (clap) and the children pass a postcard to their neighbor on the right and receive another. When the cards have passed in a circle 2-3 times, they are put aside. Ask the children to remember and tell what is shown on the 1st postcard and so on. Others add something that someone has forgotten.

9. Game "Describe an object"

Purpose: the development of voluntary visual memory.

Age: from 5 years old.

1. children sit in a circle. The teacher runs the subject in a circle. Children carefully examine it and pass it on to a neighbor on a signal. The object is removed, the children must describe it.

2. a child comes out, 5-6 objects are laid out in front of him. He examines them carefully. Then he turns away and gives a description of the items (description is possible according to the scheme: color, shape, material)

10. Game “What toy is missing? "

Purpose: development of visual memory, attention span.

Age: from 3 years old

Place 4-5 toys in front of the child for 1 minute, then ask the child to turn away and remove one of the toys. Question to the child: “What toy is missing? ". The game can be complicated: do not remove anything, but only change places of toys; increase the number of toys. You can play 2-3 times a week.

11. Game "Retelling in a circle"

Goal: development of auditory memorization

Age: from 5 years old.

The presenter reads the text, the participants in the game listen carefully. The retelling begins with any of the players, then clockwise. Everyone speaks one sentence at a time, then all together listen to the text again and supplement the retelling, correct the mistakes made

12. Word game

Goal: Development of auditory memory

Age: from 5 years old.

Now I will tell you a few words. Try to remember them. Attention!

Falcon, sieve, pine, old man, barn, Snow Maiden.

Task 1: name the words that you memorized.

Assignment 2: Do you think these words have something in common.

Assignment 3: if you know how to spell the letter "c", then write it.

13. Game "Remember Together".

Goal: development of auditory memory.

One child names something. The second repeats the named word and adds some of his own. The third child repeats the first two words and adds the third, etc.

14. Game "Remember a couple".

Read the first row of words to your child and invite them to remember them in pairs. Then read only the first word of each pair, and the child must say the second word of the pair.

1st row: doll - play, chicken - egg, knife - cut, horse - sleigh, book - read, butterfly - fly, sun - summer, brush - teeth, mouse - mink, snow - winter, rooster - scream, cow - milk , lamp - evening.

2nd row: beetle - chair, feather - water, glasses - error, fish - fire, ax - jelly, castle - time, matches - sheep, dove - father, modeling - tram, boots - cauldron, comb - evening, ring - plant , the cup is the sea.

15. Game "Pairs of pictures".

Purpose: development of semantic memory

Age: from 5 years old.

Prepare 7-8 pictures related to each other in meaning. Arrange them in pairs in front of the child. The picture on which the tree is drawn is placed next to the picture of the forest. Invite your child to carefully consider all the drawings and try to remember. After 1-2 minutes. Remove pictures from the right row. Ask the child to, looking at the remaining pictures, name those that have been removed.

16. Game "Listen and Play"

Purpose: development of motor memory.

Age: from 4 years old.

The facilitator names several movements out loud without showing them. It is necessary to do the movements in the sequence in which they were given.

17. Game "Doll's Birthday".

Purpose: the development of visual and auditory memory.

The adult reports that the doll has a birthday and guests will soon come to congratulate the birthday girl. And what are the names of the guests, they will find out later. An adult takes out 4-5 toys and says their names. Then all the guests sit down at the table, and the tea party begins. The child should treat everyone to tea, addressing by name. The game can be changed by inviting different guests to the doll and naming them different names... The number of guests is gradually increasing.

18. Game "A couple of words".

Purpose: development of semantic memory

Age: from 5 years old.

Invite your child to memorize a few words (you can start with 5-6 words). By presenting each one paired with another word. For example: a cat is milk, a boy is a car. Ask your child to memorize the second words. Then you name the first word, and the child must remember and name the second word. The task can be gradually made more difficult by increasing the number of word pairs and matching words with distant connections into pairs.

19. Exercise "Autumn".

Purpose: development of semantic memorization

Age: from 5 years old.

I'll read you a poem. I ask you to draw what this poem is about.

Summer has passed

Autumn has come

In the fields and groves

Empty and sad

The birds flew away

The days are getting shorter.

The sun is not visible

Dark, dark nights.

After the drawing is completed, the poem is memorized.

20. Game "Shop"

Goal: Development of auditory memory

Age: from 4 years old.

The facilitator can send the child to the “store” and ask him to memorize all the items that need to be bought. They start with one or two items, increasing their number to 4-5. In this game, it is useful to change roles and the stores themselves can be different: "bakery", "milk", "toys", etc. Supermarket

21. Didactic game "Where is the little sister?"

The game is intended for children 5 - 7 years old, but adults can also play it. At least 2 people can play.

Purpose of the game: to develop voluntary attention... Learn to find significant differences between similar subjects.

Materials: two, or preferably four sets of nesting dolls (two exactly the same). You can use painted nesting dolls or dolls. For the game, images of dolls can be prepared, differing in details of clothing, hairstyles, patterns on the dress. How more details must take into account the child, the more difficult it is to search.

Course of the game: Matryoshka dolls are placed in a row or randomly in front of the child. The location of the figures matters: if they are located in a row, the search is easier, and if it is chaotic, it becomes more difficult and requires more attention from the child. One of the nesting dolls is on the side. Assignment: who will help this matryoshka find her sister faster? The child takes the matryoshka in his hands, examines it. The presenter, together with the rest of the players, gives a signal: “One, two, three - look!”. Then, they clap their hands 3 or 5 times. If during this time the child does not find a similar nesting doll among others, he sits down, and the search continues with another. The signals are the same. The winning child receives a token. Then the next matryoshka appears, and the search continues. If the child copes with the task quickly, the number of claps decreases, and if with difficulty, it increases.

You can complicate the game by adding a condition under which the child should not look at the matryoshka - a model while searching - but look for similarities only from memory. After the choice, "two sisters" are compared and the leader determines whether the choice is correct or not. If errors are found, another child is included in the search, or the player is allowed to find a "sister" by looking at the sample. The winner is the one who found the most “sisters” without mistakes.

22. The game "Sly gnome" The game is intended for children 6 - 8 years old.

Purpose of the game: to develop voluntary attention and short-term memory.

Materials: flat cardboard house with a cut out window, a cap for a gnome (not necessary, but it will be more interesting with it), a set of paired pictures (exactly the same), pictures that differ from paired ones in 1 - 3 signs.

Course of the game: An adult chooses a "cunning gnome" among the players who will be the leader. Then he tells the following story: a cunning dwarf kidnapped and bewitched animals and birds. And we must go in search of them and disenchant them. In the playroom, they find the gnome's house and knock on it. The gnome puts forward a condition: children themselves must disenchant animals and birds, but for this one must be very careful. From the window of the house, the gnome only for a very short time shows an image of enchanted animals - after all, he does not want the children to find them! The child must remember what a bird or animal abducted by the gnome looks like, then find them among other similar images that the cunning gnome deliberately puts in order to confuse the players. If the child is wrong, the gnome kidnaps him too, i.e. sits down next to him. Then he shows another picture in the window, and the search continues.

The game is complicated by the fact that the cunning gnome sometimes offers children images that differ only in one or two details (for example, the same cats, in the same pose, but with different bows). This requires more attention from the participants in the game.

During the game or at the end of the game, the children abducted by the gnome are redeemed. The gnome asks the children to guess riddles, remember tongue twisters or complete some task: sang, dance, read poetry, etc. If the gnome likes how his tasks are completed, then he lets the children go and the game continues.

Card file of didactic games for children 5 - 6 years old

Target. Teach children to group plants according to their place of growth; describe their appearance.

Game progress... Children play the roles of sellers and buyers. To make a purchase, you need to describe the plant you chose, but not name it, but only say where it grows. The seller must guess what kind of flower it is, name it, then hand over the purchase.

"WHAT WHY?"

Target. Learn to name the seasons and the corresponding months.

The course of the game. The teacher names the time of year and passes the token to the child, he must name the first month of this time of year and give the token to another child, who names the next month, etc. Then the teacher names the month, and the children - the season.

"FEED ANIMAL".

Target. Learn to divide words into parts, pronounce each part of the word separately.

The course of the game. Children are divided into two teams. The first command names the animal, and the second lists what it eats, trying to highlight two-syllable words, and then three-syllable ones.

"GUESS THE INSECT".

Target. Strengthen children's knowledge of insects.

The course of the game. The teacher thinks out a word, but speaks only the first syllable. For example: the beginning of the word ko ... Children choose words ( mosquito). Whoever guesses first gets the chip. The child with the most chips wins.

"FIND YOURSELF A COUPLE".

Target. Teach children to listen to the sound of words; exercise in self-naming words and clear pronunciation of sounds in them.

The course of the game. The teacher invites the children to find a mate. To do this, one of the children says a word, and the other responds with a similar word, for example: parsley - parsley... Children who have made a couple step aside and come up with words that are similar in sound ( car - tire, sock - sand), but the child who selected the rhyme must answer.

"WHAT DOES IT MEAN?"

Target... Teach children to group words according to meaning, to understand the direct and figurative meaning of words.

Game progress... The teacher asks the children: “Can I say so? How do you understand this expression? " Children explain phrases.

Fresh breeze - chill.

Fresh fish - recently caught, unsportsmanlike I am.

Fresh shirt - clean, washed, ironed.

Fresh newspaper - new, just bought.

Fresh paint - not dry.

Fresh head - rested.

"WHO WILL COME UP MORE WORDS."

Purpose of the game... To activate the dictionary, broaden the horizons.

Game progress... Children form a circle. The teacher names the sound and asks the children to come up with words in which this sound occurs. One of the players throws the ball to someone. The child who catches the ball must say a word with a set sound. Anyone who did not come up with a word or repeated something already said by someone skips a turn.

"SEARCH".

Target. Exercise children in the use of adjectives consistent with nouns.

The course of the game. Children should, within 10 - 15 seconds, see around them as many objects of the same color ( or of the same shape, or of the same material)... At the signal of the teacher, one child begins to list objects, the other children complement. The winner is the one who correctly names the most items.

"GET IT BY YOUSELF".

Target... Teach children the correct composition of sentences with a given number of words.

The course of the game. Reference words are given: autumn, leaf fall, snow, snowflakes. You need to make a sentence of 3, 4, 5 words. The child who is the first to make a proposal receives a token.

"THIS IS OR NOT?"

Target. Develop logical thinking, the ability to notice inconsistencies in judgments.

The course of the game. The teacher says: “I'm going to tell you stories now. In my story, you should notice that. Which doesn't happen. Whoever notices, let him clap his hands.

In the evening, when I was rushing to kindergarten, I met my mother, who was taking the child to school.

At night the sun was shining brightly and the stars were shining.

Apples ripened on the birch».

Children find contradictions in sentences.

"GAME IN RIDDLES".

Target

Game progress... Children are sitting on the bench. The teacher makes riddles. A child who has guessed a riddle comes out and makes a guess. Guys get chips for guessing and guessing riddles. The one with the most chips wins.

"CORRECT THE ERROR."

Target... Teach children to understand the meaning of the sentence.

Game progress... The teacher reads the sentences. There are mistakes in them that the guys must correct.

The goat brought food to the girl.

The ball is playing with Sasha.

The road goes by car.

Gena smashed the ball with glass... Etc.

REMEMBER DIFFERENT WORDS.

Target... Learn to listen attentively to the sound of words; exercise in self-naming words and clear pronunciation of sounds in them.

The course of the game. Children stand in a circle. Each child should name a word and say it to the next participant; the next participant also says one word. So, in turn, all children must pronounce one word at a time. After three laps, the game stops. You can't repeat one word twice. Anyone who did not manage to quickly name a word or repeated one already named leaves the circle.

"STOP! STICK, STOP! ".

Target. Exercise in the independent naming of words and the clear pronunciation of sounds in them.

The course of the game. Children stand in a circle, the teacher is in the center. The teacher says that they will describe the animal, and each child should say something about it. For example, the teacher says: "Bear!" - and hands the wand to the child, he answers: "Brown!" - and passes the wand to the next one. Whoever cannot say anything about the animal is out of the game.

WHAT, WHAT, WHAT? "

Target... To learn to select definitions corresponding to a given example, a phenomenon.

The course of the game. The teacher calls a word, and the players take turns picking up as many signs as possible that correspond to the given subject.

Squirrel- redhead, nimble, big, small, beautiful.

Coat- warm, winter, new, old. Etc.

"WHO WILL REMEMBER MORE".

Target... Expand the vocabulary of children.

The course of the game. The teacher asks to look at the pictures and tell what the objects are doing: a blizzard (sweeps, blizzards, purges); rain ( pouring, drizzling, dripping, dripping, it starts); Crow ( flies, croaks, sits, eats).

"COME UP ANOTHER WORD."

Target... Expand the vocabulary of children.

The course of the game. The teacher invites children to make up phrases according to the example: milk bottle - milk bottle.

Cranberry kissel - ... ( cranberry jelly).

Vegetable soup - ... ( vegetable soup).

Mashed potatoes - ... ( mashed potatoes). Etc.

"WHAT HAVE I SAID ABOUT?"

Target. To teach children to distinguish several meanings in a word, compare them, find common and different.

Game progress... The teacher says that there are words that we use often, and we call many different objects the same word: head ( dolls, onions, garlic, human head); needle (by the syringe, by the spruce, by the pine, sewing, by the hedgehog); nose (a person, a teapot, an airplane); leg; pen; wing, etc.

"VICE VERSA".

Target... To develop in children intelligence, quick thinking.

Game progress ... Educator (or child) calls a word, children pick up a word for it with the opposite meaning ( far - close, high - low).

"ADD A SYLLABUS"

Target... To develop in children phonemic hearing, quick thinking.

Game progress... Educator (or child) calls one syllable and throws the ball. The person who caught the ball must complete the word, for example, ma - ma, book, etc. The child completing the word again throws the ball to the teacher ( or child).

"TELL A WORD."

Target. Teach children to choose the same root words.

The course of the game. The teacher reads a poem, and the children should add words associated with the word "snow".

Quiet, quiet, like in a dream,

Falls to the ground ... ( snow).

All fluffs slide from the sky -

Silvery ... (snowflakes).

Here's some fun for the guys -

Stronger and stronger ... ( snowfall).

Everyone is running in a race

Everybody wants to play ... (snowballs).

Like a white down jacket

Dressed up ... ( snowman).

Nearby a snow figurine

This girl…( snow maiden).

As if in a fairy tale, as in a dream

He decorated the whole earth ... ( snow).

(I. Lopukhina)

What words did you find? What word do they all look like?

"SAY IT IN ANOTHER".

Target. Learn to choose synonyms.

The course of the game. The teacher says that in this game, children will have to name words that are close in meaning (for example, cold - frost).

"SAY WHAT YOU HEAR."

Target. Develop phrasal speech.

The course of the game. The teacher invites children to close their eyes, listen carefully and determine what sounds they have heard (car signal, rustle of a falling leaf, conversation of passers-by, etc..) Children must respond with a full sentence.

"COMPLETE OFFER".

Target. To develop the speech activity of children, the speed of thinking.

The course of the game. The teacher says the beginning of the sentence, and the children must supplement it with new words to get a complete sentence. For example, a teacher: "Mom bought ..." "... books, notebooks, sweets ...", the children continue.

"FIND THE OPPOSITE WORD".

Target. Teach children to select words that are opposite in meaning in different types of assignments.

The course of the game. The teacher asks a proposal and invites the children to answer the questions: "If the soup is not hot, then what is it?", "If the room is not light, then how?" the bag is not light, then it is ... "and so on.

"SAY THE WORD WITH THE RIGHT SOUND."

Target. Develop phonemic hearing, quick thinking.

The course of the game. The teacher says: “Come up with a word with sound (a) - and throws the ball to any of the players. The child answers: "Hat" - and throws the ball to the next player, etc. round. Then the teacher calls another sound, and the game is repeated again.

"WHERE HAVE I BEEN?"

Target. Teach children to form accusative plural forms of animate nouns.

The course of the game. The teacher says: “Guys, guess where I was? I saw jellyfish, seahorses, sharks. Where have I been? ( On the sea).

Now you ask me riddles about where you were. Tell us who you saw. The main thing in this game is not guessing, but making a riddle.

"IT IS NECESSARY TO SAY DIFFERENTLY."

Target. Teach children to choose words that are close in meaning.

The course of the game. The teacher says: “One boy was in a bad mood. What words can you say about him? I came up with the word "sad". Let's also try to replace words in other sentences. " It's raining ( pouring). Clean Air ( fresh).

"WHAT IS WRONG?"

Target. Develop auditory attention and speech; teach to detect semantic inconsistencies; select the right words, taking into account the content of the text.

The course of the game. The children are read the poem twice and asked to find the discrepancy.

Is it true or not that snow is black like soot,

Sugar is bitter, coal is white, but a coward, like a hare, dare?

That a cancer can fly, and a bear can dance,

That pears grow on willow, that whales live on land,

That from dawn to dawn the pines are being cut down by the mowers?

Well, squirrels love bumps, and lazy people love work,

And girls and boys don't take cakes in their mouths?

If the children do not name all the mistakes, then the teacher reads the poem again.

"WHO WILL FIND A SHORT WORD?"

Target. Learn to divide words into syllables.

The course of the game. The teacher tells the children that you can find out the length of a word in steps ( or claps). He says the word "soup" and simultaneously walks. The teacher says that it turned out only one step, so this is a short word. Children line up along the line, and one at a time, they begin to speak the words and take steps. Whoever divides the word into syllables incorrectly is out of the game.

"WHAT IS STILL TALKING ABOUT?"

Target. To consolidate and clarify the meaning of polysemantic words.

The course of the game. Please tell me what else you can say so:

It is raining: it is ... ( snow, winter, dog, smoke, man).

Plays ... ( music, girl).

Bitter … ( pepper, medicine).

"CALL AN INSECT WITH THE RIGHT SOUND."

Target... Develop phonemic sound, quick thinking.

Game progress... The teacher asks the children to remember the names of insects that have sounds (a), (k). Whoever calls more words won. For example: butterfly, mosquito, dragonfly, etc.

"WHO KNOWS LET CONTINUE."

Target. To consolidate the use of generalizing words in speech.

The course of the game. The educator names generalizing words, and children - a specific concept, for example, "An insect is ...". Children: "Fly, mosquito, ...".

"KNOCK YES KNOCK, FIND A WORD, DEAR FRIEND."

Target... Teach children to divide words into syllables (parts).

Game progress... Children stand in a circle, the teacher is in the center with a tambourine in his hands. The teacher strikes the tambourine 2 times, children must name insects that have 2 syllables in the name (mu-ha, ko-mar); then strikes 3 times - three-syllable words (stre-ko-za, mu-ra-vei, ba-boch-ka, etc.)