An intellectual game for high school students. Scenario. Creative games for high school students "the path to a dream"

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Contest

— Holding competitions, creating a festive atmosphere in the team;

— development of students’ creative abilities;

— formation of communication skills of boys and girls.

Equipment: boxes with paper, strips of fabric, cellophane, newspapers, prizes for the winners.

Preparation for the competition: A few days before the evening, 3-5 boy-girl pairs are determined, 1 or 2 presenters are selected, and a jury is elected.

Progress of the evening:

Presenter: Dear girls and boys! Imagine that to celebrate a holiday together, you went on a boat trip and went to a bar to drink a cup of coffee. The young man, wanting to win over the girl, tells her jokes.

Competition 1 – for the best joke

Host: You are drinking coffee, listening to music, and suddenly your ship crashes. The current washes you ashore. You looked around the island and realized that the island was uninhabited. The most unusual adventures await you here. Usually girls are very emotional, but in extreme situations young men are more likely to panic.

Competition 2 “Don’t panic, friend!”

Host: You, dear girls, need to find the necessary words and calm your friend.

Well, you calmed down and pulled yourself together. We looked around, made sure that the island was really uninhabited, and you would have to settle down for the night.

Competition 3 “My house is on the edge”

Presenter: Boys must draw a design for a home, and girls must draw clothing models. After all, your clothes have become unusable.

Each couple chooses what material the clothes will be made from - paper, strips of fabric, cellophane...

Housing projects and clothing models are demonstrated and commented on.

Host: As you know, the way to a man’s heart is through his stomach.

Competition 4

create a menu for one day from what grows and runs around

Host: Now that you are full, you have a cozy home, suitable clothing, you, dear young men, have noticed what a wonderful friend you have - she cooks deliciously, sews, supports you, and you are already in love with her.

Competition 5 “Oh, the light of my eyes!”

“Oh, the light of my eyes!” - declaration of love (you can invite the young man to congratulate the girl on the holiday and give her a gift - a flower, a souvenir, etc.)

Host: While the lovers were declaring their love, a storm began and your island is flooded with water.

Competition 6 – dance on a newspaper

Couples dance on the newspaper, the newspaper is folded in half, then in four, etc.

Host: So far everything has been going well, but it turns out that there are owners on the island. They have been watching you for a long time and wanted to get to know you better.

(Exit of the Papuans - dance)

But your intentions are unknown to them, maybe they want to roast and eat you, or, conversely, invite you to the fire of friendship.

Competition 7 “Mine is yours, don’t understand”

Need to explain to local residents dance, song, pantomime.

Host: But, fortunately, the Papuans turned out to be sociable and kind, and you found a common language perfectly.

Competition 8 “Cry of the Soul”

Host: Your life on the island is going well. You have everything here: a good home, a beloved girl, many friends... But you increasingly began to remember the comfort of civilization. And when you saw the ship, your soul began to sing.

A song is being performed.

The results are summed up and the winners are awarded prizes.

Psychological game for students in grades 10-11 “BUTTERFLY”

Target: developing the ability to understand and accept the characteristics of another person that are different from one’s own.

Tasks:

training in self-knowledge skills;

providing experience of interpersonal interaction in an unusual game situation;

development of communication skills, discovery of new forms of cooperation with each other;

developing the ability to understand others;

Necessary materials : pens and 2 A4 sheets for each participant; colored pencils, felt-tip pens; music for relaxation.

Progress of the game

The teacher-psychologist and participants sit in a common circle.

Greetings

The educational psychologist welcomes all participants. Everyone present greets in a circle in an unusual way.

Educational psychologist: At school we all get together, friends and teachers are waiting for us here. Each of you is an interesting person, worthy of respect, each makes his own contribution to our relations, to the affairs of the class.

As you pass the ball to each other, say your name, tell us a little about yourself, talk about what each of you likes to do and what you are good at.

Drawing up group rules

The teacher-psychologist introduces adolescents to the rules of work in a psychotherapeutic group, namely: confidentiality, trust, I-statements, the opportunity to say “no,” activity, etc.

Warm-up

Educational psychologist: please continue the phrase “If I were an insect, I would be...” (time for reflection - 2 minutes).

Now, in a circle, each of you will name the insect that he presented. Tell us why you chose this particular insect.

Educational psychologist: Take a sheet of paper and write 5 characteristics of your insect in a column, answering the question: “What am I?”

Next to each characteristic, write its opposite (antonym). Next to each characteristic, put a “+” if you like this trait, and a “-” if you don’t.

Introduction to the fairy tale

Teacher-psychologist: Today you will get acquainted with a fairy tale called “Butterfly”. You will find yourself in a magical clearing and meet various insects there. Each of them has their own character and way of life, their own ideas about “correct” behavior. But everyone has something in common - the place where they live.

So, let's go.

Once upon a time there lived a butterfly. Bright and light.

Every day she flew over the flowers, twirled in the transparent air and enjoyed life. With the onset of darkness, the butterfly sank to the ground, sat under its favorite blade of grass and fell asleep. And with the sunrise, she awakened to life again and joyfully fluttered in the air, flying from one flower to another.

One day, landing on a blade of grass, a butterfly heard:

- Just look at this carelessness! All he knows is to flutter! And who will work?

The butterfly looked around and saw a grinder beetle looking at her with displeasure.

Sorry, are you talking to me? - Butterfly asked politely.

“You,” muttered the Beetle. “We are sharpening the bark here by the sweat of our brow, and it flies and flies, flutters and flutters.” It's impossible to watch.

And he moved his mustache with displeasure.

Characteristics Analysis

Educational psychologist: Look at the two lists that you made when answering the question “what am I like?”

The first list is the character traits that are most inherent to you, and the second list is those that exist both in you and in other people.

Maybe you don’t show them in your life now, but you see them very clearly in others. And if you put “-” next to some characteristic, it is likely that you enter into obvious conflicts with people who have such characteristics or, not wanting to aggravate the relationship, experience a conflict within yourself.”

Continuation of the tale

“Flying is my life, I enjoy it,” said the Butterfly. “And I also carry pollen from one flower to another on my paws and help our meadow bloom.” Would you like us to decorate it together?

I? Carry pollen? What nonsense! - Zhuk snorted. - I'm busy with real work - developing my jaws. Look how strong they are - I can bite through any twig.

And the grinder actively moved its jaws.

Why bite the twigs? - Butterfly asked.

Well, actually, I don’t snack on them,” Zhuk clarified. — I eat bark because I really like to eat. And then I get fatter and kinder.

“And I love beauty,” said the Butterfly, “so I help our meadow to bloom.”

Game "Intergroup Meeting"

Teacher-psychologist: In our fairy tale, two different characters met, two different worlds. Everyone has their own interests. But this often happens in life.

Now I suggest you divide into two groups. In one there will be those of you who, at the beginning of the lesson, compared yourself with insects close to butterflies, that is, butterflies, dragonflies, etc. In the second - beetles, ladybugs, etc.

(The group is divided into two subgroups.)

Now I invite you to focus on the characteristics of your insects - those that distinguish you from another subgroup of insects, and ask you to complete the following tasks:

Describe your insects, noting what is characteristic of them and what unites you.

Describe the perception of your group that you think another subgroup has.

Describe the idea that, in your opinion, members of another subgroup have about themselves: how they see their group, what they think about themselves.

Make three various list and try to write them in such a way that others can work with your notes. In 20 minutes, I will give each group three lists made by the other group, and you will have the opportunity to get to know the point of view of its participants.

For 15-20 minutes, both groups work separately, and then the leader passes their lists to each other.

Now get acquainted with the point of view of another group and try to understand in what ways your idea of ​​it was not entirely correct. What information was completely new to you? How can you explain the discrepancies found? What were you wrong about, and what were others wrong about? You have 10 minutes.

Educational psychologist: Return to your seats. Let's exchange impressions.

Continuation of the tale

So, the butterfly said that it loves beauty and helps the clearing to bloom. To which the beetle replied:

Well, I don’t know what you’re doing there, but this eternal fluttering back and forth is not serious, it’s some kind of self-indulgence.

“Let’s fly together,” suggested Butterfly. “We’ll talk during the flight.”

And she circled over the sunny meadow. The beetle spread its wings and took off after her.

Game "Reflection"

The teacher-psychologist invites the participants to break into pairs (preferably one from the “Butterflies” team and the other from the “Beetles” team) and stand in front of each other at arm’s length. They extend their arms at chest height, with their palms at a distance of 2-3 cm from their partner’s palms. For this exercise, it is important that your palms do not touch.

First, the taller player takes the lead and begins to slowly move both hands, while the partner's hands should follow these movements as synchronously as if they were a reflection. You have 2 minutes to complete the task.

Then the second participant becomes the leader and performs the same exercise, trying to act in such a way that the partner can accurately follow his movements (2 minutes).

At the next stage, the initiative in the movement of hands should alternately pass from one partner to another. This round is especially helpful in making eye contact and moving carefully and slowly. 2 minutes are allotted to complete the task.

Over the next 5 minutes, players exchange impressions of working together(discuss how successfully they managed to interact).

Game "Drawing a Glade"

Teacher-psychologist: So the Beetle flew and, looking at the fields from above, he was surprised to notice a lot of bright and beautiful flowers. I now suggest that each couple take one sheet of paper between them and silently, without communicating with each other, create a common drawing of the clearing. You can find a place for your insect on it and depict it, as well as what your hero sees in this clearing.

The educational psychologist turns on calm music, and the participants draw their meadows (10 minutes).

I see your drawings are ready. I ask you to place them so that they are clearly visible to others. Look how different your clearings are.

Now go back to your partner and discuss the following questions with each other:

Were you comfortable drawing with each other? Why?

Does your drawing have an overall theme?

Can you say that you have drawn one clearing, or does looking at the drawing give the impression that these are two different clearings?

—What can you add to your drawing to make it clear that you have one clearing?

Teacher-psychologist: Thank you for the wonderful drawings and for the active discussion. Let's continue the tale

The end of the fairy tale

For the first time, Zhuk looked at the clearing from above and was surprised to notice many bright and delicate flowers.

“Let’s sit on the bell,” the Butterfly suggested and gracefully settled down in the very center of the flower.

The beetle delightedly landed next to her, but the thin stalk of the bell suddenly bent and the grinder fell to the ground with a noise.

“Wrong weight,” he said and, looking at the butterfly, added: “Sorry, fluttering creature.” I realized that you were created for your life, just as I was created for mine. Thank you.

The beetle spread its wings and flew to the familiar tree to sharpen a piece of bark again.

But since then, he increasingly looked up from his favorite activity and looked at the high blue sky. And who knows what this strong and big Beetle was thinking about?

Game "Gift"

Teacher-psychologist: Now you can give each other gifts. Each person takes turns using pantomime to depict an object and passes it to his neighbor on the right (a flower, ice cream, a soft toy or emotions, etc.)

Discussion of the game

The participants of the lesson discuss the game, share their impressions: what they especially liked and remembered, what they missed. They say what conclusion they made for themselves.

End of the lesson.

Educational psychologist: thank you very much for your productive work.

The lesson is based on materials from the magazine "School Psychologist"

2. Telegram

The players stand in a circle, holding hands. The drivers stand in the center. One of the players says: “I am sending a telegram to so and so.” The “telegram” is transmitted along the chain by shaking clasped hands in any direction in a circle. The driver must “translate” the telegram, i.e. see hands being shaken. If he notices this, he disappears into the general circle, and the one who gets caught becomes the driver. If the telegram reaches the recipient, then he says: “Received” and himself sends the telegram to someone. It’s not possible to send a telegram to the person standing next to you. If the driver cannot intercept the message in any way, it is better to change it.


3. Santas-candy wrappers-limpopo

The players stand in a circle. One - the driver goes out of the circle and turns away. In the circle, someone is chosen who will set certain movements. After the elections, everyone starts clapping their hands and saying: “Santiki-candy wrappers-limpopo.” The driver stands in the center of the circle and tries to understand who is setting the movements. The one who sets the movements will periodically begin a new movement, say, twisting a finger at the temple or stamping a foot. Everyone quickly repeats after him. If the driver walks with the “leader,” then the latter becomes the leader, the old driver stands in the general circle and the game starts all over again.


4. Nose-floor-ceiling.

The presenter calls: “Nose” or “floor” or “ceiling”. And he himself points his finger at the floor, nose, ceiling (sometimes not at what he says, in order to confuse the players). Participants show what the presenter calls. Those who make a mistake receive penalty points, which are then worked out creatively.


5. Turnip-cabbage.

The game is very similar to the game "Nose-floor-ceiling", the turnip is depicted with an open palm down (since the turnip grows downwards), the cabbage - with the open palm up (since the cabbage grows above the ground).


6. I won’t get lost!

The presenter, turning to the guys, asks: “Who can count to 30? It turns out that’s it. Then let someone come to me,” says the presenter. Anyone who wishes is offered the following task: count to 30, but instead of numbers that include the number 3 and which are divisible by 3, say “I won’t get lost.” The counting, therefore, is carried out like this: one, two, “I won’t get lost”... It’s rare that someone manages to count to 30 in this way, without ever getting lost.


7. Bob-Dob.

Everyone sits down at a long table. On one side of the table is the driver. Someone is given a coin (or other small object). Holding their hands under the table, they quietly pass the coin to each other. Suddenly the driver shouts: “Bobchinsky, Dobchinsky, hands on the table!” Everyone should immediately place their hands on the table, palms down. Including the one who has a coin in his hand at that moment. The driver tries to guess who has the coin (by sound, hand position, etc.). By his order, you must raise your hand. If the driver is wrong, the game is repeated, and if he guessed right, the one who has the coin becomes the driver, and the driver sits down with everyone at the table.


8. The most absent-minded.

The presenter shows the game participants some object, for example, a pencil, and asks everyone to leave the room for a minute. Left alone, the presenter puts the pencil in some place where, although it is visible, it can only be noticed with a careful inspection of the room. You can, for example, put a pencil on the crossbar connecting the legs of the table, on the cornice, etc. When the participants in the game return to the room at the call of the leader, everyone tries to find the pencil as quickly as possible. Seeing him, the player immediately sits down, quietly informing the driver about the find in advance. The most absent-minded - the last one, can carry out some comic assignment.


9. To yourself - to your neighbor

The players stand in a circle, their arms outstretched. The driver is in the center. One hand is motionless, with the other the players pass the coin in any direction in a circle, placing it on the palm of the neighbor. But everyone simultaneously makes a characteristic movement with the other hand, imitating or not imitating the transfer of a coin, with the words “to oneself - to a neighbor.”


10. Scout

A driver is selected from the guys standing in a circle. The guys stand in different random poses. The driver remembers these poses and steps aside. The guys change positions, the driver enters the circle and his task is to notice the changes; if he notices less than three changes, he is given a phantom.


11. I'm going on a hike.

Everyone stands in a circle. The counselor holds a ball in his hands and explains that now he will need to pass the ball around in a circle and say: “I’m going on a hike and I’m taking with me... (some object is called.” The counselor determines whether this person is going on a hike or not. Need understand the principle by which they take a hike. The leader is the first to say a phrase with the word: “Please!” passes the ball to a neighbor, he can help in solving the problem by moving and standing in different places circle. The game is played until all players understand its principle.


12. Don't say yes or no.

From 5 to 30 people can participate in the game. The presenter says:

They sent you a hundred rubles.

Buy what you want,

Don't take black and white

Don't say yes or no.

The host then begins a conversation with one of the participants, asking tricky questions, for example:

Of course, you know what color the grass is? (According to the rules, you cannot answer “Yes”, otherwise you will have to give the presenter a forfeit)

“I know,” the resourceful player answers. But the presenter asks more and more new questions:

What color is the sky? What color is the snow?

Sky is blue. Snow is white. Oops, I was wrong. About the snow, I must say: it is the color of chalk.

The host tries to catch the players, if this is successful, he takes the forfeit from the player, when a sufficient number of forfeits are collected, they are played, often agreeing not to laugh during any questions and answers. The one who laughs gives the forfeit.

The presenter explains the rules. All the guys must repeat the movements that he will show, except for one, the “forbidden” one, let’s say, wrapping your hands around your head. The counselor makes various movements with his arms, legs, head, body... Having caught the right moment, he shows an unexpectedly “forbidden” movement. Anyone who repeats it or even tries to repeat it is considered to have violated the rules of the game and must leave the game. First, the counselor plays the game at a slow pace, giving the children the opportunity to learn the next rule - not to repeat the “forbidden” movement. Then the pace of the game accelerates... As a result, one or more winners remain.


14. Cross-parallel

This is a mystery game. The counselor says that there are four positions: cross-parallel, parallel-cross, cross-cross, parallel-parallel. You need to tell your neighbor in turn one such statement, guessing their meaning. The presenter will speak correctly or what was said incorrectly. The game goes in circles. You can finish it as soon as the circle is closed, or you can play until the solution is solved. Solution: The cross means crossed legs of a sitting person or cross-legged, and parallel means legs standing next to each other. Accordingly, it is necessary to say the position that would indicate the legs of the speaker and the legs of the one to whom they are speaking. For example, my legs are crossed, but my neighbor’s legs are cross-legged, I tell him: Cross-cross.


15. Ring.

This old game, but she has always been a hit with teenagers. A “ring” ring is put on each strong braid or ribbon and its ends are tied with a small but strong knot that passes freely through the ring. The players take the ribbon with their hands, form a circle, sing a song, accompanying it with continuous movements of their hands, so that the driver cannot guess who has the ring under their hands. You can come up with whatever songs you want. A hundred years ago they sang this song:

Ring, ring

You are not close, not far,

Who will miss the ring,

The driver will go to the circle.

The driver carefully watches the hands of the players, and they, in turn, sometimes raise their hand to show the ring, but at the moment when the driver runs up they try to imperceptibly move it to the left or right. At the request of the driver, the players raise their hands. If the driver makes a mistake, he continues to drive. Whoever failed to hide the ring takes the place of the driver.


16. Hunter.

Children are warned that they must remember the hunter's path very well, otherwise it will be difficult for him to return. The following is a story with accompanying gestures: The hunter got ready to hunt. He put on his hat and boots, took his gun and walked along the road, then along the sand, along the logs across the bridge, along the sand, through the swamp from hummock to hummock, along the path. Tired. "Oof!" He sat down on a stump, looked to the right, looked to the left, saw a bear behind a bush, got scared and ran back. (The road is quickly repeated in reverse order.)


17. Show and repeat.

The guys sit in a circle, everyone needs to come up with an action, for example, clap their hands, close their eyes, etc. The first player shows the movement that he came up with, the second - the movement of the first and his own, etc. clockwise. If one of the participants in the game makes a mistake, he leaves the game.

Circle with pencils Preparation For the game you need pencils or fountain pens (preferably with caps or retractable rods) - one for each participant. Description Participants stand in a circle, standing nearby must be held by the pillows index fingers pencils or pens (see picture). The distance between neighbors is 50-60 cm. The group, without releasing the pencil dash, synchronously performs the following tasks: 1. Raise your hands, lower them, return to the starting position. 2. Stretch your arms forward, take them back. 3. Take a step forward; two steps back; one step forward (narrowing and expanding the circle). 4. Lean forward, backward, straighten up. 5. Sit down, stand up. In the future, you can complicate and diversify the exercise: Make two movements at the same time (for example, step forward and raise your arms). Use ring or little fingers rather than index fingers. Do not hold your arms to the sides, but cross them in front of your chest (with your left hand you hold the partner’s pencil on the right, with your right hand - the partner on the left). Perform the exercise with your eyes closed. Turn on slow music and have a collective “dance”. If it is difficult for participants to immediately complete this task, you can give a preparatory one: the participants are divided into pairs, positioned opposite each other at a distance of 70-90 cm and hold two pencils, pressing their ends with the pads of their index fingers. It is necessary, without releasing the pencils, to move synchronously hands up and down, turn left and right, squat. 10 1. Team building The meaning of the exercise When performing the exercise, participants are required to clearly coordinate joint actions and measure their movements with the movements of their partner. The task is practically impossible if each participant thinks only about their own actions without focusing on others. Discussion What actions should each of the participants perform so that the pencils in the circle do not fall? And what should one be guided by when performing them? How to establish the mutual understanding necessary for this with others, learn to “feel” another person? And two them - right and left - at the same time?

Roll.

The group lines up in a column one at a time, each with a rope stretched along the column in their left hand. The participants are given the task of twisting themselves tightly clockwise into a “roll”, after which the leader ties the remaining end of the rope around the group at waist level. In this state, the group is asked to move around the room along a trajectory set by the leader. An additional task is possible: in the process of moving, each of the participants reports three interesting facts About myself; and after completing the exercise, other teenagers remember these facts. The presenter should carefully monitor the trajectory of movement to avoid collisions of participants with stationary objects. Execution time - 2-3 minutes. If there are 14 or more people in a group, it is advisable to organize two “ru lets” and arrange a speed competition between them. The meaning of the exercise is to develop the ability to coordinate joint actions, unite the group, relieve psychological tension, and develop attentiveness.

Spiders

Preparation To play the game, you need ropes or strong ropes, one for each subgroup. Description Participants are divided into subgroups of 4-5 people. The members of each subgroup stand with their backs close to each other, and the leader ties them at waist level with a rope. Further actions are the same as in the “Roll” exercise.

MBOU "Bolsherechenskaya Secondary School No. 2"

educational psychologist

Otradnova Svetlana Alexandrovna.

Communication training for high school students

“I am good, you are good”

"Good people become

more from exercise

than by nature."

Democritus

Goal: development of communication skills.

Tasks:

Consider the meaning of the concept of “communication”;

Learn to establish contacts with other people;

Gain the skill of effective self-presentation;

Practice giving and receiving feedback.

Training duration: combined pair of lessons (1.5 hours).

Progress of the training.

Psychologist: Hello guys! You've been together for over ten years. During this time, you learned a lot about each other. Is it easy for you to communicate? Not always! And very soon each of you will find yourself in a completely unfamiliar environment. This will be a student group, neighbors in a dorm, or a work team. Our lesson will be devoted to how to learn to communicate successfully with other people. In order for our work to be effective, it is necessary to adopt some rules of conduct in training:

  1. Active participation in the work of the group.
  2. Communication based on the “here and now” principle
  3. Expressing your opinions and feelings about what is happening in the group, rather than judging on the principle of “good-bad” or “right-wrong”
  4. Confidentiality. Everything that happens during the training is not carried outside the group.

Exercise 1: “Name Presentation”

Time: 10 minutes

Goal: to create a favorable environment in the group.

The group stands in a circle.

Instructions: each participant, in turn, goes to the center of the circle and says his name, accompanying it with some gesture or pose. The choice of gesture or pose is arbitrary - at the request of the participant. The main thing is that through this movement the image of the person being presented is conveyed.

Then there is a group discussion.

Exercise 2. “We are the picture”

Time: 15 minutes

Goal: to create emotional unity of the group.

Instructions: The group is asked to create a “picture” of themselves. Each participant decides who he will be in this “picture”. He comes out and, identifying himself, takes a seat, then the next participant must complete the plot of the “picture” by choosing a role for himself, etc., until the “picture” is completed.

Psychologist: When you work in a group, it is very important to be able to listen to each other and feel each other. This exercise teaches you that.

Since our training is communication training, thenLet's find out what the word “communication” means for each of you.

The participants' statements are recorded on the board.

Psychologist: Now look at how the concept of “communication” is interpreted in psychology:

Communication is a process that has three components: perceptual (perception of a person by a person), communicative (transfer and exchange of information) and interactive (interaction, mutual influence).

Let's try to play each side of the communication process.

Exercise 4. “Magic chair”

Time: 10 minutes

Goal: development of observation in communication, the ability to positively accept other people’s opinions about oneself.

Instructions: One of the children, if desired, sits on the “magic chair” in the center of the class. Since the chair is magical, a person “turns” into a plant, a season, or a musical instrument. Each participant, looking at the person sitting on the “magic chair,” names which plant, season, musical instrument he associates it.

Participants discuss their impressions. Was it easy or difficult to select associations? What were the difficulties in perceiving a person?

Psychologist: So. In the first minutes of communication, we perceive each other, pay attention to the person’s appearance, his facial expression, posture, and gestures. We haven’t said a word to each other yet, but the so-called first impression has already formed! The exchange of information can take place using words, verbally, or without them. We receive most of the information in the communication process non-verbally.

Exercise 5. “Staging a song”

Time: 15 minutes

Goal: development of non-verbal communication skills, the ability to establish contacts with other people.

Instructions: the group is divided into two teams, and each receives the task of preparing and then showing a dramatization of a famous song. The performance takes place without words. Participants must guess this song.

Psychologist: Who managed to convey the meaning of the song? Due to what? What difficulties were there in transmitting and decoding information? Do we notice signals of gestures and facial expressions? How often do we use these channels of information transmission in life?

Relaxation exercise.

Psychologist: We're a little tired, let's relax and imagine that our class is filling up purple, we are cool and uncomfortable, but to get closer, let's shake hands. Now feel the coolness of the sea, the class is filling up blue, let's touch each other's shoulders, we will feel warmer. And now we are on the green lawn, smile at each other. How many beautiful yellow flowers around, the sun warms us, we wish each other good luck and prosperity! And it became very warm from our smiles and cooperation, red is the color of joy, let's clap for each other!

Psychologist: We continue our work.

Exercise “Last ticket”

Time: 20 minutes

Goal: developing the skills of requesting and refusing communication, effective self-presentation.

Instructions: For this exercise, optionally select a subgroup of 6-7 participants. They will play the role of a queue at the bus station ticket office. The rest of the guys will become spectators. One participant is also selected to play the role of cashier. The task of each person is to convince the cashier to sell him the only remaining ticket. You can use any means and methods of communication. The cashier’s task, after hearing the request, is to refuse in any way.

Ultimately, the cashier still gives the last ticket to one of the participants.

Psychologist: Why did this person get the ticket? Who disagrees with the cashier's decision?

It is known that people, when entering into relationships with other people, take a certain position. English psychologist Eric Berne defined 4 positions in relation to himself and others:

  1. I am good, you are good.(The person does not scold himself, does not get hung up, is an optimist, creative person, in harmony with oneself and with others.)
  2. I am good, you are bad.(A person looks down on others. Self-esteem is inflated, the abilities of others are clearly underestimated by him)
  3. I am bad, you are good.(The person considers himself less fortunate, less capable; low self-esteem.)
  4. I am bad, you are bad.(The person thinks that everything is bad, a complete pessimist.)

Did any of you know what position the winner held in relation to our cashier? When communicating with others, we should strive to interact on equal terms,“I am good and you are good”!

Exercise "Palm"

Time: 10 minutes

Goal: obtaining feedback, reflection.

Instructions: participants are asked to draw their palm on sheets of paper. On each finger they need to complete an unfinished sentence:

Thumb - “I liked it...”

index - “I found out...”

middle – “I was surprised...”

unnamed - “I understand...”

little finger – “I felt...”

Completion of the training:All participants stand in a circle, put their hands on each other’s shoulders and take turns telling the neighbor on the right a wish for the letter of his name. Then all participants shout in unison “Thank you!” and applaud.

"Board of Directors"

The game is intended for older schoolchildren.

Most guys imagine what a board of directors is from movies. You can invite them to do something similar at home.

The presenter must come up with a role for each player in advance, set out the goals and capabilities of each character on separate pieces of paper, and distribute the sheets to the players. To make the game exciting, it is necessary that some participants have opposing interests.

The rules of the game are as follows: it is allowed to enter into alliances with other players, it is forbidden to deviate from the goal, substitute other players and exceed the powers received at the beginning of the game.

Those who achieve their goal first win. It is these players who have the most developed leadership abilities.

The presenter must pay attention to how the participants in the game speak in order to understand what qualities they need to develop first.

"Chickens and Foxes"

For older children school age and teenagers. Maximum number There is no limit on players, but there should not be less than 11 people.

A leader is chosen, the players are divided into two equal teams, and each team is given a name: “chickens” and “foxes.” A long line is drawn, parallel to which two teams line up at a distance of 1 m. The presenter gets on the line. When he says the command: “Chickens!”, the “chickens” begin to run away, and the “foxes” catch up with them. The team that is catching up must catch or touch the runners. The more chickens the attacking team catches, the better.

The leader can also make the “chickens” team attacking, so that the players do not get used to the fact that they always run away, and the “foxes” attack, and therefore are on guard.

Films and actors

A presenter is selected. He takes the ball, the others enclose him in a circle. The presenter throws the ball to one of the players and names any film - Russian or foreign. The player who receives the ball must quickly name any actor who is involved in it and give the ball back to the leader. If the player fails to find his bearings and name the actor in time, he leaves the game. The same thing happens if the player named the actor, but did not manage to pass the ball in time.

You can play differently. For example, the presenter names the actor, and the player names the film in which this actor starred. The game continues until the last player remains - the winner.

"Greamer"

For children of senior school age.

There are two ways to play the game. In the first case, the players try to convey the human state through facial expressions and color, and in the second, through makeup. In both cases, it is taken into account how reliably the child conveyed the state of the person he saw.

The players draw tokens and set the order of participation. Then they sit in a semicircle. The first player draws a card with a task, and then only using facial expressions (without gestures) depicts the feeling or state of a person given to him. The rest must guess. Tasks can be as follows: express anger, fatigue, fun, cunning, despondency, pity, etc.

Then the same states must be expressed through color. This will help children in the future choose the most appropriate makeup for the next task. Each child is given a sheet of paper, paints and brushes. You have 3 minutes to complete this part of the game. After selecting a color, the players must explain why they believe that this particular color conveys a given state of a person. The winner is the one who most correctly depicts the given state of a person and chooses a color for him.

In the second option, players must divide into pairs and apply makeup to their partner’s face, characterizing the state of the person that was assigned to them. It can also be fun and joy (rosy cheeks, wrinkles around the eyes), pain (pushed eyebrows, dark color face), fatigue (swollen eyelids, drooping corners of the lips) and other emotions. In addition to makeup, you can use various additions - wigs, glasses, bows, etc. At the same time, no one should know about the task itself except the make-up artist himself, in order to later check the result of the work. That is, to expose the person wearing makeup to the audience and ask them to determine his condition and feelings.

“Create an emotional image”

For children of middle and high school age. Number of participants from four people.

Before the game starts, everyone is given 3 sheets of paper and a pencil.

The presenter invites the players to draw one human face on each sheet of paper, and this face should express some emotion: joy, sadness, anger, dissatisfaction, etc., at the player’s choice. This task will take 10-15 minutes to complete. After this, the presenter collects the drawings from the players and mixes them. Everyone sits in a semicircle near the leader, so that he can be clearly seen. The presenter takes out one drawing and shows (presents) it to all players. The guys, in turn, should try to determine. what emotion does it express? this person. The player who is the author of this drawing should not give hints to others.

If the players guess the emotion correctly, the author of the drawing gets a point.

But it may turn out that when reflecting an emotional image on paper, the author of the drawing has one emotion in mind, and the other children saw another in it. In this case, the player loses one point.

When summing up the results, the winner of the game is the participant with the most points.

Joy or sadness?

For children of senior school age.

All those present are divided into two teams. The first team must leave the room, their participation in the game is limited to the role of an outside observer. The second team starts the game. The host asks the players various questions in the fields of literature, mathematics, and art. The participants in the game answer them.

If the answer is correct, the player receives a small prize - candy, a toy or a souvenir.

After completing the questions, the second team arrives. The participants’ task is to guess from their friends’ behavior which of them answered the questions correctly and which did not. The essence of the game is simple: not all children can contain their joy over a successful answer to a question or, conversely, sadness due to not knowing the correct answer. The second team tries to guess the emotions of the members of the first team.

Of course, not all members of the second team will be able to guess this, guided only by the behavior of the guys from the first. If someone was able to fulfill this condition, he is awarded a certain number of points. Those guys from the first team who managed to restrain their emotions are also celebrated. The winners are those who score the most points.

Exact calculation

For children of senior school age.

Children should be able to analyze a situation, looking at it from the position of an outside observer. Of course, there should be no place for emotions, which only harm close analysis. To teach children this, you can use the following game.

You need to prepare for the game in advance. Its essence is that the presenter reads or tells some story that evokes a lively response from everyone. The children’s task is to express their opinion about the behavior of various characters in this story. But statements should be extremely restrained; any emotions are undesirable in them.

And so that the presenter’s story evokes the most lively response among all the guys, it can be provided with a lot of details and details. In short, you can tell a story from your life, adding many different details to it.

The presenter carefully monitors everyone’s statements. If the player speaks calmly, analyzing the story from the point of view of an outside observer, without showing emotions such as joy, anger or hostility, then the host may appreciate his answers. If a participant in the game fails to contain his emotions, he receives fewer points. At the end of the game the results are summed up. Those who score more points can be considered winners.

"Poor and Rich"

For children of senior school age.

Modern children are clearly aware of the difference between the financial situation of different families. They know exactly whose parents earn a lot and whose parents earn little. The game will help children overcome the painful complex due to the lack of well-being of their family.

The presenter can tell a little story about some family. You can use a story from a literary work or film and include a mention of a poor or rich family. Then he suggests having a conversation on this topic. Questions can be very different, for example: “Who is happier is the one who more money, or the one who knows how to be content with little?

Every child has the right to speak out. For example, guys can bring own examples about the influence of money on life. As the conversation progresses, everyone should understand that a lot of money is not the most important thing in life. As an example, the presenter can tell stories from life famous people, whose material well-being did not bring them happiness.

The game can be somewhat varied. For example, everyone begins to fantasize about how they imagine their future life. He can say what he wants to be when he grows up, how much he would like to earn and how he would like to arrange his home, etc. There are no winners or losers in the game, everyone has the right to their opinion.

Communication with strangers

For children of senior school age.

Children often have difficulty communicating with strangers. For example, in a store they are embarrassed to ask the seller about something, or on the street they cannot muster up the courage to ask how to get to the right address. The game will help you get rid of this complex over time. The essence of the game is simple. The host and one of the participants in the game must start a conversation with one of the strangers. This can happen in the following way: they approach the salesperson in the store. The presenter remains silent, and the player himself must ask the seller in detail about something.

For example, you can choose a wind-up toy and learn everything about how it works. When the player asks the seller about something in detail, the presenter evaluates the level of his communication using a point system. The rest of the guys may be nearby, or they may be waiting for their comrades not far from the store. The game continues, but now the other player must start the conversation.

The conversation options are very different: for example, you can ask an old woman on a bench, a janitor, a policeman, etc. about something. For the ability to start a conversation with stranger The presenter awards each player a certain number of points. Of course, there are no winners or losers in the game, but the one who scores the most points may be rewarded with some kind of prize.