Games to identify adolescents with a leadership position, team building, team building are the main types of games for a leadership shift. Games to identify the leader in the camp

"Coon circles"

All the guys in your squad are invited to stand in one circle, join hands.
Assignment: "Now everyone needs to close their eyes and, without opening their eyes, without releasing their hands, build a triangle." First, there is a pause and complete inactivity of the guys, then one of the participants offers some kind of solution: for example, to pay off and then build a triangle by serial numbers, and then directs the actions. The practice of this game shows that usually these functions are taken over by the leaders.
The game can be continued, complicating the task, and invite the guys to build a square, a star, a hexagon.

"Magic Ball"

The counselor has a ball in his hand (made from one sheet of A4 paper). Calling his name, he throws the ball to any child from the circle, the child to another. The ball must pass all the guys. Then the counselor gives the following task: "Now the ball should pass all of you in the same order in 1 minute." After they have succeeded, you cut the time: 30 seconds, 3 seconds, and 1. Know that this is possible. First, the guys can move. Secondly, the ball must pass all hands. Thirdly, it cannot be taken by one child and held on the handles of the rest.
You need to ensure that the guys, with their own reflections and trials, come to the following decision: By joining the hands of all participants, they built a well. There may be other options, think of it.

"Coach"

All children are divided into two teams. And you give each team the same task in your ear - to build a carriage of people. Preparation time 2 minutes. It is very important to follow the whole process that takes place in teams: who leads, who invents, who does not care, who builds all team members. During the preparation, you can clearly see most of the children, choose leaders.

"Photographer"

It is proposed that the guys imagine that they are all a big family and everyone needs to be photographed together for a family album. You must select a "photographer". He should arrange the whole family for photographing. The “grandfather” is chosen first from the family; he can also participate in the arrangement of the members of the “family”. No more settings are given for children, they must decide for themselves who to be and where to stand. And you wait and watch this entertaining picture. The role of "photographer" and "grandfathers" is usually taken by guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. It will be very interesting for you to observe the distribution of roles, activity-passivity in choosing a location.
This game, played in the middle of the shift, can open up new leaders for you and reveal the like-dislike system in groups. After the distribution of roles and arrangement of "family members", the "photographer" counts up to three. On the count of three! everyone together and very loudly shout "cheese" and make a simultaneous clap of their hands.

"Bee"

A circle is drawn. Children stand in a circle. They are encouraged to close their eyes, buzz and move in any direction. Then the command "Stop!" and everyone stays where they are. Those who stand in the center of the circle or closer to the center of the circle are leaders in terms of their capabilities. Those who stand on the line of the circle have the traits of a leader, but for a number of reasons they may or may not be leaders (they do not always strive for this). Those behind the circle don't aspire to be leaders. Who stands very far from the circle, lonely people.

Number of players: any
Extras: no

To do this, the participants are divided into two or three teams equal in number of participants. Each team chooses a name for itself. The host proposes the conditions: "Now the commands will be executed after I command" Start! "The team that completes the task faster and more accurately will be considered the winner." Thus, the spirit of competition is created.

So, the first task. Now each team should say a single word in unison. "Begin!"

In order to complete this task, it is necessary for all team members to somehow agree. It is these functions that a person striving for leadership takes on.

Second task. Here it is necessary that half the team quickly get up without agreeing on anything. "Begin!"

Third task. Now all the teams are flying in a spaceship to Mars, but in order to fly, we need to organize the crews as quickly as possible. The crew includes: captain, navigator, passengers and "hare". So who's faster?!

Usually, the leader again takes on the functions of the organizer, but the distribution of roles often occurs in such a way that the leader chooses the role of a "hare" for himself. This can be explained by his desire to transfer the responsibility of the commander to the shoulders of someone else.

Task four. We flew to Mars and we need to somehow accommodate in a Martian hotel, and there is only a triple room, two double rooms and one single room. You need to distribute as quickly as possible who will live in which room. "Begin!"

After playing this game, you can see the presence and composition of microgroups in your team.

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Liar - psychological game for adults

Number of players: 5-8 people
Optional: question papers, pens

This game will also help you get to know each other better. Prepare blanks in an amount equal to the number of players. Forms should contain the following questions:

The farthest place I've been to is...

As a child, I was forbidden to do ... but I still did.

My hobbies - ...

When I was little, I dreamed of being...

The biggest achievement in my life is...

I have one bad habit - ...

Sheets with these questions are distributed to each player, and everyone must fill them out by answering truthfully to all but one of the questions. Those. one answer will be wrong, false.

Jumping without a parachute - a psychological game

Number of players: nine
Optional: chair

For this game, four pairs of participants stand on one side of the chair facing each other, with their arms crossed as is recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him.

The acuity of sensations and the success of the fact that a comrade is caught captures and carries away. The fear that their comrade might hit makes them hold on tightly to each other.

5 steps - psychological game

Number of players: any
Optional: blackboard and chalk or pens and paper

The facilitator invites the group to identify some interesting professional goal, for example, to enter some educational institution, to apply for an interesting job, or maybe even to accomplish something outstanding at work in the future. This goal, as it was formulated by the group, is written out on the board (or on a piece of paper).

The facilitator invites the group to determine what kind of imaginary person should achieve this goal. Participants must name his main (imaginary) characteristics to the following positions: gender, age (it is desirable that this person be the same age as the players), school performance, financial situation and social status of parents and close people. All this is also briefly written out on the board.

Profit seeking - psychological game for adults

Number of players: any
Extras: no

Participants are divided into 2-3 groups. Each group chooses a profession from among those offered in the course of acquaintance with information professiograms (the profession must be one of those in demand in the modern labor market of your city). Next, each group is given the task to present themselves in it, their capabilities, working conditions, workforce, prospects, benefits, etc.

After everyone has imagined who, by whom, where and how they work, the participants are invited to come up with and indicate: what needs (physical, safety, social, selfish, self-actualization) can each participant satisfy in the chosen profession?

Need:

How is it satisfied?

Relay of feelings - psychological game for adults

Step of a professional - psychological game

Finest hour - psychological game

Number of players: any
Extras: no

Participants sit in a circle and jointly determine which professional stereotype (or social stereotype) they will discuss. For example, everyone agreed on the professional stereotype of a typical “bartender”.

Next, the facilitator will give the participants the following task: “Now each of us will try to imagine what are the most pleasant, joyful moments in the life of a typical bartender (everyone can have their own idea about this). Next, we will all take turns briefly expressing our assumptions, after which we will discuss whose ideas turned out to be the most realistic, i.e. most correspond to the "happiness" of most bartenders...”.

Poems by Barto

It is necessary to prepare cards in advance, on each of which one line from A. Barto's poems from the "Toys" cycle will be written. All children know these verses by heart. Each participant takes a card on which one line is written. At the signal of the counselor, the children begin to find out which of the comrades has the missing lines. The task of the guys is to find "their" poem as quickly as possible, unite in a group and read it in chorus.

Photo for family album

The participants of the game must imagine themselves as a big friendly family, which will have a photo shoot for the family album. To do this, the guys need to decide who will play what role: who will become a photographer, an assistant to a photographer, who will be one or another family member. The photographer, along with an assistant, help the guys line up for a photo.

As a rule, children with leadership qualities aspire to the role of a photographer and his assistant. The photographer counts to three, the "family" cheerfully shouts "Cheese" - the photo is ready.

Big game

The game consists of several stages, at each of which participants receive tasks. The complexity of tasks increases with each new stage.

The facilitator breaks the participants into 5-6 small teams. The children are told that this is a game with a secret, but they will only find out at the end of the game. The secret is that at the end of each stage, the host will give the game participants chips, the color of which will depend on the activity shown in the game. The guys should not be aware of the values ​​\u200b\u200bof the chips, and they are as follows:

white chip - for the leader-organizer;

yellow - for the leader-inspirer;

green - for the observer;

red - for the performer.

At first, the simplest and smallest task is given - so that the guys get used to their new team. For example, come up with an interesting name for your team. It will take no more than 3-5 minutes to complete the task.

Then the players can be offered the following tasks (they can be changed or supplemented at the discretion of the facilitator):

Collect a puzzle or mosaic - a task without a time limit, the team that completes the task first wins.

Draw a picture on a topic common to all teams. Time 5 minutes.

Write a poem with the given rhymes. You have 4 minutes to complete this task.

In 5 minutes, make a crossword puzzle consisting of 5 words on a topic common to all teams. Example topics: countries and cities, animals and plants, history, etc.

In 3 minutes, write a short story, all the words of which begin with the same letter.

How many fingers?

Players sit in a circle with the leader. On command, the facilitator shows the participants a certain number of fingers. At the same time, as many people should get up from the chairs as the leader showed the fingers. In this game, players need to be fast and attentive. As a rule, children who are striving for leadership are the first to get up from their chairs, and later - indecisive and less sociable.

desert island

In this game, the guys will play the role of explorers of a desert island. On a small but fast ship, they will set off on a long journey to distant and unfamiliar shores.

The facilitator helps the participants to break into 2-3 small teams. Each team gives a name to their ship.

The game consists of several mini-games.

Game one. Departure.

In this game, the teams receive the task together, with the whole team to say the word "Let's set sail!". To do this, the players will have to agree with each other in advance. As a rule, it is the leader who takes over the management of this process.

Game two. Crew formation.

To set off, the guys need to create a crew, namely, choose the captain of the ship, the navigator and the "hare". The rest of the crew will become passengers. In the distribution of roles on the ship, the most active part is taken by the guys striving for leadership; for themselves, they, as a rule, choose the role of "hare".

Game three. Overnight on the island.

After a three-day voyage, the ship finally ended up off the coast of an uninhabited island. Travelers are tired, they need to settle down for the night. Since the island is uninhabited, they prudently took tents with them. Crew members and passengers need to stay in tents for the night.

Each team has two 2-person tents, one 3-person tent and one 1-person tent. If the number of players in a team is not 8, the host must change the number and capacity of tents so that the total number of places is equal to the number of participants, and so that at the same time each team has one 1-person tent, and 2- and 3-person tents are available.

According to who will be accommodated in which tent, the leader can get an idea of ​​​​what groups are in the children's team. Hidden, unrecognized leaders or "outcasts" usually remain in a 1-person tent.

Big family photo

The guys in the groups are invited to imagine that they are all a big family who need to be photographed together for a family album. To play, you need to choose a "photographer" (must arrange the whole family for photographing) and "grandfather" (he can also participate in the arrangement of the family). No more settings are given to children, they themselves must decide who to be and where to stand. And you watch this entertaining picture, the roles of "photographer" and "grandfather" are usually taken to be performed by guys striving for leadership, but elements of leadership and other "family members" are not excluded.

After the distribution of roles and arrangement, the "photographer" counts to three. At the count of three, everyone shouts the word “cheese” and clap their hands together.

The same game, held in the middle of the shift, will allow you to identify new leaders and reveal the system of likes and dislikes in groups.

Adaptation

With the help of the Molecule game, participants are divided into two groups of 4-5 people.

"Molecule". The facilitator invites the guys to stand up and place themselves in a certain area in a way that suits them. After the leader's phrase: "Molecules - chaos", the participants of the game begin to move in an arbitrary direction, mixing. When the phrase: "Molecules - four (molecules - five)" sounds, the players should quickly form groups of four or five people.

Competitions can be very diverse (intellectual, sports, for solving non-standard problems, using handouts) - it all depends on the imagination of the organizers. After each competition, the composition of the groups changes.

At the end of each competition, the children collectively choose what color token to award to which of the group members:

Red is the leader, offers the main ideas” organizes the work;

Yellow - performer:

Green - accomplice:

Blue is a passive observer.

At the end of the game (after all competitions have been held), an application is made in each group from the received tokens. This application makes it possible to draw a conclusion about the general activity of children, the main positions that they occupy in the team.

Bus games

Name + name = words

If the children sitting next to each other do not yet know each other, it is necessary to invite them to find out each other's names. Let them introduce themselves and ask the names of their neighbors. After that, you should tell the rules of the game.

For example, Kolya and Sasha are driving nearby. They will have to put together the letters that make up their names, and from these letters make up the maximum number of new words. The time allotted for the task is 5 minutes. This pair of children can come up with the words: porridge, juice, stake, shock. The pair of children who comes up with the most words wins. It is necessary to agree in advance whether full names or abbreviations will be used.

guess who

Pieces of paper with the names of famous people are folded into a bag or box. In turn, each of the children should pull out one of the pieces of paper and depict with the help of movements, gestures or speech, the one who fell out to him. The task of the rest is to guess.

Divination

Many children, especially girls, love various fortune-telling, so offer them one of the options to do this. Let everyone think of a question that interests him or some funny question. And announce how the answer will be received. There can be a lot of options. For example, if exactly one minute later there is a tree to the left of the bus, the answer to the question is yes, or if a white car is driving towards you, the answer will be no. Another option: if the bus makes its next turn to the right, the wish will come true, but not to the left.

two rows

The host invites the children to divide into two teams according to the rows in which they sit on the bus. The task is given to the right team looking out the window to count 5 blue cars (houses, fences). The left team, for its part, must find 5 green cars (houses, fences).

show and name

The leader recites to the children:

One, two, three, four, five,

Let's have fun playing.

You guys don't yawn

And repeat after me.

The facilitator shows a part of the body and calls it. Children do the same. After several shows, when the children get used to the instructions, the teacher names and shows different parts, thereby confusing the children. Participants must notice the discrepancy and not make mistakes.

Broken phone

This popular game can also be played on the bus. Let the guys pass the words to each other from the first places to the last.

Clap your hands

First you need to invite everyone to clap their hands together, loudly so that it can be heard by passing by. The host claps along with the children for a while, then stops and offers to clap:

girls only;

only for boys;

only to those who always tell the truth;

only for those who love summer;

only those who can swim;

only for those who love lemonade, chocolate, ice cream, semolina (etc.);

only for those who go to the camp for the first time;

only to those who have never been to our camp;

and now they all clap together - they greet our old and new friends.

Also, a song will help pass the time on the road. For choral singing, you can use the camp anthem or a well-known song. But in any case, it is better to print out the lyrics of the songs that are supposed to be sung in advance, and distribute them to the children on the bus.

"Ring of Songs"

The interior of the bus is divided into two teams. In order to win this game, you need to know a lot of songs. Whichever team sings the most will be the winner! The first team sings a verse from any song, as soon as they finish, the second team immediately sings a verse from another song. This game is very variable and its conditions depend on your imagination. It can be songs on a certain topic; one team can sing a song containing a question, and the second team sings a song containing an answer to this question; there may be songs in which there are numbers and so on.

What I saw"

This game is about attention. In it, the guys must count the number of illogical judgments in the poem that the counselor will read:

I saw a lake on fire

A dog in trousers on a horse

On the house a hat instead of a roof,

Cats that are caught by mice.

I saw a duck and a fox

That a plow plows a meadow in the forest,

Like a teddy bear measured shoes

And like a fool he believed everything.

(S.Ya. Marshak)

Because of the forest, because of the mountains

Grandpa Yegor was driving.

He is piebald on a cart,

On an oak horse

He is girded with a club,

Leaning on the sash

Boots for stirrup,

Jacket on bare feet.

The village was passing by a peasant,

And from under the dog the gate barks,

The horse grabbed the whip

Whipping a man

black cow

He leads the girl by the horns.

(K.S. Stanislavsky)

Petki-Vaska"

The counselor plays the role of a leader, and the guys are divided into two teams: one is “Petka”, the other is “Vaska”. Further all together:

On a sunny meadow

There is a green house.

And on the porch of the house

"Petka":

Petka! I have a plaid shirt!

I came to you children

To eat candy!

"Vaska":

Vaska! I have polka dot pants!

I came from a fairy tale

Because I'm good!

All this is carried out several times, the counselor points to one or the other team, and at the end of the game - to both teams at once, and one of them must shout over the other.

Cardboard"

A cardboard with a pencil is launched along each row, and each participant must write a word of four to five letters on the cardboard thrown along his row. The calculation takes into account the number of letters and time.

Relay race

Relay on the bus - this really happens. It is possible to transfer a matchbox at speed along the rows. Or you can put a cardboard box with a pencil on each row, and each participant must write a word of four to five letters on the cardboard thrown along his row. The calculation takes into account the number of letters and time.

Cardboard and pencil can be used to play acquaintance. To do this, the guys must write their names on the cardboard. After the end of the game, the counselor announces statistical data: how many Light, Igor, Len, Sasha, etc. we have.

sailor

The interior of the bus is divided into two teams. “A competition is announced for the best crew of the ship. To do this, we need to know a lot of songs. Whichever team sings the most will be the winner! But the main thing is that the song should contain words about the sea, sailors, sea ships. This game is very variable and its conditions depend on your imagination. These may be songs about Moscow, there may be songs in which there are numbers: “a million, a million, a million scarlet roses”; "... the girl from apartment 45"; "... once a word, two words ..." A more difficult version of this game would be a Q&A game, where the team takes turns taking a question from one song and an answer from another. "Why are you standing, swaying? .." "... Shaking, shaking the sea wave." It is possible that one team asks a question in song form, and the second, again, chooses an answer from the lyrics.

Question answer

A more difficult version of this game would be a Q&A game, where the team takes turns taking a question from one song and an answer from another. "Why are you standing, swaying? .." "... Shaking, shaking the sea wave." It is possible that one team asks a question in song form, and the second, again, chooses an answer from the lyrics.

What have I seen

Mindfulness game. There are probably some particularly memorable objects along the route of the bus. The counselor can arrange a competition - who will give the most correct answers. For example - how many red cars came across the meeting? how many floors does the house we just passed have? how many buses are in the convoy? what color is our bus?

Guess

Invite the children to guess the objects you have just passed. But it is worth describing them in a somewhat unusual way. For example, "a blue body, a smooth head with a narrow opening and envelopes in the stomach" (mailbox). The first guesser asks the riddle to everyone else.

polar explorers

Scenario game for the duration of the bus.

Now, while we are on the bus, we will be polar explorers getting to the snow kingdom. And I and ... will be the heads of the expedition.

Look, I have a map of the North Pole and we will use it to move to the Snow Kingdom. This row is one expedition and your blue flag, and this row is another expedition and your green flag. Whoever gets to the checkpoint faster, he puts his flag, as a pioneer.

Is everyone ready to embark on this dangerous and difficult journey? "Yes!" Then, go!

Polar explorers, hands up, ... (Since the north is a very beautiful, but at the same time very dangerous place, you all must be able to clearly and quickly follow our commands so as not to die)

Koltsovka - what to take on an expedition to the North Pole

Expedition list (Let's check if everything is in the collection and make a list of the expedition, here are the sheets for you, you need to write your name and pass it on)

Koltsovka - types of movement in the snow (What do you think we will have to get to the Snow Kingdom on: skis, personal and reindeer teams, snowmobile, all-terrain vehicle, sled, ...)

The verse is an echo (According to the map, these are the coordinates of the mountains, but due to a snow storm, visibility is very poor, so we have to shout all the time and as soon as we hear the answer, then this is an echo, and we got to the mountains)

What time is it? (hour)

How much will it be in an hour? (hour)

No, not true, there will be two, (a)

Think, think head (a)

How does the rooster sing in the village? (uh)

Yes, not an owl, but a rooster (wow)

Are you sure it is? (as)

But really how? (as)

Is it an elbow or an eye? (eye)

But this is what you have? (nose)

What is twice two? (two)

You can't believe at all (no)

Are you always good? (Yes)

Or only sometimes? (Yes)

Tired of answering? (No)

I allow you to be silent.

Maritime terms

(We got to the mountains, and behind the mountains a boundless sea awaits us, covered with thick ice, and before continuing the journey, I will make you a word, and you will have to translate them into a marine language)

Sea cook (cook)

Underwater rock (reef)

A place where a ship can sink to the bottom for a long time (stranded)

Room on the ship where they live (cabin)

What is the name of the window on the ship (window)

Ship brake (anchor)

What helps ships find their way in the fog (lighthouse)

Sea God (Neptune)

Bagel that does not sink (lifeline)

Striped like zebras, climb ropes like monkeys (sailors)

Pass the lifebuoy (ball) to the drowning person and back (You have to walk very carefully on the ice, otherwise you can fall through the ice; here is a dangerous place, we pass carefully, ..., the last one failed, we urgently need to save it)

Inflate balloons in turn (But our victims still managed to swallow water, so they urgently need to do artificial respiration)

Fish (While the victims were under water, they managed to see a lot of fish. What kind of fish did they see?)

Verse-counter (We did well, we crossed the sea. And now, you can take a break. I'll read you a poem)

Earring fell into the snow

And behind him Alyoshka

And behind him Irinka

And behind her Marina

And then Ignat fell

How many guys are on the snow (5 people)

Secret word (northern lights - the children must whisper these words to the end, but so that the second counselor (spy satellite) would not hear anything) (Our journey is coming to an end and you must radio the secret information that you learned to the mainland in the last paragraph, but so that spy satellites do not intercept this information)

Pie - a riddle verse (And finally, on the occasion of such a joyful moment that our journey is successfully completed, I propose to bake a festive pie)

I wanted to have a ball.

And I have guests...

Bought flour, bought cottage cheese

Bake crumbly...

Pie, knives and forks here

But something the guests don't...

I waited until I had the strength

Then a piece...

Then he pulled up a chair and sat down.

And the whole pie in a minute...

When the guests arrived

Not even crumbs...

And now the snow kingdom is visible. Let's, when we arrive at the place, make a noise orchestra (hooray. clap your hands, stomp your feet, squeal with joy, throw your hats up). Now let's practice...

What did we take to camp?

You have already met us, and now we want to get to know you, so at the expense of "three" everyone will loudly shout out their name (the counselors are trying to guess how many Mash, Dim, ... are in the detachment; That's your name is Fedya, no ?, A how? Masha? Everyone remembers that this is Masha, not Fedya, ...)

What did you bring to camp?

Haven't forgotten anything?

did you get a towel?

Have you forgotten the good mood?

Did you take your eyes?

3 / Did you take a brush and paste?

And the fried hippopotamus?

Yellow submarine?

Spare knees are not forgotten? (how did you manage to pack them in a suitcase, where they are sold, is there a permit to carry this valuable item on the bus?)

We are now going by bus to the camp to have a rest there. And at the same time with us, thousands more people are moving somewhere and with some purpose. Let's find out:

Why is it moving. The leader calls a letter.

What is the name of the driver?

The counselor quietly finds out the name and patronymic of the bus driver and then invites the children to guess them. First guess the name. Children, raising their hands, should take turns calling their versions. After guessing the name, you can guess the patronymic. The most ingenious children need to be awarded a prize.

Also, while driving on the bus, you can play sitting games with the audience (goal-bar-by, pizzeria, chick-boom, hippodrome), sing songs, guess riddles.

Games with the hall in the camp

Three movements

A leader is selected who must show the children three simple movements. For example, the following:

Arms raised and bent at the elbows, fingers at shoulder level.

Hands are extended forward.

Hands are raised up.

Each movement is assigned a number, the children are invited to remember these numbers. Then the facilitator calls the number of one of some exercises, and at the same time he can do something else. Children need to repeat after the leader only those movements, the assigned number of which was named correctly to them. The most attentive player is revealed.

Travel bag

The facilitator invites the children to name items that may be useful on a long journey. It is necessary to offer things that will be needed in the first place. One, two, three, let's fight! (The winner is the child who named the really necessary thing last.)

Flying - not flying

The facilitator calls a group of children different words. If these objects can fly, the children should say "Flies!". At the same time, with a wave of the hands, they depict flight. If the host calls an object that cannot fly, you need to be silent.

The leader should pronounce the words quickly enough. The names of "flying" objects, animals and birds alternate randomly with "non-flying".

Traffic lights

And this game will help to check how friendly and attentive the guys are. They are invited to sing some famous song. The leader holds in his hands three large circles of yellow, red and green. When the host shows the green circle to the audience, everyone sings a song loudly. If the yellow circle is raised, the song is sung quietly. Red circle - silence reigns in the hall, you need to sing to yourself.

Football match

The host invites the players to imagine that they are at the football championship. One half of the guys support Spartak, the other half support Dynamo.

When the Leader raised his right hand, the teams shout the word "GOAL!" If the left hand is raised, you need to shout the word "PASS!". If the leader raised both hands at once - the word "Puck!". Arms crossed on the chest - the players shout the word "BAR!".

tick-tock

The host of the game tells the children that a watch is a very important thing that every person needs. Then he asks everyone to listen together and find out how the clock runs, and what can happen if it is handled carelessly.

The rules of this game are as follows: if the host claps his hands once, the left half of the hall shouts "Tick"; if two claps sound, the right half of the players loudly say "So" in unison.

Several times at the beginning of the game, the leader alternates clapping correctly, then begins to "confuse" by clapping "out of order".

Turtle

The host gets up on stage and names different animals. Children answer him with the sound that this animal makes:

Cat - "Meow!"

Dog - Woof!

When the leader says: "Turtle!", the children fall silent, lower their heads down, touching their bodies with their chins and wrap their arms around themselves.

Note: the host can name any animals, including wild, rare and fabulous.

Forbidden number

Rows of children take turns calling numbers, and instead of the forbidden, for example, ending in "three" (3, 13, 23, 33, etc.), they clap their hands.

Song of the Beasts

It is required to sing a familiar melody with the sounds of some animal. For example, meow "Chunga-changa".

Funny Games

Fanta

The leader chooses an assistant. Players give the host one of their things (fantas). The host's assistant turns away - you can blindfold him - and thinks out what action the owner of the phantom pulled out by the host should do in order to return his thing. All the whims of the assistant, the players must fulfill. It is more interesting when it is not a trivial "sing, read poetry", but a task invented with good humor.

Sticks

A small board is laid with its middle on a round support. 12 small sticks are placed from one edge, the other end rises up under the weight of the shelves. They hit him with force. The sticks fly apart. While the driver returns them back, the players hide.

The game is complicated by the fact that the leader is forced to guard the board with sticks, because any of the unfound participants can sneak up and, shouting the name of the driver, hit its edge. The sticks fly apart. The driver interrupts the search and adds them up again. But the children found by the driver should not approach the board.

As a result, the role of the leader passes to the player who could not be found the longest.

disaster city

Players stand in threes. The two are building a "house", clasping their hands high. Between them stands the "resident". One of them is left without a home - "homeless". Disasters constantly occur in this city: flood, fire or earthquake. The bum announces what misfortune has happened this time.

Player actions:

During the flood, residents change their house.

In the event of a fire, residents remain in place, while "houses" move.

During an earthquake, both houses and residents move.

The bum is trying to take the place of the one who hesitated. The role of the bum goes to the slow one.

Traps

The game is played on the principle of "Brook". Several people stand in pairs, forming traps: they raise their clasped hands. The number of traps depends on the number of players: firstly, this is a smaller part of the players, and secondly, it is taken into account that after the first stop an even number of players should fall into the traps. That is, there can be 2, 4, 8 traps and so on. Traps should not be far apart. The rest in a row, holding the previous one by the waist, pass under the traps, open to the leader's command. At the agreed signal, the "traps" lower their hands and catch the gaping ones. Those form a new trap.

The last one in the chain is declared the winner.

bees and snakes

Some of the participants are bees, the rest are snakes. They have kings who must "feed" their subjects. The king of bees is looking for honey for his team, the king of snakes is looking for a lizard. They agree on what items I will depict honey and a lizard.

When the kings come out, things are hidden in front of the rest of the players. The returning rulers are helped in their search by their subjects: some hiss, others buzz. The noise gets louder when the kings are on target.

As a result, the team that tells the king better wins.

Fishing

Before the game, you need to designate a large circle. This is the Sea. Players are fish. Two guys - fishermen who make a "net": join hands.

The leader sends the fishermen for the fish. The net catches the fish, and the one caught joins the fishermen, thereby increasing the net.

The game ends when only one fish remains in the sea. This is the winner.

"Bubble"

Captain Competition. The teams are given cups with soap bubbles. Each team forms its own circle, inside which the captain stands with a blank sheet of paper in his hands. On a signal and to the music, the participants begin to blow bubbles, and the captain catches them by substituting the paper. The captain with the most bubble prints left on the sheet wins.

"Mummy"

Toilet paper will make a magnificent "Mummy". Two or more pairs of volunteers are called. One of the players in each pair is a "mummy", and the second is a "mummy". The "mummy" must wrap the "mummy" with "bandages" of toilet paper as quickly as possible.

"Caterpillar"

All participants line up like a train and, holding each other by the waist, squat down. The host announces that they are depicting a caterpillar and should show how the caterpillar sleeps, stretches, gets up, washes, does exercises, and dances. At the same time, the tail specifically prevents the head from doing its own thing.

"Nonsense"

The game "Nonsense" is very famous and forever young. Each participant has a piece of paper in front of them. The host asks questions that need to be answered: who, when, where, what did he do, what did he see, what did he say? the top edge of the sheet is wrapped up so that it is impossible to read what is written). In turn, you yourself receive a leaflet from a neighbor on the right. When the sheets go around everyone in a circle, the host collects them and reads the resulting aloud. Sometimes it turns out really nonsense, and sometimes - just scream.

"Change Your Hand"

Players are invited to try to draw or color something, but with their left hand, and those who are left-handed - with their right.

"Siamese twins"

Great game for kids and adults. Two participants are selected. They must join hands. And with those hands that remained free, they need to complete some task. For example, fold a sheet of paper several times or wrap the paper as a gift and then tie it with a ribbon, tie a light scarf with a bow, and so on.

"Secrets of the circle" (also for revealing creative skills)

Players must turn a simple circle previously drawn by the leader into a drawing. The player with the most interesting drawing wins.

Amusement games for two players

Turkey fights

In this game, players need to stand on one leg while holding the other behind their backs with both hands. Throw your head up and push each other with your chest. The first person to let go or fall down loses. This game is quite dangerous! At the beginning of the game, players must take away items that can fall off or injure an opponent, ask them to remove chewing gum, take off their glasses, and turn the visors of their caps back. Players should push only with their chests, in no case with their heads. The players stand in pairs shoulder to shoulder, and start the game on the command "Start!".

fighting frogs

The players touch sides in a squatting position. In this case, hands must be clasped behind the back in the castle. The loser is the one who opens his arms first or falls.

Badgers in holes

The players pull the rope, standing in two hoops. The one who gets out of the hoop first loses.

Weightlifters

For this game, it is necessary to select players of approximately the same height. Players must stand with their backs to each other and pull forward a stick, which they both hold above their heads. The winner is the one who can hold the stick in his hands and at the same time does not tear his feet off the ground.

Lilliputian biathlon

In this game, the competitors throw matches and balloons. The winner is the one who throws each of these items as far as possible or hits the designated target more accurately.

quadrathlon

For this game, a square of a sufficiently large area is designated, and the ropes are also tied in such a way that four free ends of equal length remain, which are attached to the belts of the players. Prizes are placed at the corners of the square. The winner is the one who first, overcoming the resistance of opponents, reaches his corner with a prize.

spinal newspaper

In this game, two players are attached to the back of a number written on a piece of paper (or some word) and, having stood in a circle, they jump on one leg, trying to see the opponent's number, while not allowing them to read their own.

Indoor games at the camp

Quieter louder

Almost everyone played at one time in the game "Cold-hot"? The above game is similar to it: the players sit in a circle, and the driver leaves the circle and turns his back. Someone from the circle hides any thing (for example, in his pocket), and the driver must point to the person who hid it. To do this, the players sing any song, and they do it louder when the driver approaches this object and quieter when he moves away from it. If the driver finds the right player, then he takes his place, and the found one goes out to drive.

Fishing

In this game, you need to get into a deep bowl, standing on a chair, with buttons, pebbles or other small objects. You need to throw from a distance of at least 2 meters, and try to keep the thrown object in the bowl. This game can also be played as a team. In this case, the victory goes to the team that collects the most items in their bowl.

blinkers

In this game, the players sit on chairs arranged in a circle. Behind those sitting, one more player stands up. One chair must remain empty. The player behind the empty chair winks discreetly at one of the players sitting on the chairs. This player needs to take the empty chair as quickly as possible. At the same time, the player who stands behind him should try to prevent this by holding him by the shoulders. At the beginning of the game, the hands of all the players standing behind are lowered, it is important for them to react in time to a wink and not to miss their partner. If the seated player did not manage to run across to an empty chair in time, then he changes place with the one standing behind him.

knees

In this game, the players also sit in a circle, and as closely as possible, and each of the players must put the palm of his left hand to his neighbor on the left on his right knee. And the palm of the right hand - to the neighbor on the right on the left knee. After that, the players take turns in a clockwise direction, starting with the leader, lightly hit their neighbor's knee with their palm. First, the leader with the right hand, then his neighbor on the right with the left, after that his neighbor on the left with the right, then the leader with the left hand, etc.

On the first lap, this is done slowly so that everyone understands the rules of the game. Then they proceed to the game itself, according to the rules of which the player who lingered with the clap or made it earlier removes his hand. A player forced to remove both hands is out of the game. With each round the game is getting faster and faster. To make the game more difficult, the counselor can keep score faster and faster, under which the players must clap. The last three players remaining in the game are the winners.

Fish, birds, animals

The players stand in a circle, and the driver becomes in the center of this circle. The driver stretches his right hand forward and begins to spin around his axis with his eyes closed, saying once the phrase: "Fish, birds, animals." After that, he, stopping and pointing at one of the players, pronounces any of these words. The player pointed to by the driver must quickly say the name of the bird, fish or beast - depending on what the driver demanded. If the player does not give an answer, and the driver manages to count to three, then the player is out of the game. The names of birds, fish and animals cannot be repeated. The winner is the one who remains in the circle last, that is, the one who knows the most names of animals.

Activity

This is a fun game that is suitable for kids of all ages. In it, children compete in teams. One participant thinks of a certain object, animal, bird, etc. and shows, explains or draws what was hidden for their group, and the rest of the children guess this word, object or phrase.

"Mail"

The game begins with the roll call of the driver with the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the city …

- What are they doing in the city?

The driver can say that they are dancing, singing, jumping, etc. in the city. All players must do what the driver said. The driver can confuse players - say one action and do another. And the one who performs the task poorly, gives a phantom. The game ends as soon as the driver collects five forfeits. The players, whose forfeits are with the driver, must redeem them. The driver comes up with interesting tasks for them. Children read poems, tell funny stories, remember riddles, imitate the movements of animals. Tasks can be created by the participants themselves. Then a new driver is chosen and the game is repeated.

blinkers"

Players stand in pairs, at the back of each other's head, forming a circle. Players standing behind look at the heels of the one in front. One of the players does not have a pair, he is the driver and is trying to lure one of the players to him, winking. Having caught this signal, the player must run to the driver and stand behind him. Each of the "guards" standing behind tries not to miss the player standing in front of him. Whoever missed his ward becomes the leader.

Word volleyball»

All players stand in a circle and throw the ball through the center of the circle. In this case, players need to name a word, a noun. The one who catches the ball simultaneously adds a suitable verb. For example, "cloud" - floats, "bonfire" - burns, who calls nonsense - out of the game. The smartest ones remain.

Dog Cat"

The players sit or stand in a circle. The facilitator says to the neighbor on the right in the narrative form "Dog", and to the neighbor on the left "Cat". Neighbors in an interrogative form ask again. Neighbor on the right: "Dog?". Neighbor on the left: "Cat?" The presenter affirmatively answers the neighbor on the right: “Dog!”. Neighbor on the left - "cat". After that, the neighbor on the right addresses his neighbor on the right, reporting in the narrative form "Dog". He asks again: “A dog?”. The neighbor, standing to the right of the leader, asks the leader again: “A dog?”. The host replies in the affirmative: "Dog!". The procedure is repeated in a circle. Similarly, the word "Cat" is transmitted on the left side. The task of the players is not to get confused. The game will end when the word “Cat” comes to the presenter on the right side with a narrative intonation, and the word “Dog” on the left side.

"Bird"

Before the game, everyone picks up a phantom for themselves - any small thing, a toy. All players are seated comfortably. The collector of phantoms is selected. He sits in the middle and gives all the other players the names of the trees (oak, maple, linden, etc.). Everyone must remember their name. The forfeit collector says: “A bird flew in and sat on an oak tree.” The oak must answer: “I wasn’t on the oak, I flew to the Christmas tree.” The Christmas tree calls another tree, etc. Whoever misses, gives a phantom. At the end of the game, forfeits are played out: children sing, read poetry, dance, etc. It is necessary to carefully monitor the progress of the game and respond quickly. You can't suggest.

Pen"

The players sit in a circle. The counselor passes the pen to his neighbor and says: "I pass the pen correctly." Then the pen is passed in a circle to each other, and the presenter comments on whether the pen is passed correctly. The task of the players is to guess how to pass the pen correctly. The facilitator can think of a variety of options. For example: the one who smiled at the neighbor, looks at the neighbor, etc. correctly conveys.

Alyonushka and Ivanushka"

"Alyonushka" and "Ivanushka" are selected, they are blindfolded. They are inside the circle. The players stand in a circle and hold hands. "Ivanushka" must catch "Alyonushka". To do this, he can call her: "Alyonushka!" "Alyonushka" must necessarily respond: "I'm here, Ivanushka!" As soon as "Ivanushka" caught "Alyonushka", other guys take their place, and the game starts all over again.

Box with pencils»

For the game, you need to prepare one less pencil than the participants in the game. Participants of the game should squat in a circle, hands behind their backs. Pencils are placed in the middle in a circle. The counselor tells a story that may begin something like this: “Once upon a time there was one family. Their surname was Karandashovy…”. Upon hearing the word "pencil", the children should grab one of the pencils as soon as possible. The one who did not get the pencil is out of the game. Then the pencils are put back in their original place and the game continues. Don't forget to put one pencil aside while doing this, and then the story continues. Instead of pencils, you can play with other objects, such as chestnuts, cubes, etc. It is only important that they are at the same distance from the children. Children should definitely keep their hands behind their backs and treat each other gently.

Carrot and cabbage"

The guys are invited, on the command "Carrot", to depict a carrot with brushes. To do this, the palms turn down and the fingers close slightly. On the command "Cabbage" depict cabbage (palms up). The leader can name one thing and show another.

It's the other way around"

All participants stand in one line. The leader, standing in front of them, shows the movements. Everyone must perform the movements shown by the leader, just the opposite. For example, he shows - hands up, all - hands down, etc.

Neighbor, raise your hand

The players, standing or sitting (depending on the agreement), form a circle. A driver is chosen by lot, who stands inside the circle. He calmly walks in a circle, then stops in front of one of the players and loudly says: “Hands!” The player addressed by the driver continues to stand (sit) without changing his position. And both of his neighbors should raise one hand up: the neighbor on the right - the left, the neighbor on the left - the right, that is, the hand that is closer to the player standing (sitting) between them. If one of the guys made a mistake, that is, he raised the wrong hand or forgot to raise it at all, then he changes with the leading roles. Play for a set time. The child who has never been a driver wins. A player is considered a loser even when he only tried to raise the wrong hand. The driver must stop exactly opposite the player he is addressing. Otherwise, its command is not executed.

Ponytails»

Before the game, the leader reminds the children that animals have long and short tails, for example, a hare has a short tail, and a fox has a long one. They agree that if the leader calls an animal whose tail is long, everyone raises their right hand up and waves their palms, if the tail is short, they clap their hands. Name animals should be at a fairly fast pace, and alternate them along the length of the tail. The leader also plays with the children, but sometimes "mistakes". When summing up, the most attentive are noted.

Silent Game"

The players sit in a circle. The leader is chosen. He also sits in a circle with the children. The driver slowly pushes the shoulder of the player on the right (or left) side of himself. He, in turn, transfers this movement to a neighbor in a circle, and this continues until the movement returns to the driver. The meaning of the game: to make the neighbor speak or laugh. If a neighbor spoke or laughed once, then all the players look at him, and the neighboring players, that is, those sitting on both sides of him, begin to make him laugh with grimaces. If he can't stand it (laughs or makes some kind of sound), then he leaves the game. The one with the most self-control wins. The losers must sing, read a poem or dance at the end of the game.

Prohibited Movement"

All playing children, together with the counselor, become in a circle. The counselor takes a step forward to be more visible. The counselor invites the players to perform all movements behind him, with the exception of the prohibited, pre-established by him. For example, it is forbidden to perform the “hands forward” movement. The leader shows different movements, and all the players repeat them. Suddenly, the leader performs a forbidden movement. Which of the participants in the game makes a mistake and fulfills it, he takes a step forward or is fined, and then continues to play. The penalty may be as follows: jump on one leg in a circle, say a tongue twister, etc.

"Nose, nose, nose, mouth..."

The players sit in a circle, in the middle is the leader. He says: "Nose, nose, nose, mouth." When pronouncing the first three words, he takes his nose, and at the fourth, instead of his mouth, he touches another part of the head. Seated players should do everything the leader says, not does, and not get knocked down. Whoever makes a mistake is out of the game. The most attentive wins.

Give an answer"

The players are divided into two groups. Each group is built against each other in two lines, the distance between which should be 3 - 4 m. The leader becomes in the center of the site. Turning to each line in turn, he asks the players different questions. According to the rules of the game, players must not respond. Whoever answers the host's question will be fined. For example, the host asks: “Will you play with us tomorrow?” If one of the players answers: “Yes, we will!”, Then he must sing or dance. After the player fulfills the condition, he takes his place. The group whose players made fewer mistakes or did not make mistakes at all wins. Questions should be asked in turn to each group. If a player deliberately gives an answer, in case of repeated cases, he is excluded from the game.

"Noun, adjective"

The counselor walks in a circle with a ball. He throws the ball to someone and says some noun, for example, "plum", and the player must quickly form the adjective "plum" from this noun and throw the ball back, saying this word. If in three seconds the player does not say an adjective, then he gives a phantom, which then will have to work out.

For interest, you need to come up with complex nouns from which it is difficult to immediately form an adjective, for example: taxi, pants, piano, camisole, feijoa, poker.

Earth, water, fire, air"

The guys stand in a circle, in the middle - the driver. He throws the ball to one of the players, while saying one of four words: "earth", "water", "fire" or "air". If the driver said "land", the one who caught the ball should quickly name some domestic or wild animal; the player responds to the word "water" with the name of a fish; the word "air" - the name of the bird. At the word “fire,” everyone should quickly turn around several times, waving their hands. The ball is then returned to the leader. Slow, clumsy and inattentive guys leave the game after the first mistake.

Number circle"

All players sit in a circle. Players count in numerical order and memorize their numbers. The leader sets the pace: two knee claps, two finger snaps. All children repeat. As soon as it is possible to establish a single rhythm, words are introduced. Hitting his knees twice, the counselor says his number twice, for example: “One, one” and makes two clicks with his fingers; then, clapping his knees for the first time, he says his number, after the second he says the number of the player to whom he passes the word (for example: “One, three”). Now this player (numbered "3"), without leaving the general pace, leads the game. The counselor needs to gradually speed up the pace of the game.

Grandfather Mazai and hares"

By lot among the players, a driver is chosen - grandfather Mazay, all other participants in the game are hares. Grandfather Mazai moves away from the hares so as not to hear what they are talking about. At this time, the hares agree on what movement or object they will portray. Further, grandfather Mazai approaches the hares and asks: “Hares, hares, where were you, what did you do?” Hares answer: “Where we were, we will not say, but what we did, we will show!” and show the intended movement or object. Grandfather Mazai must guess what they represent. As soon as he correctly names the movement or object shown by the hares, all the hares scatter, and grandfather Mazai must catch up with someone. Caught and becomes grandfather Mazay for the next game.

"Words from a song"

The driver leaves the audience. Participants choose a line from a song. Everyone gets a word. For example: the line "The wind blew from the sea."

The first participant is the "wind";

The second participant - "from the sea";

The third participant - "blew".

The role of the leader is to guess the intended song by asking questions to the participants. Participants, when answering a question, must insert their word from the song, for example:

Driver: What is the weather like today?

First participant: Good, but a little windy.

Driver: What did you do in the summer?

Second participant: Traveled and came from the sea.

"Scout"

One of the participants is selected - "scout". The host says: “Freeze!” and everyone freezes motionless, everyone tries to remember their position, and the “scout” tries to remember the positions of everyone. Then the "scout" leaves the room or closes his eyes, and the participants (3-4 people) make several changes in clothes, positions, and environment. "Scout" must detect changes.

Yes, if"

Playing children stand in a circle. Each player comes up with a question to which the most likely answer is “no”. The first player chooses any player and asks him his question. The task of the second player is to give a positive answer and explain its realism. For example: “Can I eat a house?”, “Yes, if it is made of chocolate.” The respondent then asks his question.

"Colors"

The host invites all the players to name five objects of the same color (blue, yellow, red, etc.) in turn. So he sorts through different colors. Anyone who cannot remember five objects of the named color in one minute is out of the game. Repeating items already mentioned is not allowed.

Draw a face"

Children take a piece of paper and try to draw a portrait of any child sitting opposite. Then they fold these leaves and let them go in a circle. Everyone on the reverse side tries to write who he recognized in this portrait. When the leaves return to the author in a circle, he will count the number of votes of the participants who recognized the drawing. The best artist wins.

Interaction Games

During the organizational period, it is very important not only to introduce children to each other, but also to include them in interaction. And what could be more useful than a game in which each participant can show their best side!

Layout

Create a dream layout using the stationery offered by teachers. Moreover, each group continues the work of the previous one.

sitting circle

The team forms a tight circle (the guys stand shoulder to shoulder). Then ask them to turn 90 degrees to the right. Task: you need to slowly kneel down to each other and touch the shoulder of the person behind you with your hand.

Wall

Holding hands, the participants enter the water and line up. At the whistle, they must let go of the neighbor's hands and run out of the water. The fastest one wins.

Pillow

During the swing of the suspended pillow, the participants must collect objects placed on the ground. The participant who is hit by the pillow is out.

crooked wheel

Everyone stands in a circle. It is necessary, holding hands, to go from one football goal to another.

Portrait of a counselor

The guys should collectively draw a portrait of the counselor, passing the felt-tip pen in a circle.

Pass along the chain

Participants lined up in a line pass an object nearby with different parts of the body (chin, elbows, knees, etc.)

stenochka

The same number of girls and boys stand opposite each other. The girls, having thought of a gesture, clap to the beat of the music and approach the boys, show this gesture, turn around and go back to their place. The young men demonstrate their gesture in response. The team that is the last to demonstrate their gesture before the end of the melody wins. Gesture options: touch the tip of the nose of the players of the opposite team, send an air kiss, wink, etc.

dancing balls

Conventionally, the circle of dancers is divided into two halves. 1-3 balloons are released, which the players throw to each other in a dance. The half that has fewer balls at the end of the music wins.

Dancing cap

The dancer in the center of the circle takes off his cap and puts it on the head of any of the dancing children. The dancer in the cap must go into the circle and show a few movements that all the guys dancing in the circle repeat after him. Then he passes the cap to another dancer, and everything repeats.

The head of the team needs to know which of the guys is the most active, who is modest, but very responsible, who is the clear and who is the informal leader, as well as some of the individual qualities of the participants.

"Rope"

To conduct this game, take a rope and tie its ends so that a ring is formed (the length of the rope depends on the number of children participating in them). The guys stand in a circle and take two hands on the rope that is inside the circle (if there is no rope at hand, you can just join hands). Everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle (circle, square, rectangle, rhombus, ellipse, triangles of various types).

In the course of this exercise, interesting observations are possible: how will the construction be organized, who will take on the role of leader, how will the problem of building a figure blindly be solved? The practice of this game shows that usually leaders take over the functions of a leader.

"Karabas"

The next game of this kind will be Karabas. To conduct the game, the guys are seated in a circle, the leader sits with them, who offers the conditions for the game. The leader pronounces the word “KA-RA-BAS” and shows a certain number of fingers on his outstretched hands. The guys should, without agreeing, get up from their chairs, and as many people as there are raised fingers. Those who will get up most often are the “conscience of the group”, they are the most responsible and active.

Associations

This game is about forming groups. Listen carefully to the facilitator's instructions, and then run, organize and find the right group for you. You can collect your own or become a member of someone else's group

  • find a group of three people you don't know;
  • find a group of five people so that everyone has one of the clothes of the same color;
  • find a group of four people whose last digit is the same as yours;
  • find five who have the same number of brothers and sisters as you do;
  • find four dressed in sneakers;
  • find three with long hair.

The guys who are more active and more often than others gather their groups and there are leaders.

"Constructions"

The guys need for a certain time (or as quickly as possible) to build on a certain basis. It could be:

  • by height;
  • by height;
  • by hair color;
  • according to the stiffness of the hair;
  • along the length of the hairstyle;
  • by eye color, etc.

When building, a natural question arises: "Where to build from?" It is advisable not to give an answer - to remain silent, to pretend that you do not hear the question. Here you can just mark the leader, the one who will take the initiative in building, i.e. will begin to arrange "as it should", in fact, these are, perhaps, those people who, in a difficult situation, can take the initiative.

The “dumb” (everyone is silent) and the “blind” (with their eyes closed) can also be built. This will complicate the task. As a rule, desperate, courageous, energetic, resolute people undertake this business. Thus, in the game it is possible to check whether the potential leaders coincide with the formal ones.

"Stools"

The players sit on chairs. At the same time, they should stand up, walk around their chair and sit down at the same time. It is important to notice the person who will give the command first.

"Photography for memory"

The group is invited to "take a photo for memory" and stand in front of the camera. Usually people with high self-esteem stand in the center.

"Check"

For this game, the host needs to know the exact number of participants. The task of playing with closed eyes is to count to the end. That is, if there are only 10 participants, then it is necessary to count to 10. Each player can call any of the 10 numbers, but only once per game. Players do not have to count in order or assign numbers to each. At the command of the host, any of the participants starts. He says: "One", any other continues "two", etc.

If two or more players name the same number, the score is stopped and restarted. Ending an account is not easy. As it seems. You will have to start over from the beginning several times. Those guys who, during the game, started the set more often than others or called the numbers 1, 2, 3, are the leaders.

"Step Up"

Game duration: 7 -10 minutes. Estimated number of players: 20 people. The guys become wider in a circle, and they are invited to take a step forward, but only 15 people. Then only 10, 5, 3, 1. Believe that leaders - organizers and emotions are immediately well identified.

"Put Your Hand"

Equipment: chairs. Game duration: 10 -20 minutes. Estimated number of players: 20 people. The guys are invited to put their right hand on the shoulder of the person in the family who is most sympathetic to them (the soul of the family), and the left hand on the shoulder of the one they would like to see as the commander. The leader determines who is who by counting hands. As a rule, there are not too many leaders if this game is played at the end of the organizational period.

"Sculpture"

Equipment: chairs. Game duration: 10 -20 minutes. Estimated number of players: 20 people. The counselor invites the children to build a sculptural exposition "Our family in the camp" within 5 minutes. By the one who takes on the role of foreman, the leaders are judged.

Count

Teams are given a set of small cards with numbers written on them. The task is to find the sum of all numbers and name the result.

What?

Teams are given cards with the names of three or four items. Task for each team: after a brief discussion, ask those present a question about the subject, without naming it, so that everyone else gives an answer. For example: "What is this?"

  • Comfortable seat with armrests? (Armchair.)
  • A fluid designed to connect parts? (Glue.)
  • Milk, phone, rain.
  • Bread, scissors, moon.
  • Giraffe, spoon, snow.

Masters of pantomime

A player of one team for his rivals must, using facial expressions, gestures and without uttering a sound, depict a given animal so that everyone can guess who it is.

People to people

After the leader pronounces the phrase “People - to people”, the players are divided into pairs. Then the players perform all the commands of the leader (such as “ear to shoulder”, “right foot to left hand”, etc.). After the leader pronounces the phrase “People - to people”, the players should be redistributed into pairs. The leader's goal is to find a replacement. The one who is left without a pair becomes the leader.

cheerful account

To conduct this competition, a set of cards with numbers from 0 to 9 for each team is prepared in advance. Teams line up in front of the leader, in front of whom there are two chairs. Each player receives a card with one of the numbers. After the leader for the teams reads out the example, the players with the numbers that make up the result run out to the leader and sit on chairs so that the answer can be read. Let's say it was an example: 32 + 4. The guys who have cards with the numbers 3 and 6 in their hands should sit on the chairs next to the leader, since the sum of 32 and 4 is 36. The team that managed to do this quickly and correctly, earns a point. The score goes up to five points.

Who quickly?

The team completes tasks quickly and accurately.

1st option. Build using all team members:

  • square;
  • triangle;
  • a circle;
  • rhombus;
  • letter
  • bird hutch.

2nd option. Line up on:

  • growth;
  • hair color;
  • alphabet of names;
  • foot size.

Leadership Games

Games to identify the leader help to identify the most active children in the very first days of acquaintance. Subsequently, they can become excellent assistant counselors. The counselor only gives the task and observes the process of its implementation, the children do everything themselves. In games, leaders try to lead the overall process.

  • build on the basis (height, eye color, alphabet of names, etc.);
  • silently, without agreeing, a certain number of people should stand up (leaders will always get up);
  • build a machine from the participants: each person must be some part of the machine;
  • say one word in chorus (as a complication, you can demand to say one word in chorus without agreeing);
  • assemble a crew, that is, choose a captain, navigator, chief mate, etc., "hares", passengers;
  • holding hands, build a square, circle, triangle, etc.

Take a step forward.

The guys become wider in a circle, and they are invited to take a step forward, but only 15 people. Then only 10, 5, 3, 1. Believe that leaders - organizers and emotions are immediately well identified.

Studio.

  1. stage - a breakdown into several micro-groups, each of which invents and beats a plot on any topic.
  2. Stage - presentation of the authors of the idea - thought leaders.
  3. Stage - the presentation of the organizers in each group.
  4. Stage - a new breakdown into groups, depending on which film you liked more.
  5. Stage - all the leaders line up on the stage and within 30 seconds each advertises the squad activity they are supposed to perform in the shift and how this activity is carried out.
  6. Stage - the one for whom most of the squad will vote after that - your commander.

LEADERS AND LEADERSHIP
leadership theory
“There is only one way to get people to follow you, and that is to move forward.
faster than them."
(F. Picabla)
The tendency to leadership manifests itself in early childhood and develops as a personality trait, a manifestation of
which is a means of self-affirmation and self-determination of the individual.
It is difficult to imagine a person who would not strive to achieve the highest result.
A leader is a leader - a person who is able to lead, arouse interest in the matter. Concepts are often confused
"leader" and "organizer".
The organizer is the one who manages a specific activity, decides how to do it, brings people together for
joint business.
The leader pushes the activity. What qualities define a leader? (according to A.N. Lutoshkin)
competence - knowledge of the business in which a person manifests himself as a leader;
activity - the ability to act energetically, assertively;
initiative - a creative manifestation of activity, the promotion of ideas, proposals;
sociability - openness to others, willingness to communicate, the need to have contacts with people;
ingenuity - the ability to reach the essence of phenomena, to see their causes and effects, to determine
the main thing;
perseverance - a manifestation of willpower, perseverance, the ability to bring things to the end;
self-control - the ability to control one's feelings, one's behavior in difficult situations;
performance - endurance, the ability to carry out hard work;
observation - the ability to see, casually distinguish the important, notice the details;
independence - independence in judgments, the ability to take responsibility;
organization - the ability to plan one's activities, to show consistency, composure.
These qualities are possessed not only by leaders, but also by those who can become them.
Specific qualities of a leader
(peculiar indicators of leadership talent)
1. Organizational insight.
Subtle psychological selectivity. The ability to understand another person, to penetrate into his inner
world, to find a place for everyone depending on individual abilities, moods.
2. Ability to active psychological influence.
A variety of means of influencing people, depending on individual qualities, on the prevailing
situations.
3. Propensity for organizational work, leadership position, the need to take on the activity.
The authority of a leader is created by many factors:
excellent knowledge of the business;
respect for children
high moral and aesthetic qualities.
The best leader is always distinguished by benevolence, the ability to enter into wide communication with the guys.
It should be noted that the main types of leadership are emotional and intellectual.
leadership. Not the last place in the team is occupied by the leader-organizer.
Games to identify the leader help the leader of the association (children's team) in the early days
identify the most active and active children. The leader only gives the task and oversees
the process of its implementation, the guys do everything themselves. In games, leaders try to lead the general
process.
build on the basis (height, eye color, alphabet of names, etc.);
build a machine from the participants, i.e. each person must be some part of the machine;
say one word in chorus (as a complication, you can demand to say one word in chorus not
to assemble a crew, i.e. to choose a captain, navigator, chief mate, etc., "hares",
passengers;
The leader's methods of influencing a person or a group are called work style.
Each leader has his own style, his own style, his own way of organizing collective affairs. These




negotiating);

A.N. Lutoshkin distinguishes styles:
1. Smashing Arrows. Calling, insisting, demanding. Effective in just
emerging teams.
2. RETURNING BOOMERANG. Advising, advising, collegiate, demanding.
Effective in established teams.
3. SHUTTLE. Persuading, asking, compromising. effective depending on
situations.
4. FLOATING RAFT. Agreeing, yielding, not interfering. Effective only as
auxiliary.
Perhaps you will find useful advice to future leaders of English scientists
M. Woodson and D. Francis:
1. SET CLEAR GOALS. Smart teams often find their own way if they know where to go.
come.
2. START SMALL. "A big oak grows out of a small acorn." Success builds trust and
creates the basis for new success. People prefer ideas that they can understand.
3. GET CONSENT BEFORE YOU ACT. Involvement grows out of understanding. Without
almost nothing can be changed. Reaching agreement takes a long time.
4. MAKE A REAL SCHEDULE. "Moscow was not built in a day". To learn means from something
unlearn. The cultural level changes very slowly.
5. COUNSEL FREQUENTLY AND GENUINELY. People have a lot to say. When you consult
reinforce agreement. Advice is not a form, but a content. Manipulation Undermines Opportunity
create a team
6. LINK TEAM BUILDING WITH ORGANIZATIONAL WORK. People with more
willing to experiment, if it does not require a large amount of additional work. For creating
team, use the opportunity for regular meetings and regular assignments. Positive results will
more obvious.
7. BOLDLY MEET “POLITICAL” ISSUES. Don't shelve difficult questions.
Be realistic in your plans. If you play politics, you will discredit your efforts.
8. ENCOURAGE OPENNESS AND SINCERE. With deep-rooted prejudices and
views are easier to deal with when discussed openly. Don't suppress discussion.
9. DON'T CAUSE FALSE Expectations. Making promises is easy. Unfulfilled promises discredit
you.
10. IF NECESSARY, RECOVER YOUR WORK. Organizational work takes time. Creation
team can increase the individual workload.
11. REMEMBER THAT THE UNKNOWN IS MORE TERRIBLE THAN THE KNOWN. REMEMBER THAT DEVELOPMENT
MOSTLY SELF-REGULATING. If the problem is stated aloud, it no longer seems scary. Age,
abilities and attitudes create limitations. Ultimately, we are responsible for our own development.
12. REMEMBER THAT "YOU CAN PUT A HORSE INTO THE WATER, BUT YOU CAN'T FORCE IT
DRINK". People cannot be forced to change their attitude. People can be made to pretend they are changing.
13. BE AWARE OF THOSE WHO ARE OUT OF THE GAME. Envy can help development. People love to be
participants.
14. REMEMBER THAT COLLECTIVE BUILDING MAY CAUSE OTHER PROBLEMS. Other
groups of people can feel the danger. Individual like-minded people can outgrow their current
functions.
15. USE OPPORTUNITIES IN CREATION OF A TEAM. May take place
individual development. New ideas give rise to further creativity. Existing systems and methods can
be in question. Delegate (transfer) authority. People have different strengths and experiences.
Delegation usually means development.
16. TAKE HELP FROM OUTSIDE IF YOU NEED IT. Choose carefully to whom
apply. Take responsibility for your actions. Each person has their own perspective on
problem and experience. People from the outside did not participate in the organizational work. The man from the outside is more likely to be
impartial.
17. LEARN FROM MISTAKE. Admit you're wrong. Review progress regularly. Encourage
Feedback is the most valuable thing that colleagues can give you.
18. DO WHAT YOU SAY. The deeds speak for themselves.

"Big Family Photo"
It is proposed that the guys imagine that they are all a big family and everyone needs to take a picture together
for a family album. You must select a "photographer". He must accommodate the whole family for
photographing. The “grandfather” is chosen first from the family, he can also participate in the arrangement of members
"families". No more settings are given for children, they must decide for themselves who to be and where to stand. And you
stop and watch this entertaining picture. The role of "photographer" and "grandfathers" is usually taken to perform
guys striving for leadership. But, however, elements of leadership and other "family members" are not excluded. To you
it will be very interesting to observe the distribution of roles, activity and passivity in the choice
location. After the distribution of roles and arrangement of "family members", the "photographer" counts up to three. On account
"three!" all amicably and very loudly shout "cheese".
"Rope"
Leadership game. To play this game, take a rope and tie its ends
so that a ring is formed (the length of the rope depends on the number of participants). Participants stand in
circle and take both hands on the rope that is inside the circle.
Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build
triangle".
First, there is a pause and complete inactivity of the guys, then one of the participants offers some
solution: for example, calculate and then build a triangle by serial numbers, and then
leads the action.
The practice of this game shows that usually these functions are taken over by the leaders. The game can
continue, complicating the task, and propose to build a square, a star, a hexagon, etc.
"Write the Beast"
Everyone writes some animal on a piece of paper, without showing it to anyone. After everything
the animals are written, everyone takes turns reading them. After that, it is proposed, without communicating with each other,
again write some animal.
Final goal: everyone should have the same animal (this should be explained after the first round)
Allows you to identify the opposition, obvious and shadow leaders.
"Fingers"
On the count of three, everyone throws out a certain number of fingers on their hands. Repeats until
not everyone will roll the same number of fingers.
"The Gypsies Came"

number of players: two groups of 10 people.
The host invites the guys to build a gypsy cart, consisting of a cart, a troika
horses, the walls of the cart, the roof, the wheels, the driver, the passengers, the colt on a leash. Time for
task preparation 3 5 minutes. Interpretation:
Kucher is currently the main organizer leader
The walls and the roof are the ones you can rely on, good performers
Wheels, a cart, horses are those on whom everyone strives to "ride", and who is able to carry, that is
lesser leaders.
The foal "dropped out", but with claims to leadership.
The bulk of the passengers.
At the end of the game, it is necessary to ask the guys if everyone agrees with this distribution.
roles and what position they are applying for.
"Put your hand"
Equipment: chairs.
Game duration: 10 20 minutes.
Estimated number of players: 20 people.
The guys are invited to put their right hand on the shoulder of that person in the family,
which they like the most (the soul of the family), and the left on the shoulder of the one they would like
see the commander. The host determines who is who by counting hands.
"Indicator"
You have 4 types of movements: hands up, crouch, converge in the center, disperse along the walls. Your task,

so that the maximum number of people do the same thing. Then we take away the vote. Then - gestures. Then -
facial expressions and meaningful glances.
(Careful observation of the group allows you to find out who falls out, who is the leader, who is subordinate.)
"Spark"
All participants sit in a circle. The task is to clap your hands as quickly as possible so that
it happened very, very quickly.
"Karabas"
To play the game, the children are seated in a circle. The leader (game technician) proposes the conditions of the game:
“I will show a certain number of fingers on outstretched hands. And you will have to stand up without agreeing
from chairs, and as many people as I show my fingers.
Most often, more sociable, striving for leadership guys get up. Those who get up later
end of the game, less resolute. There are those who first get up and then sit down. They make up
happy group. The group of guys who does not get up at all is uninitiated.
It is recommended to repeat the game 4-5 times.
Teamwork Games and Leadership Revealing
"Throw out on your fingers"
The whole group on "two-three" must throw out such numbers on their fingers so that their sum is equal to the given
leading. The exercise is repeated until the result.
"Bounce"
The whole group must simultaneously jump forward without saying a word.
"Synchronized Action"
The group on command raises their hands, then without a command must simultaneously lower them. The same can be
do with chairs: without saying a word, silently stand up together, walk around the chair (synchronously) and at the same time
sit down.
"Count to..."
The group must, in order, count up to N (either equal or greater than the number of participants), with each digit
should only be spoken by one person. You can't agree on who says what. As soon as a certain number
several people pronounce at the same time or no one pronounces for a long time, the count starts from the beginning. Everyone
the person must say at least one number.
"Letter"
Without talking, put some kind of figure out of the chairs (for example, the letter "u"). Can be spent on time.
"Siamese twins"
Two people stand with their backs to each other. We need to sit down together and stand up together. The same standing
facing each other and holding hands and leaning back. Variant exercise group of several people,
standing in a ring.
"Knot"
Each member of the group holds on to a rope. The task is to tie the rope into a knot. You can't let go, you can only
move along the rope (if someone releases their hands, the exercise starts from the beginning). Option then untie
tied knot with the same rules. An option to untie a knot tied by a leader.
"Plates - 1"
The group is given several plates. The group must, without stepping on the carpet, cross on plates through
him. Condition: at least one foot must always be on each plate. Otherwise, the plate is taken away.
"Shoe Search"
Everyone is standing in a circle. Close your eyes, take off your shoes and stir. Without touching your hands, you need to find your own (with your feet).
"Ant Path"
The group is divided into two parts and stands on a long board on both sides of the middle. Task two
subgroups to switch places. If someone steps on the ground or touches the ground, the exercise begins with
start.

"Carpet"
The whole group is standing on the mat. You need to turn it over to the other side. If someone stepped on the floor
the exercise starts from the beginning.
"Rope for hands"
The string is pulled just below the waist of the tallest person in the group. The group stands holding hands. Task
everyone to pass over the rope without hitting it. Note: for group work to proceed, you must either enter a rule that
you can not jump, or enter "blind", "dumb" people.
"Plates in a circle"
The plates are arranged in a circle, their number is equal to the number of participants. It is necessary, without stepping on the floor, for everyone
jump from plate to plate at the same time. The dimensions of the plates are selected so that on each
there was only one person.
"Octopussy"
Long ropes are tied to the ring, and a tennis ball is placed in the ring. The task is not to drop the ball, to encircle
it around the column (carry it over the field). Option: in a large ring a balloon.
"Fixation"
All players stand in a circle. Each participant chooses any person standing in a circle
as a couple, without telling anyone about it. The facilitator explains that everyone has to take 15 steps
(no more and no less) so as to approach the intended person and fix any
a pre-invented figure paired with this person. The facilitator counts out loud to 15, on
each count is done one step. The game allows you to highlight emotional leaders, groups,
that are in the team, determine the level of cohesion. Immediately after the game
discussion needs to take place.
"Nuts"
Each person in the group is given a walnut. You need to carefully examine it and remember it. Then nuts
stacked in a common pile and mixed (for complication, you can add more nuts). Everyone must find
your nut. A more complex version is the same with closed eyes. Then everyone in a circle is asked how
he identified his nut. The discussion usually says that at first all people seem the same, but in fact
actually differ greatly. And very often behind a hard, ugly shell hides something tender and
vulnerable.
"Handshake"
All the guys stand in a tight circle and stretch their right hand forward. At the leader's signal, everyone finds himself
a couple - a "handshake partner".
"Mirror"
Pair game. It is necessary to repeat all the movements of the partner (arbitrary). The game develops skills
nonverbal interaction.
"Talk with Hands"
Participants of the game sit in pairs facing each other blindfolded. Everyone is seated so that
partners did not know each other.
Hands need to: say hello;
quarrel;
reconcile;
say goodbye.
After that, the bandage is removed, and the partners exchange impressions.
"Stand in a circle"
Participants gather in a tight group around the leader. He commands "Begin!" and everyone does the following:
closing their eyes, they begin to move in any direction, while trying not to step on anyone. In addition, each
buzzing like a bee.
After a while, after the clap of the leader, everyone falls silent and freezes in the place where the clap caught them
leader. After that, the host claps twice. The task of the players is without opening their eyes and without touching anyone with their hands,

put the number "4" in the box with the corresponding number; if you rather agree than disagree - the number "3"; if
it's hard to say - "2"; rather disagree than agree - "1"; completely disagree - "0".
A sample answer card is below.
Questions for the test "I am a leader"
1. I do not get lost and do not give up in difficult situations.
2. My actions are aimed at achieving a goal that I understand.
3. I know how to overcome difficulties.
4. I like to search and try new things.
5. I can easily convince my comrades of something.
6. I know how to involve my comrades in a common cause.
7. It is not difficult for me to get everyone to work well.
8. All acquaintances treat me well.
9. I know how to distribute my forces in study and work.
10. I can clearly answer the question of what I want from life.
11. I plan my time and work well.
12. I easily get carried away with a new business.
13. It is easy for me to establish normal relations with my comrades.
14. Organizing comrades, I try to interest them.
15. No person is a mystery to me.
16. I consider it important that those whom I organize are friendly.
17. If I'm in a bad mood, I can not show it to others.
18. Achieving a goal is important to me.
19. I regularly evaluate my work and my progress.
20. I'm willing to take risks to try new things.
21. The first impression I make is usually good.
22. I always succeed.
23. I feel the mood of my comrades well.
24. I know how to cheer up the troupe of my comrades.
25. I can force myself to do exercises in the morning, even if I don’t feel like it.
26. I usually achieve what I strive for.
27. There is no problem that I cannot solve.
28. When making a decision, I sort through various options.
29. I can make any person do what I see fit.
30. I know how to choose the right people to organize a business.
31. In relation to people, I reach mutual understanding.
32. I strive to be understood.
33. If I encounter difficulties in my work, then I do not give up.
34. I have never acted like others.
35. I strive to solve all problems in stages, not all at once.
36. I have never acted like others
37. There is no person who would resist my charm.
38. When organizing affairs, I take into account the opinion of my comrades.
39. I find a way out in difficult situations.
40. I think that comrades, doing a common thing, should trust each other.
41. No one will ever spoil my mood.
42. I imagine how to gain authority among people.
43. When solving problems, I use the experience of others.
44. I am not interested in doing monotonous, routine work.
45. My ideas are readily accepted by my comrades.
46. ​​I can control the work of my comrades.
47. I know how to find a common language with people.
48. I easily succeed in rallying my comrades around some cause.
After filling out the answer card, you must calculate the number of points in each column (not taking into account
points for questions 8, 15, 22, 29, 34, 36, 41). This amount determines the development of leadership qualities:
A - the ability to manage oneself;
B - awareness of the goal (I know what I want);
B - the ability to solve problems;
G - the presence of a creative approach;
D - influence on others;

E - knowledge of the rules of organizational work;
F - organizational skills;
Z - the ability to work with a group.
Card for answering the test "I am a leader"
BUT
1
9
17
25
33
41
B
2
10
18
26
34
42
AT
3
11
19
27
35
43
G
4
12
20
28
36
44
D
5
13
21
29
37
45
E
6
14
22
30
38
46
F
7
15
23
31
39
47
W
8
16
24
32
40
48
If the sum in the column is less than 10, then the quality is poorly developed, and it is necessary to work on improving it, if
more than 10, then this quality is developed moderately or strongly.
But before making a conclusion about whether a teenager is a leader, pay attention to the points given in the answers.
to questions 8, 15, 22, 27, 29, 34, 36, 41. If each of them has more than 1 point, we consider that you were insincere
in self-esteem. The test results can be displayed in a graph.
"I want to be a leader"
Form: business game.
Age of participants: 1113 years.
Pedagogical task: practical application of leadership skills, exchange of experience.
Short description:
1. Opening remarks. The game will help each participant to pick up the "keys" to the main qualities of the real
leader. Questions are proposed for collective discussion: “Who is a leader?”, “What qualities must
have a leader?
2. The guys offer answers. The facilitator helps to summarize the statements and fix the named
qualities:
* activity,
* purposefulness
* justice,
* organization,
* initiative,
* sociability,
* Ability to interact with the team.
3. Three microgroups are formed, which will receive the keys to the doors of "Leadership":
1 key is the key to the ability to interact with the team. Teams are given time to come up with a word,
decide how to explain it to the guys from other teams using facial expressions and gestures.
Key 2 is the key to activity. It is necessary to campaign for the representative of your team so that the guys
there was no doubt from other teams that this person is a true leader.
3 key - the key to sociability. The participants of each team compose a story on the topic “I am a real leader”,
offering one sentence at a time.
Key 4 is the key to being organized. It is necessary to arrange the stages of the organization of the case in the correct order.
5 key - the key to initiative. Each team draws a portrait of a 21st century leader and comments
image.
4. Final part. Evaluation of the game on a ten-point system.

The material was prepared by the teacher psychologist E.M. Bondar

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