Children's games for acquaintance. Card file (preparatory group) on the topic: Games and exercises aimed at introducing children to each other, creating positive emotions, developing empathy

MADOU №2 "Smile"

Consultation for educators

dating games

For kids 5-8 years old

Let's get acquainted

Children become in a circle. The facilitator starts the game with the words: “You rather hurry. What is your name, tell me ... ”, while throwing the ball to one of the players. He catches the ball, calls his name, then he throws the ball to another player, while the words are again pronounced: “What is your name, tell me ...”, etc.

round dance dating

All the children, holding hands, lead a round dance with the words:
"We walk in circles, we walk,
We want to meet
Only those who are called are standing ... (Serezha),
Well, we're sitting with you."
After these words, the children whose name was called remain standing, and the rest squat. Then the game continues.

Sparrow

All children stand in a circle. The leader is inside the circle. Children jump on one leg in a circle in one direction, and the leader inside the circle in the other direction, and at the same time says: “Jumping, jumping sparrow-bey-bey,
Gathers all friends-zay-zay,
Many, many different us-us-us,
They will come out ... (Lenochka) now-one-hour-hour.
The named children enter the circle, take the leader by the hand and the game is repeated until the names of all the children are named.

ball

The leader holds the ball in his hands and says:
"Colorful ball"
Jumping along the path
Along the path along the path
From birch to aspen
From the aspen-turn,
Directly to ... (Ira) to the garden!
With the last words, the counselor throws the ball up. The children whose name was called must catch the ball. The one who caught the ball makes the next throw. If the name is called, the child with whom there is no, then the leader catches the ball and he makes the next throw.

fun tasks

"Listen, laugh, do it,
remember the names"
with these words, the leader gives the task to the children.

Sasha took Marin's hands and danced.


Lena sang the song "A Christmas tree was born in the forest."
Lesha took Tan's left hand and jumped.
Race lights run to the hull, etc.

Green oak by the seaside


Equipment: a tree to which leaves are attached: the names of the children are written on the leaves. Game progress:
1st part. The host tears off the sheet, reads the name written on it, calls the child with this name. The called child comes out and picks the next leaf from the tree, and so on.
2nd part of the game. The facilitator distributes sheets with the names of the children in disorder. Task: exchange a piece of paper with your name from the players, run up to the tree, attach the sheet, stating your name. The one who is faster than the others wins.

This is me!

The players become in a circle. The leader, standing in the center, calls two names (one is female, the second is male). The players whose names have been called shout "it's me" and switch places. The leader's task is to take the vacant seat. The one who did not have time to take a free place becomes the leader. If there is only one person with that name out of the two named names, he shouts “It's me” and remains in place.

Teremok

The first player approaches the leader and asks:
“Who lives in the teremochka?
Who lives low?
I... (Irochka) And who are you?
I ... (Sashenka)."
The second player approaches them and the dialogue is repeated.

Hello

Players stand in a circle, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands, say "Hello!" and call their names. Then they run further, trying to take a free place in the circle. The one who is left without a place becomes the leader.

Name yourself, name me


Players are divided into 2 teams, which are located opposite each other at a short distance. One of the teams gets the ball. On a signal from the leader, the first player of the team throws the ball to the player of the 2nd team, saying his name. He catches the ball and returns it to the next player of the 1st team, calling his name. The player standing last, having received the ball, passes the ball in the opposite direction, but already says his name and the name of the person to whom he throws the ball. And so on until the ball falls into the hands of the 1st player of the 1st team.

Dating phone

The players become in a circle. The facilitator whispers any name to the player on the left. Everyone will recognize this name along the chain. After that, the leader says: “1,2,3, run in a circle!” The players whose name was called must run into the circle, the neighbors try to keep them. Those who were able to run out to the center of the circle, tell a little about themselves, and those who could not, complete the tasks that other players give them. The game is repeated, but with new names.

Our friendly family

Players are divided into 2 teams. Each player receives a pin. Teams line up in 2 columns. At the signal of the driver, the 1st players run up to the 1st marks and put the skittles, shouting out their names. After that, they return to their teams. The 2nd player of each team, running past the 1st pin, calls the name of the 1st player, runs to the 2nd mark, puts the pin, shouts his name and comes back, etc.

dating games

children 9-12 years old

girls boys

The boys sit on one bench and the girls on the other. Boys call any names of girls. If these names are girls, then they get up and tell a little about themselves. Then the girls call any names of the boys. This continues until the names of all the children have been named.

Chairs

Place the chairs in a circle close to each other. Players stand on them. At the signal of the host, all players must change places so that all names are arranged alphabetically. Players, without touching the floor, move on the chairs.

Romp

At the signal of the facilitator, all players begin, shouting their names, to look for their namesakes in order to get together in a team faster than others. The most noisy and agile win.

Cheat-reminder

Each player receives a card with his name. Players are divided into 2 or 3 teams. Group 1 enters the game. All the players in this group introduce themselves, giving their first and last names, and tell a little about themselves. After that, all cards with the names of the players of the 1st team are given to the opposing players. After conferring, they must correctly distribute the cards to the players of the 1st team and remember the name of each. For each correct answer, the team receives a point. Then the 2nd team is introduced.

Who is who

Each player receives a piece of paper and a pencil. 5 minutes after the leader's signal, the players must get to know each other, recognizing the name of who they want to become. The received data is recorded. The winner is the one who managed to learn and write down the most.

Gender word

The participants of the game sit in a circle and throw the ball to each other. At the same time, the thrower speaks loudly the first syllable of his name; the one who caught the ball must quickly pronounce the second syllable. If he called correctly, then the thrower calls the name in full. If the name is called incorrectly, then he says "No"; and waits for someone to say his name correctly, etc.

Relay race

Before the match, the players are divided into 2 teams. Each player takes a step forward and clearly pronounces his first and last name.
Stage 1: team players take turns running up to their paper sheet and writing their last name, returning back, shouting their name. Keep doing this until all players have signed up.
Stage 2: the teams must exchange sheets of drawing paper. Running up to a piece of drawing paper, you need to write his name against the corresponding surname of the opponent. The team with the fewest mistakes wins.

Helpline

The boys sit opposite the girls in pairs. The girls whisper their name to the boy from their couple. After that, the boy sitting in the 1st row tells the neighbor the name of his partner. He speaks quietly so that the rest of the boys won't hear. The 2nd boy tells the 3rd the name of the 1st girl and the one sitting opposite him. So until they reach the last boy: he calls the names of all the girls in turn. If the name is called correctly, then the girl gets up, if not, it remains to sit. Then the girls learn the names of the boys, and so on. the team that was more accurate wins.

Let's open our hearts to each other


Each player receives a heart-shaped token on which he writes his name. The leader walks around with a hat. The players say their names loudly and put a heart in their hat. The task of the players is to pull a heart out of the hat, read the name and give it to the owner.

Battery

Children stand in a line, holding hands. A leading plumber is selected. He stands with his back to the players and says: "The water has gone." After that, the children take turns saying their names. When they reach the last one, the players continue to call the names in the opposite direction (2-3 times). After that, the leader says “The tap is closed”, turns to face the players and calls their names. Each correct answer is a point. After that, a new leader is chosen, the game resumes.

What do your names mean?


Children are divided into teams with the same names (Sasha with Sasha, Lena with Lena, etc.). tasks:
Performance: "Your name is your talisman."
The song in which your name sounds (who is better).
Ekibana made from flowers and plants starting with the same letter as your name.
The emblem of your name (who is more original).

Postman

Children are divided into 2 teams. The 1st players each run up to their chair, on which small envelopes lie (according to the number of participants). The name of the addressee from another team is written on the reverse side. After reading the name of the addressee, the “postman” shouts it out loud, and the addressee raises his hand and shouts: “It's me!” Then he goes for another letter. The fastest team wins. The organizers can write the meanings of the names on the back of the cards. These cards at the end of the game can be announced and presented.

Mathematics

Children sit in a circle. The counselor gives the task: “Let's start counting in a circle. The one who has a number that is a multiple of three pronounces his name instead of the number.
This game can be used to develop memory and attention. Play around and you will see that this is true.

Name yourself

Everyone stands in a circle with their arms outstretched in front of them. The starter of the game throws the ball through the center of the circle to one of the participants and at the same time calls his name. After the throw, he lowers his arms. 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 for the first time, and again calls his name.
The third round of this game is somewhat modified. Again, everyone stands in a circle with outstretched arms, but now the participant who threw the ball must say his name, the one who caught the ball does the same, etc.
After conducting this game (it takes 10-15 minutes to conduct it), it is quite possible to remember up to 20 names.

dating games

For teenagers 13-16 years old

Who? Where? When?

The players become in a circle. At the signal of the driver, the children are rearranged so that the names are located:
In alphabet order;
By month of birth
According to the signs of the zodiac;
By hobbies, etc.

guess my name

Instead of introducing, the player gives hints:

My name starts with the letter "O";


My name ends with an "A";
It consists of 6 letters (Oksana).
The one who correctly guessed the name receives a token.

Declaration of love

A boy and a girl are called. They call each other their names. They need to play a scene from a movie about love. All feelings can be expressed only by facial expressions and gestures, only names can be pronounced. The pair that will be the most original and artistic wins.

Zodiac signs

Players are grouped by zodiac signs. They prepare messages about themselves for other players about the features of their characters. You can use popular literature. The main thing is that all performances are original and all team members take part in each.

Interview

Each player receives a card with the name of each participant written on it. At the signal of the presenter, you need to find a partner whose name is written on the card and interview him. The list of questions is determined by the organizers of the game. All information must be written on the sheet. All notes are placed in the newspaper "Let's Get Acquainted!"
Those who complete the task before the rest of the players win.

Vanity

Each participant in the game receives a list of 10 items:

likes to fish...


loves to sing...
likes to read...etc.
The lists of players are different. The content of the lists of favorite things the organizers will find out in advance from the players personally or from questionnaires. At the signal of the driver, the players begin to fill in the lists, writing in front of their favorite cases, the corresponding names of the players. To do this, everyone begins to learn from each other who likes to do what. The winners are those who are the first to complete the entire list.

My emblem, my motto

Each player receives paper and a pencil. At the signal of the presenter, everyone invents and draws something that can be an emblem and writes that phrase or word that can serve as his motto (it can be a proverb, a phrase from a song, a catch phrase, a movie title, etc.). then we make an exhibition of works, where everyone talks about himself, about his work.

My partner

Children are divided into pairs. They are given 3 minutes, during which they must learn as much as possible about each other. Then everyone sits in a circle and each of the players talks about his partner. Style of presentation - any. Originality is encouraged.

Fanta

Each player is asked to choose 1 of the cards. Each contains 2 tasks:

About hobbies, friends, antics.


Name, age, school, class.
Sing a song (tell a joke, read a poem, etc.)

street acquaintance

All participants in the game are divided into pairs. The task of one of the participants in the couple is to meet a second, completely unfamiliar person right on the street. To do this, he uses maximum effort, all his resourcefulness. You need to know the name and favorite pastime. The 2nd player tries to get away from the acquaintance without saying a single rude word. At the end of the game, all participants determine the most successful "seducer" and the most intractable "stranger".

Guess yourself

The participants of the game sit in a circle. The host reports that a sudden accident has fettered the mouths of all the players. And they can't directly introduce themselves and get to know the others. It is only allowed to make hints in which there are 2 association words, or historical figures by which you can find out your name.
The root of my name is similar to the word for women's jewelry;
I am the sister of Olga Larina (Tanya);
I am the namesake of Mayakovsky (Vladimir);
My name means great feeling (Love), etc.

Central name

During the disco, the dancers form a circle. All Sasha and Lena are called in turn to its center, who dance in the center of the circle, and the rest call their names to the beat of the music. After a while, the central dancers change. This continues until all players are in the center of the circle.

Snowball

The players sit in a circle. The first calls his name, the second - the name of the first and his own, the third - the names of the first and second, then - his own, etc., until the circle closes. As a result, the last one in the circle says the names of all the players, and then his own. It is easier, of course, to be the first, but the last is more useful.

I'll take it on a hike...


One time game. Everyone should give their name and some item (my name is ..., I will take with me ..., will I go hiking?), which he would take with him on a hike. The host must say whether he takes this person with him or not. The point is that the name of the object begins with the same letter as the name of the child. Ask the children who guess to remain silent until everyone understands the logic.

Let's get acquainted

The players form two circles. Those in the inner circle turn to face the outer circle. Music sounds, playing in circles moving in opposite directions. After the music stops, the participants in the game stop in front of each other, get to know each other, naming the name. Then the music sounds again, only now, moving in different directions and running past a friend, they wave their hand to him. Music stops playing, new acquaintances appear. The game continues.

Sing your name

Each player takes turns singing their name. Everyone else must repeat the name, i.e. sing it the same way, with the same intonations, etc.

Who is faster

The squad is divided into 2 teams. Between teams, assistants hold a screen (for example, a bedspread). One person from the team approaches the screen and squats, they should not see each other. At the command of the leader, the screen is lowered and the players sitting near it must name each other. The one who calls faster wins. The loser goes to the opposing team. Etc.

I never...

Everyone sits in a circle and puts their hands on their knees. The first player says something he has never done in his life. For example, he says, "I've never flown in an airplane." If one of the players flew, then he bends one finger on his hand. Then the next player speaks, and so on. round. The winner is the one who bends all the fingers the fastest.

Tutti Frutti

Everyone sits in a circle on chairs and counts on the first or third. The first numbers will be, for example, apples, the second - bananas, the third - oranges. In the center is the leader, who starts a story about himself and as soon as he mentions one of the named fruits in his story, these players should quickly change places. If the driver says: “Tutti-frutti”, then all the players change places.

apple

The players sit in a circle. The counselor says: “My name is ..., I love ...” (you can love anything and anyone) and rolls an apple to someone from the circle. He picks up an apple and also says: “My name is ..., I love ...”. And the apple rolls to the next one. The game continues until all the players have introduced themselves.

Bingo

Participants form two circles - one inside the other, with an equal number of people. Circles rotate in different directions, facing each other, under the words:
"My shaggy gray dog
Sitting by the window.
My shaggy gray dog
Looks at me.
B-I-N-G-O (2 times)
Yes, Bingo is his name."
The words "B-I-N-G-O" are pronounced separately by letters, and for each letter those standing in the outer circle clap their hands standing in the inner one. For each letter - the palms of a new person. The last letter "O" is said drawlingly (surprised - joyfully) and the last words ("Yes, Bingo to call him") the couple says together, holding hands. After that, the participants introduce themselves to each other by name. This continues until everyone has met.

And I'm going, and I, too, and I'm a hare


The participants of the game sit on chairs in a circle, one place is not occupied by anyone. In the center is the driver. All participants during the game are transplanted in a circle counterclockwise. The player, sitting near an empty chair, changes to it with the words "and I'm going." The next player - with the words "and me too." The third participant says "and I'm a hare" and, hitting an empty chair with his left hand, calls the name of the person sitting in a circle. The one whose name was spoken should run to an empty chair as quickly as possible. The task of the driver is to have time to take a chair faster than the one who was named. Who did not have time, becomes the driver. The game starts over.

I am a snake, snake, snake

Participants stand in a circle, through one - a boy, a girl. The counselor starts, approaching someone with the words: "I am a snake, a snake, a snake, do you want to be my tail?" If the answer is yes, then the questioner crawls under the feet of the leader, gets acquainted and with his right hand takes the left hand of the questioner through the legs. In the case of a negative answer, the phrase: "But you have to!" Sounds, and the clutch goes. Thus, each time the snake grows larger and larger. The game continues until all participants have joined each other.

The games below help the children get to know each other, establish interaction - both within a separate team and between groups of children. This is very important in the first days of communication between the guys, since relations in the temporary team are just beginning to take shape, no common interests have been identified. All these games, with their reasonable use by the teacher, help to create a favorable psychological climate in the team, raise the general tone, and contribute to the emergence of traditions.

With a dynamic game acquaintance and effective organization of interaction, already on the first day of life in a new team for a child, he may get the feeling that he has been in the camp for more than one day, but for a very long time (the guys share such impressions, sitting in the evening by the “light”), What is the reason for this phenomenon? In our opinion, for this to happen, the following conditions are required:

The saturation of the game plan, allowing children to get to know each other in a short period of time;

A variety of game situations and a variety of game activities;

The ability to make contact with children at any time of the day, to be in different game roles, to work in various microgroups.

As a result, the children get the feeling that time, on the one hand, seems to be compressed (the time from arrival at the camp to the evening light flies quickly and imperceptibly). On the other hand, time seems to stretch. In one day in the camp, the child receives as many new experiences as in everyday life he has during the month.

In the first days of the formation of a children's team, the teacher needs to psychologically "stroke" * the children as much as possible, that is, to say that many interesting and creative children have gathered in their detachment (group, class); that all the guys are different and special, although not all of them were able to open up in such a short period of acquaintance.

Psychological “strokes” will help children who, for some reason (shyness, aggression, self-affirmation, etc.) have not yet been able to show their good side. The main thing - do not overdo it! The consequences of over-inflating may appear in the near future.

The acquaintance games presented below not only allow you to establish contact in a group, but also help organize interaction between individual groups, develop attention and memory, and identify leaders and outsiders in a team.

Snowball

Usually 10-12 people take part in the game, but more (35-40) is possible.

The task of the game- introduce all the members of the new team by name and try to make the guys remember these names. The game can be held at a meeting-acquaintance in a temporary children's team or at any convenient time. To conduct it, participants must sit or stand in a circle. The game is played clockwise. The leader starts the game. It is better if he has some object in his hands (badge, fir cone, sea pebble, etc.).

The host calls his name and passes the object in his hands to the player sitting (standing) to his left. The second player calls the name of the host, his own name and passes the item on. The third one calls the names of the previous players and his own, etc. The last player will have the hardest time - he must pronounce the names of all the participants in the game without errors and do not forget to say his own.

Notes:

You can complicate the rules of the game: if a participant makes a mistake when repeating names, ask him to name all the names first. But consider whether this is really necessary.

When younger children (7-9 years old) play this game, they need the help of an adult, as they are often unable to cope with the task on their own.

At the end of the game, you must congratulate everyone on your acquaintance and be sure to applaud each other.

Gorgeous Valeria

The number of players is from 10-12 to 35-40 people.

The game is very similar to the "Snowball" and can serve as its logical continuation. Its rules are somewhat complicated: each participant calls not only his name, but also an adjective to it. Moreover, this adjective must begin with the letter with which the name of the next participant begins. For example: gorgeous Valeria; serious Sergey; charming Olga; heroic Grisha, etc.

The leader, as a rule, is a teacher or counselor. He explains the rules of the game and explains that the guys have a few seconds or minutes (depending on how far they are sitting from the first participants) to come up with an adjective that they think is suitable. Then he says his name and the corresponding adjective. Then the game goes like in the "Snowball".

Notes:

Sometimes in the children's team there are guys with the same name. This does not mean that “their adjectives” should be the same, because they are completely different people.

If you are playing with young children, you need to explain to them what an adjective is, otherwise you can get into an awkward position.

It is necessary to thank all the guys for the shown creative ingenuity. It makes sense to say that all the guys, in addition to the listed advantages and qualities, have many others, no less significant.

We're going camping!

Participants stand in a circle. The host starts the game, calling his name and the item that he takes with him on a hike: “My name is Vitya, I take vitamins with me.” All participants must guess that the name of the item starts with the same letter as the name. Whoever guesses, the leader takes on a hike. And so on until all the children say correctly.

Remarks. Sometimes a situation arises when a child cannot understand what is required of him. It is necessary to help him so that the game does not drag on too long.

My neighbor is on the right

This game is undoubtedly easier than the ones you just met, but it also requires some attention.

Participants sit in a circle. The teacher starts the game. Each child says his first and last name and tells a little about himself. For example: “My name is Ivan Tsaplin. I am 12 years old. I study at school number 12 in Voronezh. I'm in the football section. I love to travel and have already visited Moscow, St. Petersburg, Sochi, Dushanbe, Cyprus. I have a very good friend, whose name is Sergey. I really hope that in our squad I will make new friends.”

The next participant in the game begins his story with the following words: “My neighbor on the right is Ivan Tsaplin ...”, and then he reproduces everything that Ivan told about himself, introduces himself and talks a little about himself. The next participant calls his neighbor on the right, talks about him from his words, introduces himself, etc.

Notes:

Very often, guys talk about themselves in the same way (as in the above example). In this case, the Interview game will help (see below).

After all the participants have introduced themselves, the counselor or teacher must thank everyone, and the guys must applaud each other.

Be sure to say about what interesting guys gathered in the detachment (team, group), and express confidence that the children will have very good, friendly relations.

Interview

The game can be played on its own or included in the collection-acquaintance. The goal of the game is to get to know the person better by asking him various questions. Each player can be asked no more than 4-6 questions. During one tour, you can interview 5-7 people, but if your group has 20-25 guys, the process can drag on for a long time and become uninteresting.

Sample questions: Do you like poetry? What's your favorite saying? What are you most afraid of in the world? If you were offered to act in a film (you can name a genre or a specific film), who would you like to play? Do you have a hobby? What do you value most in people? What color do you like the most? What do you think, will there be relations between boys and girls in our group?

In order for the game to turn out to be interesting, a trusting atmosphere must develop. This is necessary to remove the "masks" from the participants in the game.

Sometimes the guys ask questions that are undesirable or even impossible for the interviewees to answer. In this case, the teacher must intervene.

It is desirable that all team members are interviewed. Moreover, according to our observations, teenagers and high school students express a clear desire to participate in interviews. However, the opposite also happens (although very rarely): the child avoids or refuses to participate in the game at all. In this case, coercion is completely inappropriate.

You can conduct a complicated version of the interview. The participants of the game ask questions, playing the role of a school principal, an investigator, an alien, Little Red Riding Hood, a pop star, etc. This effective technique will quickly involve the children in the game process. Roles can be chosen by both the children themselves and the teacher.

Revelation Envelope

This game is very similar to the previous one, but it does not include the role of the interviewer. To conduct it as a separate game, in our opinion, is not entirely appropriate, since it is more of a psychological exercise. It is better to try to "embed" her in the already existing situation of acquaintance at the gathering light.

The educator first explains that now he will pass around the so-called envelope of revelations. When the person introduces himself, he will be asked a series of questions. But one of them needs to be pulled out of the envelope. The questions in the envelope can be serious or funny. But there is a prerequisite: you must certainly answer the extended question.

Remarks. As you understand, the teacher, before starting the game, needs to come up with interesting and meaningful questions that imply detailed answers. Only in this case, you can count on an interesting game.

When conducting a meeting-acquaintance, you can immediately, after the introduction of a group member, ask a question from the “envelope of revelations”, without waiting for oral questions.

A blanket

Participants are divided into two teams, located opposite each other. A blanket is stretched between them. He is being held by guards. From each team, one person sits down to the blanket from different sides. They must not see each other. As soon as the blanket is lowered, it is necessary to have time to pronounce the name of the one who is sitting opposite. Whoever called the name of the partner faster, takes him to his team. The team that "pulls" more players to itself, that is, the team that knows more names, wins.

Remarks. The counselor must ensure that the game does not drag on and get bored, that is, finish it on time if the children are tired.

Unions of namesakes

The game is very similar to the previous one. The only difference is that the guys unite in "unions of namesakes" - people with the same names. These may not necessarily be pairs, but also triples, quadruples, etc. But what about those who did not have namesakes? Also unite - in the union of people with rare names! It happens that there are more such unions than "unions of namesakes".

Often a situation arises when one name can be both female and male (Alexandra - Alexander, Evgenia - Eugene, Valeria - Valery, Valentina Valentin). And this is very successful - An excellent occasion to start friendship between boys and girls! After the “unions of namesakes” have formed, it is necessary to present your union as a whole and each participant individually.

Remarks. The teacher needs to help the children in heterosexual couples and groups, because sometimes shy children have difficulties in communication.

Dating in pairs

All participants in the game are divided into pairs and get to know each other. Partners choose questions for the conversation themselves. The task of the participants is to try to learn as much as possible about each other.

After the end of the conversation, each couple begins to introduce themselves to all participants. Partners in a pair introduce each other, telling in as much detail as possible about the character and personal qualities of the interlocutor, as well as about his biography. The group can ask questions about the participant to the one who represents him.

Remarks. At the end of the game, you can exchange views on whether all participants are satisfied with the way they were presented. If not all, then they should explain the reasons for their dissatisfaction.

My shaggy gray dog

Participants form two circles - one inside the other, with an equal number of people. Children stand in a circle facing each other and circle in different directions under the following words:

My shaggy gray dog ​​is sitting by the window,

My shaggy gray dog ​​looks at me.

With these words, the movement ends, and everyone says the name of the dog: “B-I-N-G-O! Yes, Bingo is his name!"

The word "B-I-N-G-O" is spelled out. Moreover, for each letter, those standing in the outer circle hit the hands of the guys standing in the inner one. Having pronounced one letter, the participants take a step in the direction of their movement. For each letter - the palms of a new person.

The last letter says drawlingly: "Oh-oh-oh!" (surprised and joyful) and the last words (“Yes, Bingo to call him!”) The couple says together, holding hands. After that, the participants introduce themselves to each other by name. This continues until all the guys get to know each other.

If there are an odd number of participants, then the teacher comes to the rescue - he enters the circle or leaves the game (depending on what position he took initially).

Take a seat

Number of participants: from 12-14 to 20-25 people.

Participants sit on chairs arranged in a circle; one chair free. The driver becomes in the center of the circle. The one sitting to the left of the empty chair strikes it with his right hand and calls the name of one of the players. The one who was named runs as quickly as possible to an empty chair. The player, who is now near the vacant seat, must have time to hit the chair and name the next participant. The task of the driver is to take this place faster. Who among them does not have time becomes the driver.

And I am a hare! And I'm going! And me too!

The game is very similar to the previous one, but it is always more dynamic and more fun. The game usually involves from 12-14 to 20-25 people.

The participants of the game sit on chairs in a circle, one place is not occupied by anyone. In the center is the leader. All participants during the game are transplanted in a circle counterclockwise. The player, sitting near an empty chair, changes to it with the words: “And I am a hare!”. The next player immediately takes an empty seat with the words: "And I'm going!". The third participant takes the vacant seat and says “Me too!”.

And then the fourth player comes into play, who silently takes an empty seat and, striking an empty chair with his left hand, calls the name of one of the guys sitting in a circle. The one whose name was spoken must quickly run across to an empty chair.

The task of the driver is to have time to take the vacant chair before the one who was named. If he does this faster, then the new "hare" becomes the driver. The game starts over.

Kisochki

Participants are squatting in a circle, hands are kept on the floor in front of them, with the thumbs of the right and left hands touching, and the little fingers touching the little fingers of the neighbors. It is necessary to explain to the children that this is just a super game for acquaintance.

The children affectionately ask each other in a circle: “Natasha, do you know the kitty game?” Natasha replies kindly: “No, Lenochka, I don’t know the kitty game, but now I’ll ask Sashenka. Sashenka, do you know the kitty game?” and so on, until everyone asks this question in a circle.

When they ask the first one again (he is also the host), he replies: “No, I don’t know, now I’ll ask everyone. Guys, do you know the game "pussy"? Children answer: "No, we don't know the kitty game." The host says: “Then why are you sitting here?” - and at the same time slightly pushes those who are sitting next to him with his shoulder. Thus, the whole circle falls.

I am a snake, a snake, a snake!

The participants of the game stand in a circle, through one: a boy, a girl. The counselor starts, he approaches someone and asks: “I am a snake, a snake, a snake, do you want to be my tail?”. If the answer is yes, then the one who was just asked gets acquainted with the leader, then crawls under his feet and with his right hand takes the leader's left hand through the legs.

In the case of a negative answer, the phrase: “But you have to!” Sounds, and the same thing is done. Thus, each time the length of the "snake" increases. The game continues until all participants have joined each other.

Notes:

The longer the "snake", the longer the new participants in the game will have to crawl under the feet of all the other participants. What can you do - such is the fate of the "tail".

Think before starting the game how appropriate it is to play if some girls are dressed in "mini".

Thrush

Participants form two circles - inner and outer, the number of players is the same in both circles. The guys in the inner circle turn their backs to the center, forming pairs with the participants in the outer circle. Then, together with the leader, everyone pronounces quatrains:

You are a thrush

I have a nose

And you have a nose

I have small cheeks

And you have small cheeks.

You and I are two friends.

We love each other.

At the same time, couples perform movements: with an open palm they point to themselves and their neighbor, touch their fingertips to their nose and neighbor's nose, to their cheeks, hug or shake hands, naming their names. Then the outer circle takes a step to the right, new pairs are formed, the game continues.

"Hat!"

The participants stand in a circle. Everyone together makes two claps, a snap of the fingers of the right hand, a snap of the fingers of the left hand, two claps, etc. It is desirable that the leader starts.

So, when clicking with the fingers of the right and left hands, the leader says his name, then two claps, after that, when he clicks with the fingers of his right hand, he says his name, and when he clicks with the fingers of his left hand, the name of one of the participants.

The player whose name was called repeats the same. For example: “Olya, Olya” - two claps, “Olya, Igor” - two claps, “Igor, Igor”, two claps, “Igor, Sveta”, etc. Whoever didn’t have time, he “splashed”; that's why the game is called that.

Locomotive

All participants stand in a circle. The host of the game approaches any player and says: “Hi, I am a locomotive. What is your name?". The participant calls his name, and the "locomotive" repeats it.

It is important to repeat the name with the same intonation as the participant said. Who introduced himself, joins the "locomotive". Further, with each new member of the acquaintance, all players take turns repeating the name of the new one. The game continues until all participants have joined each other.

Remarks. If a player is encountered with a name that is already in the roster, then he is assigned a serial number, for example, Sveta-2, Sasha-3, etc.

I know five names!

Participants stand in a circle, alternating boy, girl. Each player takes turns naming five boys' names and five girls' names in their squad, beginning with "I know five names...". When naming names, the player points to the guys whose names he pronounces.

Remarks. This game is best played when all members of the team have already met each other, but have not yet fully mastered the new team.

Favourite hobby

All participants sit in a circle on chairs. The driver is in the center, he pronounces a certain characteristic, for example: “one who loves to dance; one who plays the guitar; goth who loves ice cream”, etc., and the players referring to her should switch places. If he is the first to occupy a free chair, then the player without a chair becomes the driver.

Remarks. Provocative questions are possible: Who has not been to the moon? Who was born human? etc. In this case, the driver is guaranteed to have time to take someone's place.

Vanity

All participants are given cards, which are divided into 9-16 cells. Each cell contains some quality, hobby, etc.

Task for the players: put in the box the name of a person who, for example, keeps a dog at home, likes to fish, look at the stars, etc. The more unexpected the task, the better. You can write on this card what the facilitator needs to know: for example, identify lovers of drawing, singing, playing the guitar, etc.

The winner is the participant who quickly and accurately collects the names.

Chaos molecule!

The host explains the rules of the game - you need to form "compounds of molecules", the number of which corresponds to the number named by him. Then he commands the participants: "Molecule-chaos!" Irpoki depict the random movement of molecules within a circle (it can be drawn in advance). Then the presenter announces: “Molecule-2! (3, 4, 5, etc.)". Having found the required number of "molecules", the participants in the "connection" take turns calling their names to each other. In this case, you need to hold hands.

After the required number of participants has found each other, the host gives the command: “Molecule-chaos!”, And the game starts all over again. At the end of the game, the facilitator may say: “Molecule squad!” In this case, the entire detachment (group) must stand in a circle and hold hands.

roll

Players sit in a circle and pass a roll of toilet paper around. Each participant tears off as many scraps as he wants - the more, the better. When each participant has a pile of shreds, the leader announces the rules of the game: everyone must tell about himself, about his life, as many facts as he has torn shreds. Twisting the pieces, the guys talk about themselves. Other participants in the game are not forbidden to ask questions to someone who is currently talking about himself.

Remarks. Of course, toilet paper is not the best option, but why not?! Keep in mind that one roll may not be enough for some players.

Poetic metaphor

Each participant in the game needs to think about what traits of his character are the most important, the most essential. You need to try to come up with a brief definition of the essence of your personality, and in a metaphorical (possibly in a poetic) form.

For example: "Ice and fire..."; “Then she will howl like a beast, then she will cry like a child ...”; "Quiet, sad, silent..."; "How a London dandy is dressed..."; "Beauty, excellent student, athlete", etc.

Then each one in turn calls his name, tells a little about himself, about his inner essence, using a definition he has chosen (a metaphor, a quote from a poem, etc.).

Remarks. The same game can be played in reverse: all participants name a metaphor that they associate with one of the participants. This is discussed in more detail in the Interaction Games section.

Present

The players sit in a circle. The first player comes up with a gift he could give to everyone. Then, with the help of facial expressions and gestures, he presents it, while naming his name. The player following him says: “Vasya gave us ... (guess what Vasya wanted to give everyone), and my name is Sergey. I want to give you ... (depicts his gift with facial expressions and gestures). And so everything is in order.

At the end of the game, the host says to the participants: “Thank you for giving each other so many interesting and necessary gifts, and now we give each other our handshakes and smiles!”

ball

Everyone passes the ball in a circle while saying their name. The ball must be in the hands of everyone and return to the first participant. Now, playing the ball, we get to know each other: the one who has the ball will throw it into the hands of any of those standing in a circle and call the name of the one to whom he throws the ball. The one who mixed up the name or did not catch his ball calls the names of all the participants.

In the future, you can complicate the task: the ball is thrown to each other. The thrower asks any question, referring to the name of the person to whom he throws the ball. The one who catches the ball must answer the question at the same time.

Remarks. This game is designed for preschool and primary school children. Older guys prefer other games.

Hello!

Everyone stands shoulder to shoulder in a circle. The driver walks along the outside of the circle and touches one of the players. The driver and the one who was hit run in different directions along the outside of the circle. Having met, they stop, shake hands and say: “Hello, my name is ...” and give their names. Then they run further, trying to take a free place. The one who did not have time to do this becomes the driver.

Remarks. When meeting, participants must stop, shake hands, and say their names.

Buildings

Participants stand in a circle. The host invites them to distribute:

By the color of the eyes, hair (from the lightest to the darkest);

On "larks" and "owls";

By temperament type - phlegmatic, choleric, sanguine or melancholic (unless, of course, children know about these types of temperament and can attribute themselves to any of them);

In alphabetical order (by first letters of full names);

By height (separately for boys and separately for girls), etc.

The task of the players is to complete the task as quickly as possible.

Remarks. This game is appropriate to play if you need to divide the squad into groups. To do this, it is better to invite children to divide into groups according to the following criteria:

Time of year in which they were born;

Zodiac sign;

The letter (letter) of the class in which they study ("A", "B", "C", etc.).

During the game, there may be some confusion and confusion. As a rule, children themselves quickly find a way out of this situation. But sometimes they still need the help of a teacher.

This game is also diagnostic in nature: when difficult situations arise, there are always children who take on organizational and managerial functions.

Shootout

Participants stand in a circle and take turns saying their names quickly. Then, at the command of the leader, everyone begins to randomly move around the given space (room, hall, area on the street, etc.). At the same time, everyone's head should be lowered so that he can only see the legs of the approaching one.

As soon as someone's feet come into view of the player, he must quickly raise his head and say the name of this person. Whoever calls first wins - he continues the game, the other leaves.

If the name is called incorrectly, the one who gave the correct answer remains. If both have made a mistake, then both remain; thus the game continues until the last player.

Remarks. It is better to play this game several times in a row so that those who leave the game at the very beginning still have the opportunity to remember the names of their comrades.

Truth and lie

All players sit in a circle. Each participant must introduce themselves and then give three facts, two of which are true and one is false. The rest of the participants must distinguish one from the other. The facilitator starts by demonstrating by example how to distinguish truth from fiction.

Remarks. As reliable facts, you can cite life stories, biographical information, habits, addictions, hobbies, etc. False information should either be emphasized embellished, or even look like a complete fiction.

Python

Each participant is given a pre-prepared badge (business card), on which he must write his name. Moreover, the name must be written not in letters, but in numbers. It is encoded by the serial number of each letter that it has in the Russian alphabet. Each individual letter is encoded with a comma.

It is necessary to agree with the guys in advance that the full name of the participant is written on the badges (Vladimir, Alexey, Maria, Evgenia, etc.) and that all letters are encoded, including “b”, “b”, “e” and “th ".

Then the "playing field" is determined - a platform of sufficient size so that the players do not interfere with each other. After the players write their names on the badges, the game begins. Children hold the badges in their hands so that the code is not visible. When two participants meet, they are on command: “One, two, three!” open their business cards to each other.

The one who first deciphers the name of the other player is considered the winner. The loser recognizes the name of his opponent, stands behind him and takes his hands around his belt. Python is starting to grow. Then the children continue to move in pairs. After meeting with the next participants, the same thing happens. If the loser already has a tail of other players this time, they all go to the end of the tail, saying their names.

Thus, by the end of the game, two "pythons" remain, whose "heads" will have to guess the name of the opponent. The winner is the player who is the "python head" and at the same time the first to decipher the name of the competitor.

Notes:

The game should take place in complete silence, without prompts and comments from outside.

Instead of names on the badge, you can encrypt a noun. It must consist of a certain number of letters and designate a flower, river, animal, bird, etc. (This version of the game will no longer be a game of acquaintance.)

In order to avoid disputes and disagreements between the players, it is necessary to ensure that the children are careful when filling out business cards and do not confuse the serial number of the corresponding letter in the alphabet. To help them, you can make a special sample of the numbered alphabet.

It is necessary to remind the children that the full name is deciphered, and not the diminutive (Olya, Vova, Katya, etc. - this is the wrong option).

A sparrow walked on the roof

To play the game, you must sit in a circle (in a detachment place, in the hall, etc.). The leader, together with the children, pronounces the following quatrain:

A sparrow-bey-bey walked along the roof,

Gathered friends-zay-zay.

How many happy eyes are here!

Get up, Masha (Sveta, Kolya, Sasha, etc.) all now!

The children who got up call their names and surnames, everyone greets them, and they again sit down in their places.

Remarks. This game can be played in the hall, with a large number of children. In this case, the third line of the poem should be replaced with the following: “How many of us are in the hall now?”. After the named children stand up, they should be greeted with thunderous applause.

Cacophony

A group of players sit or stand in a circle. A leader is chosen who goes to the middle of the circle. At his command, all the children say:

When the brother came out in a circle,

Answer - as we call g!

Everyone calls out their names in unison. The task of the driver is to correctly name 3-5 any names and point to the guys with these names. If he did everything correctly, then he takes a place in the circle, and another player is chosen as the driver.

Part and whole

The players stand in a circle, facing the center. In the center is the leader with the ball. He names some object and immediately throws the ball to one of the players. The player who caught the ball must name the word in relation to which the named leading object is its integral part.

For example, the host says: “Wing!” The player can say in response: "Bird!". You must answer quickly. Whoever does not answer or hesitates, either receives an additional task, or a penalty point, or “pays” a forfeit. The player who does not catch the ball is penalized in the same way.

After each throw, the ball is returned to the leader, and the game continues.

Remarks. You can play without a leader. Then the player who took the ball waits for a response from his neighbor on the right, then calls a new object and throws the ball to any of the players standing in the circle.

Sleep, bird!

Everyone stands in a circle and starts moving clockwise. The host stretches his hand forward, and everyone says the quatrain:

A suitcase floated on the sea,

There was a sofa in the suitcase.

And there is an elephant hidden in the sofa.

You do not believe? Get out!

After that, everything stops. The one whom the host pointed to is blindfolded, placed in the middle of the circle and rotated around its axis several times. At this time, participants can change places or start moving in a circle.

At the command of the host, everyone stops, and the driver approaches one of the players and asks: “Sing, birdie!”. The player who was asked to sing fulfills this request: “Kar-kar, wee-pee, ku ~ ka-re-ku”, etc. The task of the driver is to find out by voice which player it was. If he didn't guess correctly, the game continues. If you guessed correctly, then the “bird” becomes the leader.

What to do?

The players stand in a circle and choose a “hostess” who gives out tasks to each player) ": mow hay, carry water, chop firewood, heat a stove, etc. Everyone begins to do their job, accompanying the movements with the appropriate words, for example:" Firewood ruble ...". Then the "hostess" gives everyone a common job - to dig a hole. All the children begin to pretend that they are digging a hole, and repeat: "I am digging a hole ...".

Having changed several common jobs, the “hostess” suddenly points to one of the players and asks: “What are you doing?”. He must name the job that he received at the beginning of the game. Whoever makes a mistake or slows down with an answer is out of the game or “pays” a forfeit.

At the end of the game, forfeits are played out, that is, everyone must “redeem” them for a song or poem.

Dating games.

Dating games help to introduce people to each other in a minimum amount of time, remember names, and some qualities, features of other people, allow you to relieve psychological stress and reduce the distance between game participants.

"Hello my friend"

All participants are divided into two equal groups. One group forms the inner circle, the other outer. Those in the inner circle turn to face those in the outer circle, thus forming pairs. And they repeat the following words after the leader, accompanying them with gestures.

Hello my friend! (shake hands)

- How are you here? (clap right hand on partner's left shoulder)

- Where have you been? (carefully pat ear)

- I missed! (fold hands over chest)

- You came! (throw hands to the side)

- Good! (hugs)

Then those standing in the outer circle take a step in one direction, thereby replacing the partner. Words and movements are pronounced again. And so on, until the first couples meet again.

"Bingo"

Participants form outer and inner circles with an equal number of participants. The circles move in opposite directions, and the players say:

My nice shaggy dog ​​is sitting by the window (jump up)

In addition to your name, you also need to show some movement, your favorite gesture.

"With a ball"

The participants of the game stand in a circle. The ball is at the leader. He says his name and throws the ball to any of the guys. The same one introduces himself and throws the ball further. The game continues until the guys remember each other's names.

"Who? Where? On what?"

All participants form a circle. Everyone in turn must give his name, and also say where he will go and on what (these words must also begin with the first letter of the name).

"Newspaper"

The group stands in a circle. The leader is in the center, he has a folded "newspaper" in his hands. The name of someone from the circle is called, and the presenter tries to smack him with a newspaper. In order not to be touched, the named one must have time to quickly name someone else standing in a circle. If a person was taunted before he called the name, he becomes the leader. After some time, an additional rule is introduced: the former presenter, as soon as he stands in a circle, must quickly name a name. And if he does not have time to do this before the new leader knocks him down, he becomes the leader again. In a group in which there are many unfamiliar people, it is sometimes advisable for the one whose name was called to raise his hand, since the leader may not be able to navigate the names.

"Spider line"

All participants sit or stand in a circle. The first of them has a spool of thread (or a ball) in his hands. The first participant throws the coil to someone from the circle, leaving the end of the thread with him. At the same time, he asks some question to the next participant, calling him by name. The second participant answers the question, passes the coil to the next, and asks his question. So the coil should go around all the participants and form a web. The last participant must unravel the web, be sure to call each participant by name.

"Construction"

The group is divided into two teams, which are invited to line up:

By hair stiffness

By eye color

By shoe size

By hair length

According to the degree of sociability

By palm size

By color of clothes

Etc.

You can complicate the task with various conditions. For example, line up in height with eyes closed; line up by date of birth (from January 1 to December 31) silently, etc.

"Hot chair"

The facilitator invites all participants to break into pairs. Within 5 minutes, the partners tell each other about themselves. Then everyone sits in a circle, leaving one chair free. This chair is called "hot". Each couple takes turns coming to a chair. One participant sits on a chair, the other stands behind him, puts his hands on his shoulders, and speaks of the person sitting as if from himself, introducing him on his own behalf. Then they change places. Then the "hot" chair is occupied by other couples.

"Swap Places"

Participants sit in a circle on chairs. The facilitator stands in a circle and asks those participants to switch places, for example, who has gray eyes, who is dressed in jeans, who washed his face this morning, who has a birthday in winter, etc. When there is an exchange of places, the leader tries to take one of the vacant chairs. If he succeeds, then the game is played by the player left without a place.

"Self-portrait"

Each member of the group is given the task to draw their own portrait (face, dreams, occupation, hobby) on a small sheet. All portraits are glued onto a piece of drawing paper: “Meet us!”

"Vanity"

Each participant should have a pen and a piece of paper divided into several rectangles. Each rectangle contains one quality (or passion), for example: he knows how to draw, likes to communicate, knows a lot of games, etc. Task: in 5 minutes, collect information about all members of the group. If a person has such a quality, then his name is entered in the appropriate cell.

"Find someone who has..."


"Domino Interests"

The first participant says what two things he likes to do the most, spreading his right, then his left hands to the sides. Then any of the participants who also like to do this..... stand nearby and take the appropriate hand. Then these two members also say what they like to do, two more join them from different sides, and so on. Until all participants join hands. The best option when the circle closes. To do this, the last two participants must find together the business that both of them would like.

"Fraternization"

Participants move freely around the site, approach any participant. Together with him, they touch each other with their right shoulder, then with their left shoulder, right cheek, left cheek, knees and say their names.

« Associations»

The facilitator gives tasks to the participants, they complete it as soon as possible. Tasks; find a group of people.......

Whose phone number ends with the same number

Who were born with you in the same month

Who love the same season as you

"Brownian motion"

Everyone closes their eyes and begins to randomly move around the room, colliding, diverging again. At the signal of the leader, the participants, without opening their eyes, grab the partner closest to them and try to determine who is caught. The exercise is repeated several times.

"Mini Questionnaire"

A poster with unfinished sentences hangs on the wall. Each participant takes turns continuing the sentences. When everyone has spoken, the endings of the sentences are written on sheets of paper, which are then put away in personal envelopes.

I think people appreciate me for...

The best day of my life was...

For me, happiness is...

If I were a wizard, I would do........

"Marriage Announcement"

Each participant makes a "marriage announcement", then these announcements are read out by the leader, and the group tries to guess who the author of this announcement is.

"Line of Life"

Each participant takes a sheet of paper and writes the date of his birth at the bottom of the sheet, today's date is put on the top of the sheet. Between these two points it is necessary to draw a line - a straight line, a zigzag, and mark on this line of life the key points that are especially preserved in memory or influenced the course of life. When the work is done, the host gives the floor to everyone who wants to talk about their lives.

"I never..."

The group sits in a circle, the group members take it in turns to say "I never ..." and then continue with any phrase, for example, "I have never skydived." Everyone who did this bends one finger at a time. Those of the participants who have the most curled fingers are the most experienced, knowledgeable. Those who have a smaller number of bent fingers, those are still ahead, there are a lot of opportunities ahead, a lot of everything unknown.

Participants write on a piece of paper 10 times continue the phrase "I - ......

To answer, you can use traits, interests, feelings. After the work is completed, the participants pin these sheets on themselves. Then they slowly move around the room, approach the other members of the group and read what is written on each sheet.

"Sweet bag"

All participants sit in a circle. The host puts a bag of sweets in the center of the circle. Each participant in turn takes a candy out of the bag, unfolds it, continuing the phrase “I love ...... And so all the participants in a circle. Then, in the same order of priority, the participants put candy wrappers in a bag, while saying: “I don’t like .....”.

"You and I are similar"

All participants form two circles of equal size: external and internal. Those in the inner circle turn to face those in the outer circle and form pairs. A person from the inner circle says to his partner from the outer circle “You and I are similar ....... (continues the phrase). The one standing in the outer circle says “You and I are different ....” (continues the phrase). They are given no more than 1 minute to do this. At the command of the leader, the outer circle takes a step in one direction, thereby changing partners. And the job is done again. The game continues until the first couples meet again.

"Law of the Raised Hand"

All participants form a circle. Then silently, with a glance, they find a mate on the opposite side of the circle. The host invites the participants to all at the same time, without leaving their seats, in one minute to find out the last name, first name, fatherland of their partner, his date of birth and cherished dream. You have 1 minute to complete the task. After a minute, each participant introduces his partner. As a rule, some information is lost. The facilitator and the players analyze the reason for the loss of information by the participants. The facilitator leads the group to the conclusion that it is more convenient to receive information when one speaks and everyone else listens. (Law of the Raised Hand: When someone raises their hand, the others stop talking and listen.)

"Revelation Envelope"

All participants sit in a circle. The facilitator invites everyone to open the envelope and get a piece of paper with a question that needs to be answered. Questions:

What do you like to do in your free time?

- What are you most proud of?

What would you change at school?

What makes you sad?

What are you afraid of?

What would you like to change in this world?

- Tell me about a time when you were happy?

Tell me about a time when you were angry?

When do you feel alone?

What really annoys you?

What makes your life difficult?

What has changed the most about you in recent years?

What do you like most about your friends?

What do you dream about?

Etc.

These games, short in duration, are aimed at shaking up, enlivening the atmosphere, raising or settling the mood at any time of the day. And also for psycho-emotional unloading, relieving tension among participants, especially in cases where participants are little acquainted with each other, or in a team there is a tense atmosphere after any failure or conflict situation.

"People to People"

Players are divided into pairs. The facilitator calls out the names of the two body parts that the players of each pair must touch (for example: elbow to knee, ear to ear, little finger to nose, etc.). After three or four such options, the host shouts: "People to people." This is a signal to search for a new partner.

"Touch"

The leader pronounces a part of the body and an object (or its quality), which all participants must quickly touch. For example: little finger of blue, ear of iron, lips of a good person, etc.

"Brownian motion"

Everyone closes their eyes and starts moving randomly around the room. At the signal of the leader, the participants, without opening their eyes, grab the participant closest to them and try to determine who is caught. They are out of the game. The exercise is repeated several times.

"Australian Rain"

The participants stand in a circle. The first participant starts the movement, he is picked up by the second, third, etc.

1. rub palms together,

2. snap their fingers,

3. punched in the chest,

4. beat on the knees,

5. stomp their feet,

6. do the movements in reverse order.

Participants make claps, placing their palms horizontally, for each clap, pronouncing the word "yes". With each clap, it is necessary to increase the amplitude of the clap and the volume of the words. And the last is the biggest clap with the word "oh, yes."

"Oink"

The participants stand in a circle. They must grunt one by one in the minimum amount of time.

"Aram-sam-sam"

Participants pronounce words and make movements.

1. "Aram-sam-sam, aram-sam-sam" (beat themselves on the knees),

2. "ghouls-ghouls-ghouls" (tickle their chin and the top of their head)

3. "aram-sam-sam" (beat on the knees).

4. When repeated, the chin and crown of the neighbor on the left are tickled.

5. Then, during the repetition, they do not beat themselves on the knees, but the neighbor on the right.

"Washing machine"

Participants stand in two lines facing each other - Each of them comes up with the sound and action that the washing machine produces. One participant becomes "linen", he closes his eyes and moves through the formation, and the participants "wash" him.

"Wild Eagle"

Participants are divided into 2 equal groups. One of them forms the outer circle, and the other inner. At the signal of the leader, the outer circle begins to move clockwise, and the inner - counter-clockwise. The host suddenly makes a clap and names the figure that the participants who are facing each other should portray. The game is repeated several times. Figures for the image: the letter "phi", a mirror, a bridge, a dragon, a wild eagle.

“A bull is walking, swinging” (warm-up game)

The floor of the verses of Agnia Barto “A bull is walking, swinging” the players first go in a circle with a simple step. Then, repeating the same quatrain, everyone walks in the opposite direction, bending their knees and placing their hands on their shoulders. Again, repeat, turn, new position of the arms and legs - complicated, etc., until you get bored.

"I am better"

All participants stand in a circle. The facilitator invites the participants to put their hand on the head of the neighbor on the right and stroke him with the words: “You are so wonderful”, then put their hand on the head of the neighbor on the left and say: “You are also very good. Then put your hand on your head and stroke yourself with the words: “And I am the best!”.

"Pruy"

One person becomes "prui". The goal of the game is to find "Pruy" and become part of it by holding on to the ankle. Everyone closes their eyes, except for "Pruy", they mix up and, going up to anyone, ask: "Pruy?" If you are not "Pruy", then answer "Pruy". "Pruy" doesn't answer (this is a clue that will help you recognize him). "Pruy" grows with every person who joins him from behind.

"Bubbles"

The bubble is formed by three participants holding hands. If the bubble has caught another participant, then the latter also becomes part of the bubble. The game continues until all participants are part of the bubble. If there are many participants in the game, then you can first form two small bubbles.

"Snake"

The host runs between the participants to fast music and grabs one of them, he grabs the second one and puts it in front of him, etc. If the audience is not familiar enough, then the participants try to draw out the person they do not know and get to know him.

"I am a snake"

The participants stand in a circle. Two (three) leaders are selected. They become "snake heads". The hosts choose one more participant for themselves - the “tail”. Each snake moves inside the circle with the words:

I am a snake, snake, snake.

I'm crawling, crawling, crawling.

Do you want to be my tail?

On the last words, the snake approaches any participant. He should answer the question: “Yes, I want!” This participant crawls between the legs of the snake and stands in its tail. And so on, until all participants become parts of snakes. Then the snakes can catch any other snake in the same way. At the end of the game, one big snake should form, consisting of all the participants in the game.

After the children got to know each other, for example, sitting in a circle (Games for acquaintance held in a circle), it is necessary to consolidate this acquaintance with the help of fun outdoor games.

A blanket

Participants are divided into two teams, located opposite each other. A blanket is stretched between them. He is being held by guards. From each team, one person sits down to the blanket from different sides. They must not see each other. As soon as the blanket is lowered, it is necessary to have time to pronounce the name of the one who is sitting opposite. Whoever called the name of the partner faster, takes him to his team. The team that "pulls" more players to itself, that is, the team that knows more names, wins.

My shaggy gray dog

Participants form two circles - one inside the other, with an equal number of people. Children take each other's hands in pairs and begin to move in a circle in a clockwise direction under the following words:

My shaggy gray dog ​​is sitting by the window,
My shaggy gray dog ​​looks at me.
B - I - N-G-O, B - I - N-G-O,
B - I - N-G-O! Bingo call him!

With these words, the movement ends, the couples turn to face each other. Then all in chorus pronounce the word "B-I-N-G-O" spelled. Moreover, for each letter, those standing in the outer circle hit the hands of the guys standing in the inner one. Having pronounced one letter, the participants of the inner circle remain in place and the outer one takes a step in the direction of their movement. For each letter - the palms of a new person.

The guys pronounce the last letter with an expression of surprise and joy, holding the hands of a new acquaintance: "Oh-oh-oh!". After that, the participants introduce themselves to each other by name. This continues until all the guys get to know each other.

Take a seat

Participants sit on chairs arranged in a circle - one free. The driver is in the center of the circle. Sitting to the left of an empty chair, strikes it with his right hand and calls the name of one of the players. The one who was named runs as quickly as possible to an empty chair. The player, who is now near the vacant seat, must have time to hit the chair and name the next participant. The task of the driver is to take this place faster. Who among them does not have time becomes the driver.

And I am a hare! And I'm going! And me too!

We can say that this is a more complex version of the game "Take a place". But for older kids, it's more fun. The participants of the game sit on chairs in a circle, one place is not occupied by anyone. In the center is the driver. All participants during the game are transplanted in a circle counterclockwise. The player, sitting near an empty chair, changes to it with the words: "And I am a hare!". The next player immediately takes an empty seat with the words: "And I'm going!". The third participant takes the vacant seat and says "Me too!".

The fourth player hits an empty chair with his right hand, calls the name of one of the guys sitting in a circle. The one whose name was spoken must quickly run across to an empty chair.
The task of the driver is to have time to take the vacant chair before the one who was named. If he does this faster, then the new "hare" becomes the driver. The game starts over.

Chaos molecule!

The facilitator explains the rules of the game: At the facilitator's command "Chaos!" participants begin to randomly, chaotically move within the outlined circle, and with the command "Molecule!" unite in groups of several people (the size of the molecule is called by the presenter "Mole-kula-2! (3, 4, 5, etc.)"). Having found the required number of "molecules", the participants in the "connection" take turns calling their names to each other. In this case, you need to hold hands. Then the host gives the command "Chaos!" and the game starts over. At the end of the game, the facilitator may say: "Molecule Squad!" In this case, the entire detachment (group) must stand in a circle and hold hands.

Hello

Children in grades 5-8 can be introduced using the game "Hello".

All participants stand in a circle facing shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, the children shake hands with each other, say: “Hello” - and call their names. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the leader.

It's me

The players become in a circle. The host is in the center and calls two names of one of the children present (preferably a boy and a girl). 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 who did not have time to take a free place becomes the leader.

Dating games for kids 5-8 years old

Let's get acquainted

Children become in a circle. The facilitator starts the game with the words: “You rather hurry. What is your name, tell me ... ”, while throwing the ball to one of the players. He catches the ball, calls his name, then he throws the ball to another player, while the words are again pronounced: “What is your name, tell me ...”, etc.

round dance dating

All the children, holding hands, lead a round dance with the words:
"We walk in circles, we walk,
We want to meet
Only those who are called are standing ... (Serezha),
Well, we're sitting with you."
After these words, the children whose name was called remain standing, and the rest squat. Then the game continues.

Sparrow

All children stand in a circle. The leader is inside the circle. Children jump on one leg in a circle in one direction, and the leader inside the circle in the other direction, and at the same time says:
"Jumping, jumping sparrow-bey-bey,
Gathers all friends - zey-zey,
Many, many different us-us-us,
They will come out ... (Lenochka) now-one-hour-hour.
The named children enter the circle, take the leader by the hand and the game is repeated until the names of all the children are named.

ball

The leader holds the ball in his hands and says:
"Colorful ball"
Jumping along the path
Along the path along the path
From birch to aspen
From the aspen - turn,
Directly to ... (Ira) to the garden!
With the last words, the counselor throws the ball up. The children whose name was called must catch the ball. The one who caught the ball makes the next throw. If the name is called, the child with whom there is no, then the leader catches the ball and he makes the next throw.

fun tasks

"Listen, laugh, do it,
remember the names"
with these words, the leader gives the task to the children.

    Sasha took Marin's hands and danced.

    Lena sang the song "A Christmas tree was born in the forest."

    Lesha took Tan's left hand and jumped.

    Lights race to the hull, etc.

Green oak by the seaside

Equipment: a tree to which leaves are attached: the names of the children are written on the leaves. Game progress:
1st part. The host tears off the sheet, reads the name written on it, calls the child with this name. The called child comes out and picks the next leaf from the tree, and so on.
2nd part of the game. The facilitator distributes sheets with the names of the children in disorder. Task: exchange a piece of paper with your name from the players, run up to the tree, attach the sheet, stating your name. The one who is faster than the others wins.

It's me

The players become in a circle. The leader, standing in the center, calls two names (one is female, the second is male). The players whose names have been called shout "it's me" and switch places. The leader's task is to take the vacant seat. The one who did not have time to take a free place becomes the leader. If there is only one person of the two named names with that name, he shouts “This is me” and remains in place.

Teremok

The first player approaches the leader and asks:
“Who lives in the teremochka?
Who lives low?
I... (Irochka) And who are you?
I ... (Sashenka)."
The second player approaches them and the dialogue is repeated.

Hello

Players stand in a circle, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands, say "Hello!" and call their names. Then they run further, trying to take a free place in the circle. The one who is left without a place becomes the leader.

Name yourself, name me

Players are divided into 2 teams, which are located opposite each other at a short distance. One of the teams gets the ball. On a signal from the leader, the first player of the team throws the ball to the player of the 2nd team, saying his name. He catches the ball and returns it to the next player of the 1st team, calling his name. The player standing last, having received the ball, passes the ball in the opposite direction, but already says his name and the name of the person to whom he throws the ball. And so on until the ball falls into the hands of the 1st player of the 1st team.

Dating phone

The players become in a circle. The facilitator whispers any name to the player on the left. Everyone will recognize this name along the chain. After that, the leader says: “1,2,3, run in a circle!” The players whose name was called must run into the circle, the neighbors try to keep them. Those who were able to run out to the center of the circle tell a little about themselves, and those who could not, complete the tasks given to them by other players. The game is repeated, but with new names.

Our friendly family

Players are divided into 2 teams. Each player receives a pin. Teams line up in 2 columns. At the signal of the driver, the 1st players run up to the 1st marks and put the skittles, shouting out their names. After that, they return to their teams. The 2nd player of each team, running past the 1st pin, calls the name of the 1st player, runs to the 2nd mark, puts the pin, shouts his name and comes back, etc.

Dating games for kids 9-12 years old

girls boys

The boys sit on one bench and the girls on the other. Boys call any names of girls. If these names are girls, then they get up and tell a little about themselves. Then the girls call any names of the boys. This continues until all children have been named.

Chairs

Place the chairs in a circle close to each other. Players stand on them. At the signal of the host, all players must change places so that all names are arranged alphabetically. Players, without touching the floor, move on the chairs.

Romp

At the signal of the facilitator, all players begin, shouting their names, to look for their namesakes in order to get together in a team faster than others. The most noisy and agile win.

Cheat-reminder

Each player receives a card with his name. Players are divided into 2 or 3 teams. Group 1 enters the game. All the players in this group introduce themselves, giving their first and last names, and tell a little about themselves. After that, all cards with the names of the players of the 1st team are given to the opposing players. After conferring, they must correctly distribute the cards to the players of the 1st team and remember the name of each. For each correct answer, the team receives a point. Then the 2nd team is introduced.

Who is who

Each player receives a piece of paper and a pencil. 5 minutes after the leader's signal, the players must get to know each other, recognizing the name of who they want to become. The received data is recorded. The winner is the one who managed to learn and write down the most.

Gender word

The participants of the game sit in a circle and throw the ball to each other. At the same time, the thrower speaks loudly the first syllable of his name; the one who caught the ball must quickly pronounce the second syllable. If he called correctly, then the thrower calls the name in full. If the name is called incorrectly, then he says "No" and waits for someone to call his name correctly, etc.

Relay race

Before the match, the players are divided into 2 teams. Each player takes a step forward and clearly pronounces his first and last name. Stage 1: team players take turns running up to their paper sheet and writing their last name, returning back, shouting their name. Keep doing this until all players have signed up. Stage 2: the teams must exchange sheets of drawing paper. Running up to a piece of drawing paper, you need to write his name against the corresponding surname of the opponent. The team with the fewest mistakes wins.

Helpline

The boys sit opposite the girls in pairs. The girls whisper their name to the boy from their couple. After that, the boy sitting in the 1st row tells the neighbor the name of his partner. He speaks quietly so that the rest of the boys won't hear. The 2nd boy tells the 3rd the name of the 1st girl and the one sitting opposite him. So until they reach the last boy: he calls the names of all the girls in turn. If the name is called correctly, then the girl gets up, if not, she remains seated. Then the girls learn the names of the boys, and so on. the team that was more accurate wins.

Let's open our hearts to each other

Each player receives a heart-shaped token on which he writes his name. The leader walks around with a hat. The players say their names loudly and put a heart in their hat. The task of the players is to pull a heart out of the hat, read the name and give it to the owner.

Battery

Children stand in a line, holding hands. A leading plumber is selected. He stands with his back to the players and says: "The water has gone." After that, the children take turns saying their names. When they reach the last one, the players continue to call the names in the opposite direction (2-3 times). After that, the leader says “The tap is closed”, turns to face the players and calls their names. Each correct answer is a point. After that, a new leader is chosen, the game resumes.

What do your names mean?

Children are divided into teams with the same names (Sasha with Sasha, Lena with Lena, etc.). tasks:

    Presentation: "Your name is your talisman."

    The song in which your name sounds (who is better).

    Ekibana made from flowers and plants starting with the same letter as your name.

    The emblem of your name (who is more original).

Postman

Children are divided into 2 teams. The first players each run up to their chair, on which there are small envelopes (according to the number of participants). The name of the addressee from another team is written on the reverse side. After reading the name of the addressee, the “postman” shouts it out loud, and the addressee raises his hand and shouts: “It's me!” Then he goes for another letter. The fastest team wins. The organizers can write the meanings of the names on the back of the cards. These cards at the end of the game can be announced and presented.

Dating games for teenagers 13-16 years old

Who? Where? When?

The players become in a circle. At the signal of the driver, the children are rearranged so that the names are located:

    In alphabet order;

    By month of birth

    According to the signs of the zodiac;

    By hobbies, etc.

guess my name

Instead of introducing, the player gives hints:

    My name starts with the letter "O";

    My name ends with an "A";

    It consists of 6 letters (Oksana).

The one who correctly guessed the name receives a token.

Declaration of love

A boy and a girl are called. They call each other their names. They need to play a scene from a movie about love. All feelings can be expressed only by facial expressions and gestures, only names can be pronounced. The pair that will be the most original and artistic wins.

Zodiac signs

Players are grouped by zodiac signs. They prepare messages about themselves for other players about the features of their characters. You can use popular literature. The main thing is that all performances are original and all team members take part in each.

Interview

Each player receives a card with the name of each participant written on it. At the signal of the presenter, you need to find a partner whose name is written on the card and interview him. The list of questions is determined by the organizers of the game. All information must be written on the sheet. All notes are placed in the newspaper "Let's Get Acquainted!"

Those who complete the task before the rest of the players win.

Vanity

Each participant in the game receives a list of 10 items:

    likes to fish...

    loves to sing...

The lists of players are different. The content of the lists of favorite things the organizers will find out in advance from the players personally or from questionnaires. At the signal of the driver, the players begin to fill in the lists, writing in front of their favorite cases, the corresponding names of the players. To do this, everyone begins to learn from each other who likes to do what. The winners are those who are the first to complete the entire list.

My emblem, my motto

Each player receives paper and a pencil. At the signal of the presenter, everyone invents and draws something that can be an emblem and writes that phrase or word that can serve as his motto (it can be a proverb, a phrase from a song, a catch phrase, a movie title, etc.). then we make an exhibition of works, where everyone talks about himself, about his work.

My partner

Children are divided into pairs. They are given 3 minutes, during which they must learn as much as possible about each other. Then everyone sits in a circle and each of the players talks about his partner. Style of presentation - any. Originality is encouraged.

Fanta

Each player is asked to choose 1 of the cards. Each contains 2 tasks:

    About hobbies, friends, antics.

    Name, age, school, class.

    Sing a song (tell a joke, read a poem, etc.).

street acquaintance

All participants in the game are divided into pairs. The task of one of the participants in the couple is to meet a second, completely unfamiliar person right on the street. To do this, he uses maximum effort, all his resourcefulness. You need to know the name and favorite pastime. The 2nd player tries to get away from the acquaintance without saying a single rude word. At the end of the game, all participants determine the most successful "seducer" and the most intractable "stranger".

Guess yourself

The participants of the game sit in a circle. The host reports that a sudden accident has fettered the mouths of all the players. And they can't directly introduce themselves and get to know the others. It is only allowed to make hints in which there are 2 association words, or historical figures by which you can find out your name.

    The root of my name is similar to the word for women's jewelry;

    I am the sister of Olga Larina (Tanya);

    I am the namesake of Mayakovsky (Vladimir);

    My name means great feeling (Love), etc.

Central name

During the disco, the dancers form a circle. All Sasha and Lena are called in turn to its center, who dance in the center of the circle, and the rest call their names to the beat of the music. After a while, the central dancers change. This continues until all players are in the center of the circle.