Exercises to identify a leader in a group. Training to identify leadership qualities

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MUNICIPAL BUDGETARY INSTITUTION

ADDITIONAL EDUCATION

PROLETARSKY DISTRICT, ROSTOV-ON-DON

CENTER FOR EXTRASCHOOL ACTIVITIES "LEISURE"

NOVOKHATSKAYA NINA VIKTOROVNA-

METHODIST OF HIGHER

ADDITIONAL TEACHER

HIGHER EDUCATION

CHILDREN'S HEAD

ASSOCIATIONS

"School of Leadership Excellence"

ROSTOV-ON-DON

Introduction

Target: promote the formation of organizational skills in children and adolescents by involving them in gaming activities.

Play is a way for a child to discover himself. And this concept is multifaceted. Exist different games. Some develop children’s thinking and outlook, others develop dexterity, patience, etc.

The game is a great addition to educational process, in the development of the most important mental properties necessary for work, the acquisition of high moral qualities, formation of civic consciousness.

Play is an important means of development and education, a living, bright, joyful means. This is the creation of your own world, in which you can establish laws that are convenient for yourself, get rid of many everyday difficulties, surrender to your dreams and the joys of physical or intellectual stress.

The game is a serious matter, no matter how paradoxical it may sound. Millions of people went through the school of life in the game, learned the world, learned human relations.

The game can become the most effective tool for updating the content of the activities of children's organizations. The possibility of uniting children and adults into a single union, its attractiveness when choosing a variety of activities, taking into account the interests of everyone.

Children's play is a sphere of active personal enrichment, since it represents a free choice of various socially significant roles and positions, and provides activities that develop the unlimited capabilities of children, their talents in the most appropriate use.

A game - most important species independent activities of children, promoting their physical, psychological, moral development.

Game is an eternal companion of childhood. And may every person forever remain a child, keeping the warmth of the game in their soul...

The games and exercises proposed below are intended for leaders of children's associations, senior counselors, leaders of children's associations, class teachers OUs of the district serve to identify children and adolescents with organizational and leadership abilities. Also, when performing these tasks, participants develop a feeling collaboration, belonging to the same team.

Rules for participation in exercises.

One or more groups can take part in the proposed games and exercises at the same time.

The presenter announces the name of the game and tells the participants the task with the utmost brevity without additional explanation. To achieve the effectiveness of the exercises, the facilitator is recommended to strictly follow the proposed wording of tasks and rules.

Before the start of each exercise, the presenter warns the participants that discussion and completion of the task can only begin at his command (this condition is especially important to observe in exercises where there is no time at all for discussing tactics for completing the task, for example, “Counting to 10”, “Choice " and etc.).

The group is given 10 minutes to discuss how this task can be completed.

While discussing a task, the group should not touch the materials needed to complete it.

The group is given 10 minutes to complete this task.

The task is completed silently.

If silence is broken by the participants, then either the group is fined for 1 minute, or starts performing the task all over again (discussed in the condition).

The leader does not interfere in the process of completing the task; he plays the role of an observer and analyzes the behavior of the group.

After the suggested time has passed, the group demonstrates their work.

Finally, an analysis of what happened in the group is carried out. By analyzing what is happening, group members gain experience in communication and interaction in a team.

next questions:

How did the discussion go?

How did you come to general decision?

Did anyone take the initiative?

How did the task go?

What helped you complete the task?

What got in your way when completing the task?

What would you do differently if you were doing this exercise a second time?

What was the group like?

What was my role in the exercise?

What feelings arose during the exercise?

After discussing the exercise, the presenter congratulates the group on its completion, and everyone follows his command: “Three-four” make 3-5 claps synchronously as a sign of completion of a certain stage of work.

Main part

"LEADERSHIP"

This starting exercise involves discussing the following questions:

1. Who is a leader?

2. What qualities should a leader have?

3. What types of leaders are there?

4. How can leadership skills be useful in life?

5. Is it easier to achieve a goal: as a team or alone?

"LEADER MODEL"

Materials: You can use all things in the room (or with the participants).

Exercise: build a model of an ideal leader.

Conditions:

1. The group is given 10 minutes to discuss what qualities of a leader can be depicted using objects.

2. 10 minutes to create the model.

3. Work is carried out in silence.

4. For breaking silence - a fine of 1 minute.

"BIG FAMILY PHOTO"

It is suggested that the children imagine that they are all a big family and they all need to take a photo together for the family album. You must select a “photographer”. He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. Further, no instructions are given for children; they must decide for themselves who should be who and where to stand. And you stop and watch this entertaining picture. The role of “photographer” and “grandfather” is usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of three! Everyone shouts “cheese” in unison and very loudly.

"ROPE"

A game to identify leadership qualities. 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 a circle and grab the rope, which is located inside the circle, with both hands.

Exercise:“Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.”

First, there is a pause and complete inaction of the guys, then one of the participants suggests some kind of solution: for example, pay off and then build a triangle according to serial numbers, and then directs the actions.

The practice of this game shows that leaders usually take on these functions. The game can be continued, complicating the task, and asked to build a square, star, hexagon, etc.

"WRITE THE BEAST"

Everyone writes some animal on a piece of paper without showing it to anyone. After all the animals are written, everyone takes turns reading them out. After this, it is proposed, without communicating with each other, to write some animal again.

Final goal: everyone should have the same animal (this must be explained after the first round).

Allows you to identify the opposition, obvious and shadow leaders.

"IIALTS"

On the count of “three,” everyone throws out a certain number of fingers on their hands. Repeats until everyone throws the same number of fingers.

"THE GYPSIES WENT"

Game duration: 10 -20 minutes.

Number of players: two groups of 10 people.

The presenter invites the children to build a gypsy cart, consisting of a cart, three horses, cart walls, a roof, wheels, a cab driver, passengers, and a foal on a leash. Time to prepare the task is 3 - 5 minutes.

Interpretation:

Coachman - on this moment the main leader is the organizer.

The walls and the roof are the ones you can rely on, good performers.

Wheels, carts, horses - those on whom everyone strives to “ride” and who are able to carry, that is, leaders of a lower rank.

The foal is “dropped out”, but with claims to leadership.

Passengers are the bulk.

At the end of the game, it is necessary to ask the guys whether everyone agrees with this distribution of roles and what place they are applying for.

"PUT YOUR HAND"

Equipment: chairs.

Game duration: 10 -20 minutes.

Estimated number of players: 20 people.

The guys are asked to put it all at once right palm on the shoulder of the person in the family who they like most (the soul of the family), and the left one on the shoulder of the one whom they would like to see as a commander. The leader determines who is who by counting hands.

"INDICATOR"

You have 4 types of movements: arms up, crouch, converge to the center, spread out along the walls. Your task is to get as many people as possible to do the same thing. Then we take away the voice. Then - gestures. Then - facial expressions and meaningful glances.

(Careful observation of the group allows you to find out who drops out, who is the leader, who obeys.)

"SPARK"

All participants sit in a circle. Task: As quickly as possible, clap everyone's hands one by one so that it happens very, very quickly.

"KARABAS"

To play the game, children are seated in a circle. The leader (game technician) proposes the conditions of the game: I’ll show you outstretched arms some number of fingers. And you will have to, without agreeing, get up from your chairs, and as many people as I show my fingers.”

Most often, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They constitute the “happy” group. A lack of initiative is a group of guys who don’t get up at all. It is recommended to repeat the game 4-5 times.

“THROW OUT ON YOUR FINGERS”

The whole group needs to throw out numbers on their fingers on “one-two-three” so that their sum is equal to the one set by the leader. The exercise is repeated until the result is achieved.

"CARPET"

The whole group stands on the mat. You need to turn it over to the other side. If someone steps on the floor, the exercise starts over.

"FIXATION"

All players stand in a circle. Each participant chooses any person standing in the circle as his partner, without telling anyone about it. The presenter explains that everyone must take 15 steps (no more and no less) in order to approach the intended person and fix some pre-conceived figure paired with this person. The presenter loudly counts to 15, taking one step for each count. The game allows you to identify emotional leaders, groups that exist in the team, and determine the level of cohesion. A discussion should be held immediately after the game.

BUSINESS GAME “LEADER”

Target: identify leaders in the team.

Progress: The team is divided into three micro-groups. Participants are asked to complete a series of tasks, the difficulty of which increases from first to last.

The host explains that the game has a “secret” that will only be revealed at the end. The “secret” is that at each table (in each group) one person is selected who monitors the work in the group and the completion of the task. Then he gives out tokens of a certain color (without explaining anything).

Red is the leader and organizer.

Green is a performer.

Yellow is a listener (spectator).

Tasks:

    fold the cut card;

    draw a collective picture on a common topic;

    Burime competition. Compose a poem based on a ready-made rhyme (3-4 min.)

bird - dream of a boat - herring cheesecake - rattle

sleepy - crow boldly - bunny - finger flew away

    come up with instructions for using the following things: an electric broom, a tear-off calendar, a fly swatter. Teams must read out the instructions for their item without mentioning it, and the rest must guess it.

    write a story where all words begin with the same letter: “o”, “v”, “s”.

At the end of the game, the results for the groups are summed up (where the results according to the colors of the tokens are recorded). Now the secret is revealed. Groups should introduce their leaders in an interesting way.

TEST “I AM A LEADER”

It would be very interesting and useful to conduct a test among the guys to determine leadership qualities. Let each of them try to evaluate their abilities, lead others, become an organizer and inspirer of life in a team.

The instructions for this test will be as follows: “If you completely agree with the above statement, then put the number “4” in the box with the corresponding number; if you rather agree than disagree - number “3”; if it’s hard to say - “2”; rather disagree than agree - “1”; I completely disagree - “Oh”.

A sample answer card is located below.

Questions for the “I am a leader” test.

1. I don’t get lost and don’t give up in difficult situations.

2. My actions are aimed at achieving a goal that is clear to me.

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 ensure that everyone works well.

8. All my friends treat me well.

9. I know how to distribute my strength 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 by new things.

13. It is easy for me to establish normal relationships with my friends.

14. When organizing my 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 have Bad mood, I don’t have to show it to others.

18. Achieving a goal is important to me.

19. I regularly evaluate my work and my successes.

20. I am willing to take risks to experience new things.

21. The first impression I make is usually a good one.

22. I always succeed.

23. I feel well the mood of my comrades.

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 go through various options.

29. I can make any person do what I think is necessary.

30. I know how to choose the right people to organize any business.

31. I achieve mutual understanding in my relationships with people.

32. I strive to be understood.

33. If I encounter difficulties in my work, I do not give up.

34. I have never acted like others.

35. I strive to solve all problems step by step, not all at once.

36. I have never acted like others

37. There is no person who could resist my charm.

38. When organizing things, I take into account the opinions of my comrades.

39. I find a way out difficult situations.

40. I believe that comrades, doing a common cause, should trust each other.

41. No one will ever ruin my mood.

43. When solving problems, I use the experience of others.

44. I am not interested in doing monotonous, routine things.

45. My ideas are readily accepted by my comrades.

46. ​​I can control the work of my comrades.

47. I can find mutual language with people.

48. I easily manage to rally my comrades around a cause.

After filling out the answer card, you need to calculate the number of points in each column (not taking into account the points assigned for questions 8, 15, 22, 29, 34, 36, 41). This amount determines the development of leadership qualities:

A --- skill manage oneself;

B --- awareness goals (I know what I want);

B --- problem solving skills;

G --- Availability creative approach;

D --- influence on others;

E --- knowledge of the rules of organizational work;

F --- organizational skills;

Z --- ability to work with a group.

If the sum in the column is less than 10, then the quality is poorly developed, and you need to work on improving it; if it is more than 10, then this quality is moderately or strongly developed.

But before you make a conclusion about whether a teenager is a leader, pay attention to the points given when answering questions 8, 15, 22, 27, 29, 34, 36, 41. If more than 1 point is given for each of them, we We believe that you were insincere in your self-assessment. The test results can be displayed graphically.

"I WANT TO BE A LEADER"

Form: business game.

Age of participants: 11-13 years old.

Pedagogical task: practical use leadership skills, exchange of experience.

Short description:

1. Opening remarks. The game will help each participant find the “keys” to the main qualities of a true leader. Questions are proposed for collective discussion: “Who is a leader?”, “What qualities must a leader have?”

2. The guys offer possible answers. The presenter helps to summarize the statements and record the mentioned qualities:

    activity,

    determination,

    justice,

    organization,

    initiative,

    sociability,

    ability to interact with a team.

3. Three microgroups are formed that will receive the keys to the doors of “Leadership”:

      1 key - the key to the ability to interact with the team. Teams are given time to come up with a word and decide how to explain it to the children of other teams using facial expressions and gestures.

      2nd key - the key to activity. It is necessary to campaign for a representative of your team so that the guys from other teams have no doubt that this person- a real leader.

      The third key is the key to sociability. Members of each team write a story on the topic “I am a true leader,” offering one sentence at a time.

      Key 4 - the key to organization. Required in in the right order arrange the stages of organizing a business.

      The 5th key is the key to initiative. Each team draws a portrait of a leader of the 21st century and comments on the image.

4. Final part. Rating the game on a ten-point system.

"THEATRE-EXPROMT"

The presenter assigns roles by lot, reads the text loudly and expressively, and the heroes embody the image.

We offer an example text.

Morning has come. The boss, tired from a sleepless night, entered the office, went to the window, opened the window and inhaled Fresh air. A warm ray of sunlight came through the window and danced along the walls. A bird flew into the window behind him. The boss threw a vase at her. The bird flew away and the vase broke. The boss was filled with anger. But then the secretary entered the office, pushing in front of her elegant table, on which a set of Chinese porcelain clanged and delicious sandwiches with black caviar lay. The secretary sent the boss a dazzling smile and left. The working day has begun.

Interaction games

"DRAWING A LEADER"

Several groups are participating.

Each group is given a sheet of A2 paper, markers and felt-tip pens. The facilitator invites the group to discuss the task for 10 minutes without touching the materials. The group then spends the next 10 minutes drawing the leader without saying a word. After this time, the groups present their work. In conclusion, the leader and the group analyze what was happening at the time of work: how everyone felt, what role they played, why they took on this role, whether they had the opportunity to speak out, make a proposal, whether everyone was listened to during the preparation process, whether they were friendly among themselves members of the group. Have you encountered similar situations in life, how did you feel? What did you learn from this exercise, what lessons did you learn for the future?

"CAR"

Auxiliary material No. The machine is “built” from the members of the group.

Host: You need to build any functioning mechanism. Build a model for 10 minutes without saying a word, then present the model. After completing the task, everyone is asked to go into small groups and talk about what happened.

"WEEKER"

The group and the leader stand facing inside the circle and join hands. Then the leader gives the command: everyone should turn 180 degrees without releasing their hands. This position must be fixed. Then, on the command “one”, you need to turn around again and stand in the original position, also without releasing your hands.

Conclusion: the exercise is emotional, requires a lot of non-standard movements, which leads to internal liberation.

"RUNNING RHYTHM"

Participants stand in a circle and, starting with the leader, beat out the rhythm by clapping their hands: ta-ta, ta-ta, ta-ta-ta-ta-ta, ta-ta. Each player makes only ONE clap (11 people - 11 clap). The general rhythm pattern must be preserved. Those who have lost their way begin to beat out the rhythm again. The exercise is repeated until a clear rhythm pattern is established.

Analysis: a sense of rhythm, a sense of unity, group cohesion, and the ability for coordinated, joint action are developed.

The ability to take into account other people's behavior and respond to subtle changes in other people's behavior develops. Move from one situation to another, interacting with other participants.

"CATCH YOUR LOOK"

The group sits in a circle so that each participant can see each other. The presenter “transmits” his gaze to one of the players. After the “receiver” player feels that the gaze is addressed to him, he “transmits” this gaze to another player of his choice, thus becoming a “transmitter,” the third player “transmits” the gaze to another, etc. Until until the gaze gets lost. The rest of the players must carefully monitor the transition of the gaze. After the gaze is “lost,” the presenter begins an investigation into who gave the gaze to whom and where it was lost. After this, the number of “transmitters” - “receivers” is calculated. The exercise is repeated 2-3 times.

Analysis: The degree of attentiveness of the group is determined; each participant develops observation skills; some trust in each other increases; The ability to feel another person develops.

"SIGHT"

Participants break into pairs and stand facing each other. One of the partners is a “mirror”, and his face, therefore, is a reflection of the face of the second partner, it must follow all his movements. Let them do whatever they want for a while. Perhaps one will be funny, and the reflection will have a hard time following him. Then give the instruction: “Look your partner in the eyes and, using your peripheral vision, follow his movements. Do them slowly enough, in the same rhythm, do not try to deceive each other. Make sure that it is impossible to distinguish who is the “reflection”.

After certain achievements in the synchronicity of couples, you can invite one of the other couples to determine who is the leader and who is his reflection.

After the pairs work together, offer to exchange partners (repeated changes of partners are possible).

Analysis: the exercise develops the ability to feel a partner and grasp the logic of his movement, this is very good remedy development of psychological contact; The exercise develops the ability to transform, teaches you to try to look through the eyes of another person at familiar things, at the people around you, at yourself.

"DONKING"

The game is played in fours. Two participants sit opposite each other with their knees touching and close their eyes. Index fingers of the right hands - “ space stations” – they pull towards each other. Two other players stand behind those sitting. At a signal, each of the standing participants begins to control movements using verbal commands right hand sitting in front of him. The goal of the players standing behind the chairs is to bring the ends of their partners’ index fingers together.

Another version of the game is also possible: one of the players seeks to move his “target” - the palm of the person sitting in front of him - away from the “missile” pursuing him - index finger the one sitting opposite. In this case, the palm should, of course, always remain within the reach of the finger, and the face, for safety reasons, should remain outside it.

Analysis: the benefits of this exercise are the same as those of the “Mirror” exercise.

“SHOUTING AT LEAST”

Host: I ask everyone to stand up, relieve tension and relax. Now you have to scream your heart out. We all shout, in different voices, as loudly as possible, as loudly as possible. Together with the screams we throw off fatigue, nervous tension, fatigue. So, everyone exhaled, took in more air and began shouting as loudly as possible, in different voices. We started (...) Not bad. Now we will try to shout again, without looking back, accompanying our screams with spontaneous movements, jumping, swaying. Let this be a kind of cry from your body. We will shout longer and stop only at the command of the leader. So, we start screaming again, but now we accompany our scream with body movements. Please. (…) Wonderful. Let's finish! Experience for yourself the refreshing effect of this wonderful exercise.

"BREAKTHROUGH"

Host: Are you able to achieve your goal, regardless of any obstacles? Are you able to defend your positions, defend yours, despite the powerful onslaught of the enemy? Now we can try our hand at these two directions. Let's split into two halves and form two circles - inner and outer. At my signal, the participants standing in the inner circle begin to move clockwise, and those in the outer circle begin to move counterclockwise. At the leader's signal - clap - stop. Couples have formed. The task of the “external partner” is to break through to the center by any means available to him (this could be words, physical strength within the limits of decency, cunning, etc.). The task of the “internal partner” is not to let him in at any cost. He also uses all the methods at his disposal to hinder his opponent. So, if the task is clear, then we can proceed to the first fight.

The game is repeated several times. At the end, the most persistent players are determined.

"WASHING MACHINE"

Goal: removing the complex tactile contact, emancipation of participants.

Participants break into pairs and stand in pairs in a column facing each other - this is the “washing machine” itself. One pair breaks up and one person stands at the beginning of the column - this is the “thing” that needs to be washed, and the other at the end - this is the “dryer”. The “thing” begins to move slowly inside the column, and everyone strokes it, touches it, talks to it sweet words etc., that is, “wash”. The “dryer” takes the washed “thing” into its arms and “dries” it, hugging it tightly. Then the “thing” and the “dryer” change places.

The game continues until every participant in the game goes through the “washing machine”.

"TYPEWRITER"

Host: Can we work harmoniously in a group? Let's check. Let's try to reproduce the process of typing an excerpt from a song or poem well known to you. Each person takes turns pronouncing one letter (B-U-R-Y M-G-L-O-Y N-E-B-O...). At the end of a word, everyone stands up, at a punctuation mark they stamp their feet, at the end of a line they clap their hands. Another condition of the game: whoever makes a mistake leaves the game and leaves the chair. Let's start in a circle. So, the first participant pronounces the first letter, the second - the second, etc. Do not forget about punctuation marks.

At the end of the game, you can evaluate who emerged as the winners.

"TRANSFERING EMOTIONS"

The participants of the game sit in a circle. The first is asked to accumulate a maximum of negative emotions and, in one or two phrases, “throw out” the entire accumulated reserve on his neighbor, trying to invest the maximum of temperament and emotions. The second, without responding in any way to the first, “takes out” the evil on the next. As usually happens in life, it discharges on the first one that comes to hand. The game takes place in one or two rounds. Until it runs out.

Then the task changes. The first one tries to reset the stock of negative emotions and stir up all the good and bright forces of the soul with one or two friendly phrases, shares his good mood with a neighbor. The second, having received a charge positive emotions, passes it on to a third, etc. You can personally compare the chains of negative and positive emotions.

"TRAINING WITH CHAIRS"

The number of chairs corresponds to the number of participants. The chairs are placed in a circle so that you can walk around them.

Presenter: The whole group needs to complete the following task synchronously: everyone sit on chairs, stand behind the back. Raise the chair to chest level, lower it, walk to the starting position and sit on the chair again. You cannot talk while performing the task. If the rules are broken, a pop will sound and you will have to start over.

The exercise is performed until there is complete synchrony in the movements of all participants.

"PAINTING"

The group lines up. The first player is invited to a table or to a wall on which a large sheet of paper is attached. There are markers nearby. He has to start painting a “picture”. The presenter tells him what object needs to be depicted (others do not hear the task). He draws one of the elements of the picture.

A second player is invited. The first player explains to the second with facial expressions and gestures what he needs to draw on a piece of paper and stands at the end of the line, only after that the second draws. A third player is invited and so on until everyone takes part in drawing the picture.

The leader gives the same tasks to all groups.

1."Sebihuza". There is a stripe in the center of the room. Two teams on opposite sides of the strip are trying to pull each other to their side. The one who steps behind the line goes over to the other side and fights for the opposite team.

2. "Thai boxing". Two people in the ring, blindfolded, fight with bags filled with soft rags. Various options are possible: you can give one a bell and the other a bag - he hits the sound, the person with the bell dodges, you can give bags to both, and introduce two intermediaries - they direct their players with short commands.

3. Folds out ribbon from toilet paper, you need to run along it without slipping even once.

4. "Relay race". The group lines up in several columns. In front of each is a row of pins. The first person closes his eyes and tries to weave around them, and the group tells him the direction of movement. The difficulty is that when all groups start shouting at the same time, it is extremely difficult to isolate the teams of your group from the general noise.

5. "Tail of the Dragon." The group stands in a column, tightly holding each other's waists. The first one's task is to catch the last one, and the latter's task is to dodge.

6. "Log". Two people in a circle take a log. You need to push your opponent out of the circle with a log.

7. "Two rings." The group stands hand in hand around a circle drawn on the ground. Inside this large ring is a small one. A person can only be either outside the large ring or inside the small one. Everyone’s task is to force others to step into forbidden territory while holding their own.

8. "Run in a bunch." You need to run a distance tied feet. You can do it in pairs or even several people.

9. Run with a candle so that it does not go out.

10. "American Triangle". Everyone is divided into fours. Three form a triangle. The remaining one is the driver. His task is to kill one of the triangle. The task of the other two in triangles is to protect their comrade. You cannot salt by stretching your hand through the circle; you can only run around the triangle. When the driver manages to show off, the person who is dressed up becomes the driver, and gradually everyone changes roles.


Conclusion

To lead people, we must clearly understand where we are leading them. And it’s not enough to imagine it yourself, but it’s important to talk about it so vividly, emotionally and beautifully that people want to go there.

Having followers.

Don't forget that there is no leader without a team. A leader always expresses himself in interactions with other people. Gather like-minded people around you, the so-called “inner circle”. Only people will help you realize all your even the most ambitious plans.

Add to this your knowledge of management, your experience, and you will really be able to manage people effectively! Good luck!

GAMES TO IDENTIFY THE LEADER.

"The gypsies were driving"

The leader invites the children to build a gypsy cart, consisting of a cart, three horses, cart walls, a roof, wheels, a cab driver, passengers, and a foal on a leash. Time to prepare the task is 3 – 5 minutes. Interpretation: the coachman is at the moment the main leader - the organizer in the detachment, the walls and the roof - those who can be relied on, good performers. Wheels, a cart, horses - those on whom everyone strives to “ride”, and who are able to carry, that is, leaders of a lower rank. The foal is a “dropout”, but with claims to leadership. Passengers are the bulk. At the end of the game, it is necessary to ask the guys whether everyone agrees with this distribution of roles and what place they are applying for.

"Karabas"

To play the game, the children are seated in a circle, and a counselor sits with them, suggesting the conditions for the game: “Guys, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word “KARA-BAS” and show a certain number of fingers on my outstretched arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show my fingers. This game develops attention and reaction speed.” This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys. Most often, the more sociable guys who strive for leadership stand up. Those who get up later, at the end of the game, are less decisive. There are also those who first stand up and then sit down. They form a group of “conscientious people”. A lack of initiative is that group of the detachment that does not stand up at all. It is recommended to repeat the game 4-5 times.

"Put your hand"

The guys are asked to all at once place their right palm on the shoulder of the person in the squad who they like most (the soul of the squad), and their left palm on the shoulder of the person they would like to see as a commander. The counselor determines who is who by counting hands. As a rule, there can never be too many leaders if this game is played at the end of the organizational period.

"Line by"

2 teams are participating. Based on the clap, the leaders should line up according to: 1) hair color (from light to dark or vice versa), 2) shoe size (from smallest to largest), 3) alphabet; 4) hair length, 5) eye color (from light to dark or vice versa).

"Sculpture"

The counselor invites the children to build a sculptural exhibition “Our squad in the camp” within 5 minutes. Leaders are judged by who takes on the role of foreman.

"Take a Step Forward"

The guys stand in a wider circle and are asked to take a step forward, but only 15 people. Then only 10, 5, 3, 1. Believe me, leaders - organizers and emotional people - are immediately well identified.

"Started"

To do this, the guys are divided into two or three teams of equal numbers. Each team chooses a name for itself. The presenter offers 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.” In this way, you will create a spirit of competition, which is very important for the guys.

FIRST TASK. Now each team must say one word in unison. "Let's start!" In order to complete this task, all team members need to somehow agree. It is these functions that a person striving for leadership takes on.

SECOND TASK. Here it is necessary for half the team to quickly stand up without agreeing on anything. "Let's start!"

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 is 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”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.

FOURTH TASK. We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single room. You need to decide as quickly as possible who will live in which room. "Let's start!" After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, unidentified leaders or "outcasts". The proposed number of rooms and rooms in them is compiled for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.

ROPE.

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 guys participating in the game.) The guys stand in a circle and grab the rope, which is located inside the circle, with both hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.” First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions. The practice of this game shows that leaders usually take on these functions. You can continue the game, complicating the task, and invite the children to build a square, star, hexagon.

"Raccoon Circles"

All the guys in your squad are invited to stand in one circle and hold hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of their hands, build a triangle.” First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions. The practice of this game shows that leaders usually take on these functions. You can continue the game, complicating the task, and invite the children to build a square, star, 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 in the circle, the child to another. The ball must pass all the guys. Then the counselor gives the following task: “Now the ball must pass all of you in the same order in 1 minute.” Once they have done this, you reduce the time: 30 seconds, 3 seconds and 1. Know that it is possible. First of all, the guys can move. Secondly, the ball must pass all hands. Thirdly, it cannot be taken by one child and passed over the hands of the others. You need to ensure that the guys, through their own reflections and trials, reach the following decision: By joining the hands of all participants, they built a well. There may be other options, think about it.

"Coach"

All the guys are divided into two teams. And you give each team the same task - to build a carriage of people. Preparation time 2 minutes. It is very important to follow the whole process that happens in teams: who leads, who comes up with ideas, who doesn’t care, who builds all the team members. During preparation, you can clearly see most of the children and choose leaders.

"Photographer"

It is suggested that the children imagine that they are all a big family and that they all need to take a photo together for the family album. You must select a “photographer”. He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions 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 “grandfather” is usually taken on by guys striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location. This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of three! everyone shouts “cheese” in unison and very loudly and clap their hands at the same time.

"Bee"

A circle is drawn. Children stand along the contour of the circle. They are asked to close their eyes, buzz and move in any direction. Then the command “Stop!” is given. and everyone remains in their place. Those who stand in the center of the circle or closer to the center of the circle are leaders according to their capabilities. Those who stand along 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 who stand behind the circle do not strive to be leaders. Those who stand very far from the circle are lonely people.

METHODOLOGICAL DEVELOPMENT

Business game "Leader"

1. "WARM-UP". The team needs to come up with a name and motto

For one minute, teams will discuss and write down the qualities and skills they believe a leader should have. The team discusses the question and then is given the floor to read out the result.

Amazing! The opinions are basically the same. And, of course, you will all agree that a leader must be able to speak beautifully and coherently. Therefore, today we will devote our first exercise to the ability to master words. Let's start with the first exercise.

2. EXERCISE “GREETING”

So now the teams will be given time to discuss. During this time, you must come up with a greeting for each of the teams present. But it must be silent. You greet opposing teams with gestures and facial expressions. At the same time, all greetings should be different from each other.

So, please say hello to each other

3. GAME “IMPROVIZATION”.

It often happens that a leader has to quickly navigate different situations, make completely unprepared speeches, explain the inexplicable, connect things that seem to have nothing in common. Now we will do this.

In the center of the room on the table are stacked sheets of paper and pictures with images of some objects, animals... There are only ten cards. Players come up to the table one by one and write a sentence on their piece of paper, based on the word that denotes the picture on the card. The next player reads the previous sentence and writes the next one, but bases it on the word that represents the picture on the second card. The main thing is to read what was written before you and weave your proposal into the overall story. Only the first player must remember that his sentence is the beginning of the story, and the last player must remember that his sentence ends the story. The work takes time. The team that completes the task first has a chance to win if the jury highly appreciates both the content of the text and the presence of a beginning and ending in it. The text can be fantastic, but it must make sense and be coherent.

The written texts are read aloud by the teams, then the sheets are given to the jury. Wonderful! We will assume that you have mastered improvisation: you also know how to speak coherently and beautifully. But it is more important for a leader to speak convincingly.

4. PSYCHOLOGICAL GAME “ADAPTATION” is carried out to identify leaders, idea generators and performers, and create a creative atmosphere.

First task - warm-up. Everyone introduces the neighbor on the right, after talking for two minutes. The five brightest representatives are identified and become leaders. They receive five red tokens.

Second task – five microgroups gather around five leaders, which are formed at will. Each group is given the task: to draw a friendly cartoon of any of those present. Whose idea is the red token, who drew it is the green one. Guys with red tokens move to another microgroup (clockwise).

Third task - come up with a creative caption for the cartoon (the presenter first collects the cartoons and distributes them to microgroups, taking into account that they do not end up in the same group). Whose idea is the red token, who carried it out is the green token.

5. GAME “GET STARTED!”

So, first task.Now each team must say one word in unison. "Let's start!"

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

Second task. Here it is necessary that half the team quickly stand up without agreeing on anything. "Let's start!" Interpretation of this game: the most active members of the group, including the leader, stand up.

Third task. Now all teams are flying to spaceship to Mars, but in order to fly, we need to organize 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”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.

Task four.We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single. You need to decide as quickly as possible who will live in which room. "Let's start!"

After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, undetected leaders or “outcasts.” The proposed number of rooms and rooms in them is compiled for a team consisting of 8 participants. If the team has more or fewer participants, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single. This technique will give you quite complete system leadership in the team. You can end it with some kind of team-building game.

6. Games for interaction and identification of the leader

When they are carried out, group interaction arises, and in order to achieve common goals, one or more people must take control of the actions of all participants (in other words, a leadership process must arise).

EXERCISE 1- ALPHABET

For it you will need 33 small cardboard cards, each of which should have one letter of the Russian alphabet written on it. All participants sit in a semicircle. In front of them is a table on which carefully mixed cards with letters (blank side up) are laid out.

Instructions. In front of you are cards with letters of the Russian alphabet. Now each of you will take a certain amount of cards (from 2 to 4, depending on the number of people in the group). Look at what kind of letters you got when there is nothing left on the chair. Then the command will sound: “Start!” - and you will have to put the Russian alphabet in order, from A to Z, as quickly as possible. The time for completing the task is timed.

If it is impossible for all participants to have the same number of letters, the psychologist needs to ask several children to take more on the card (it is advisable to calculate in advance how many people are in the group).

The counselor carefully monitors how the children complete the task.

In some cases, children do this chaotically. But, as a rule, one or two people stand out and begin to lead the process of laying out the alphabet. Sometimes this is expressed in explicit commands: “A” will be here, who has “B”? Or one of the children can say the letters of the alphabet in order, etc. When the task is completed, the psychologist sums it up: corrects mistakes, if any, says how many minutes it took to complete, thanks for the work.

EXERCISE 2 - FIGURES

For this exercise you will need some free space. Children must quickly take the whole group into the shape of a number or letter, called a leader.

Instructions. Now I will name some letter or number, for example four. Everyone should stand up as quickly as possible so that your group, when viewed from above, represents the number four written on the floor. Every person in your group must participate in completing the task. The task is given 4–5 times. It is better to first name easy numbers or letters (“7”, “O”, in junior units you can start with “1”), gradually complicating the task (“5”, “Y”, “Z”).

Close observation of the building process the desired figure will give the counselor an idea of ​​who can effectively lead the group’s actions and who peers listen to. Usually one person is singled out, who shows everyone where which part of the letter will go, and makes adjustments (both verbally and with the help of physically rearranging his comrades). After completing the task, the counselor thanks the children. You can ask them to speak about the feelings that arose during the implementation process (perhaps the children themselves will mark the one who helped to effectively solve the task).

7. Team interaction-GAME “SUIT FROM THE NEWSPAPER”

Time: 40 minutes

Description:

The group is divided into teams of three people. Each team decides who will be A, B and C.

Each player has specific restrictions:

And he sees, talks, but cannot touch anything.

B can't see, can't talk, and can't touch anything. As compensation, players A and B dress him up in a fantasy costume

B does not see, but speaks and can use his hands.

Each team has 15 minutes to create the most extravagant newspaper costume for Player B. B's real clothes should be hidden as much as possible under the paper suit. The suit needs to be secured to B so well that he can demonstrate it on the “podium”.

The newspaper cannot be cut with scissors, it can only be torn with your hands. The costume is held together with glue and pins. Once the game has started, B and C close their eyes and player A places his hands behind his back. All three are responsible for how their team operates.

If possible, teams should not see each other at work.

After 15 minutes, the threes stand in a circle, and each team leads Player B in a made-up costume around the circle.

8. GAME “LEADER’S SUITCASE” ABOUT RELATIONSHIP WITH OTHERS

Among the skills of organizational techniques important place are occupied by facial expressions, gestures, and speech techniques. This complex will help you master these skills.

Exercise 1. Read any text, even the weather forecast, in a whisper, with maximum volume, as if you were frozen, as if there was hot porridge in your mouth.

Exercise 2. The same thing, in combination with all of the above, but as if read by an alien, a person who has just learned to speak, a robot, a five-year-old child, as if all of humanity is listening to you, and with this text you should explain how important it is to strive to do good each other, but you have no other words, as if with this text you are declaring your love, and there will be no other opportunity.

Exercise 3 . Without leaving your chair, sit as you sit: Chairman State Duma, a bee on a flower, a cashier at the workplace, a punished Pinocchio, a bride at a wedding, Hamlet, a criminal in the dock. Improvise.

Exercise 4 . Depict: how a baby, a lion, a ballet dancer walks, french king, Indian chief.

Exercise 5. Smile as a very polite Japanese smiles, a dog smiles at its owner, a cat in the sun, a young man in love at his girlfriend, a wolf at his hare.

Exercise 6. Frown like King Lear, a child whose toy was taken away, Napoleon, a man who wants to hide his smile, an angry parrot.

Why these exercises? To “be all kinds”, to train, to regulate one’s internal state, learn to manage it. Attention and imagination will help create internal “piggy banks” of intonations, movements, gestures, ways of expressing feelings, demonstrating thoughts that are so necessary for a leader in the process of influencing people.

9. Team building exercise – “Group sculpture”

Each participant is both a sculptor and a clay artist. It finds its place in accordance with the general atmosphere and content of the composition. All work takes place in complete silence. The first participant comes out to the center of the room (this can be anyone willing or a person appointed as the leader) and takes some kind of pose. Then a second one is added to it, the third is added to the composition common to the first two participants. When performing this exercise, you need to: 1) act at a fairly fast pace, 2) make sure that the resulting compositions are not a meaningless mosaic of figures isolated from each other. Option: a “frozen” sculpture can “come to life”.

10. Exercise “Unequal Resources”

Materials:

scissors;

glue;

ruler;

1 sheet of blue paper (A4 size);

1 sheet of white paper (A4 size);

1 sheet of red paper (A4 size);

1 sheet of green paper (A4 size).

Starting position of the participants:The leader divides the group into 3 teams. Teams are positioned so as not to interfere with each other's work.

The first team is given 1 sheet of blue paper and scissors.

The second team is given - 1 sheet of white paper, 1 sheet of green paper, glue.

The third team is given 1 sheet of red paper and a ruler.

Exercise: team to make as quickly as possible - a white square with a side of 2.5 cm, a blue rectangle with sides of 2 and 4 cm, a paper chain of four multi-colored links (red, white, blue, green).

Rules: To complete the task – no more than 15 minutes.

Note to presenter:Both the option in which the whole group completes the task and the option in which each team completes the task separately are considered correct.

11. Exercise “Mosaic”

Materials:

markers;

scotch;

scissors;

a strip of paper 2 meters long and 0.5 meters wide with an inscription. The strip is cut into sheets of arbitrary shape according to the number of participants so that each sheet contains part of the inscription.

The presenter gives each participant one such sheet.

Exercise: On the given sheet of paper, on the inscription side, each participant should draw their own self-portrait-caricature, and then glue the inscription to the whole group. Time to complete the task is 10 minutes.

Note to presenter:The text of the inscription can be thematic or free.

12.EXERCISE - Detective"

Instructions: Now I will give you several strips of paper. These are parts of one detective. You must solve it using the following rules: Strips of paper with text cannot be shown to each other or placed together. The detective story is considered solved if the killer is identified and the implications of this are explained. Get started!

Option 1:

The elevator operator saw Mr. Kelly going to Mr. Scott's apartment at 12:25 p.m.

The elevator operator finished work at 12:30 p.m.

It was established that Mr Kelly's body had been transported over a long distance

Miss Smith saw Mr Kelly walking towards Mr Jones's house at 11:55 p.m.

Mr Kelly's wife disappeared after murder

After the murder the police were unable to find Mr Scott

When the police tried to find Mr. Jones, they discovered that he had disappeared

The elevator operator said Miss Smith was in the lobby of the house when he left work.

Miss Smith often accompanied Mr Kelly

Mr Jones told Mr Kelly he was going to kill him.

Miss Smith said no one left the house between 12:25 and 12:45 p.m.

Mr Kelly's blood was found in Mr Scott's car

Mr Kelly's blood was found on the carpet in the hall behind Mr Jones's apartment.

Upon examination of Mr. Kelly's body, he was found to have a bullet in his thigh and a stab wound to his back.

At 12:00 p.m., Mr. Scott shot a man who was trying to break into his apartment.

The elevator operator told police he saw Mr. Kelly at 12:15 p.m.

The bullet found in Mr Kelly's body was fired from Mr Jones' gun.

When the elevator operator saw Mr. Kelly, his wound was bleeding a little, but he looked pretty good

A knife with Mr Kelly's blood on it was found in Miss Smith's garden.

Mr Scott's fingerprints were found on a knife found in Miss Smith's garden

Mr Kelly upset Mr Jones' business by poaching his customers

The elevator operator saw that Mr. Kelly's wife often left the house with Mr. Scott

Mr Kelly's body was found in a park

Mr Kelly's body was discovered at 1.30am

A medical examiner said Mr. Kelly was killed an hour before he was found in the park.

Detective's solution:After receiving a superficial bullet wound from Mr Jones, Mr Kelly went to the apartment where he was killed by Mr Scott at knifepoint at 12:30 pm because Mr Scott was having an affair with Mr Kelly's wife.

Option 2

After 13:00 the police could not find the gardener

A gardener's hammer was found in the garden with Hudson's fingerprints and blood wiped off.

Police said the call was made from the Louisville station, 50 kilometers from Pittsburgh.

According to Mrs. Hudson, the gardener came into the house at 11:15

Hudson bequeathed all his collections to Sheperson

The gardener was found at his mother's the day after the murder

The gardener's fingerprints were found on Mr Hudson's window sill.

Mrs Hudson's handkerchief was found in the garden

Dr. Sheperson's housekeeper testified that when the doctor left after the call, he forgot to put instruments and medications in his bag.

Dr. Sheperson returned home at 11:30

The windows in Hudson's room were locked from the inside.

Dr. Sheperson, who examined Mr. Hudson at 10:55 a.m., stated that he was completely healthy.

Neighbors claimed that Dr. Sheperson was in love with the gardener’s sister, who lived with her mother, and often visited her secretly

According to the will, Mrs. Hudson received all of her husband's money

The woman who called Mrs. Hudson at 11:55 a.m. said Mr. Hudson was dead.

According to Mrs. Hudson's testimony, the day before the murder, Sheperson invited Hudson to a friendly party

Dr. Sheperson was Hudson's longtime physician

The housekeeper insisted that when the doctor returned from the Hudsons, he had something in his bag

Neighbors said Mr Hudson was planning to fire the gardener.

After the funeral, Mrs. Hudson left town

The lock on Mr. Hudson's door latched automatically.

Police say the death occurred between 11 a.m. and 12 p.m.

At 12:30 Sheperson ran to Hudson and, breaking down the door, discovered that Hudson was dead.

At 11:25 a milkmaid came into the house and left milk in the hallway.

Leaving the house, the gardener said that Mr. Hudson had locked himself in his office, did not answer the knock and was humming something

In his free time, Hudson enjoyed visiting the Louisville Beer Club

Police arrived at 1 p.m. and said Hudson died from blunt force trauma to the head.

The gardener came to Mr. Hudson to ask for time off from work to travel to Louisville, where his mother lives.

Mr. Hudson sang well in the school band

At 11:25, while passing by Mr. Hudson's room, Mrs. Hudson heard him humming something

Hudson and Sheperson had been friends since school and both collected ancient manuscripts, stamps, tape recordings and coins

According to the mother's testimony, the gardener arrived in Louisville around 2 p.m.

At 12:00 Mrs. Hudson called Dr. Sheperson because she was concerned about a phone call.

Mrs Hudson's fingerprints were found on the bolts.

Detective's solution: The killer is Dr. Sheperson (he left home with an empty bag, but returned not with an empty one).

13.U exercise "Counting machine".

Participants sit in a circle with their hands on their knees. Each one is assigned a number. The goal is to pass your number to another participant without getting lost. The game takes place at a fast pace, the participants rhythmically slap their knees, and everyone’s goal is to hear the signal, quickly transmit it and not get lost. Let's say, if participant number 3 calls participant number 6, he says “3,3 - b,b” to the rhythm of clapping (twice his number - twice someone else’s). Number 6 called in this way also calls someone else. The one who makes the mistake is eliminated and his number can no longer be called, but he continues to clap to make the game more difficult. The game, although it requires attention, is always very fun, relaxed and exciting.

14.EXERCISE “WHAT WAS THE TRAINING WAS?”» -to complete the training

The exercise helps participants remember what happened during the training and combine their impressions of it and the information received into a single whole. The exercise also helps to complete the training in a lively, active, memorable manner.

Required materials: tablets, A4 paper, pencils.

Time: 15 minutes. Group size: 6-20 people.

Description . All participants are divided into mini-groups of 3-4 people, each mini-group receives paper and a tablet and in 5 minutes must come up with a maximum of adjectives and definitions that are suitable for the training completed. For example, active, informative, etc.

After which they read out the resulting list of adjectives.

Discussion . Not necessary. Groups can be asked to comment interesting ideas which they will express.

14 EXERCISE “I wish you tomorrow...”

Everyone stands in a circle and takes turns wishing the neighbor on the right, themselves and the neighbor on the left something good for tomorrow.

Games with the hall

« Austalian rain»

Do you know what Australian rain is? No?

Then let's hear together what he is like. Now in a circle in a chain you will convey my movements. As soon as they get back to me, I will pass on the next ones.

Watch carefully!

The wind has risen in Australia (the leader rubs his palms)

It's starting to rain (snapping fingers)

The rain is getting heavier (alternating hand clapping)

A real downpour begins (claps on thighs)

And now it’s hail, a real storm (foot stamping)

But what is it? The storm subsides (thigh taps)

The rain subsides (Alternating claps of palms on the chest)

Rare drops of rain fall to the ground (finger snaps)

Quiet rustling of the wind (rubbing palms)

Sun (hands rise up)

I wish you that in your souls a light breeze and rain will never turn into a storm, storm and downpour, and when they do turn, they will subside as smoothly and quickly as this Australian rain.

"Clap clap"

The presenter distributes “roles” with sounds and gestures. The “spectators” make a “clap-clap” - everyone present. "The curtain" says "Whack-Whack". "Thunder" booms "bom-bom" - all boys. “Lightning” sings “tra-la-la” - all the girls. "Robbers" - "top-top" - that's it. After the distribution of “roles”, the presenter begins the game and calls either “thunder”, then “lightning”, then “curtain”, then “robbers”, and they unanimously voice their roles in unison. It's fun.

"A ball is flying across the sky"

All the guys repeat these words and movements after the leader. A ball is flying, flying across the sky, (waving their arms and showing the ball) A ball is flying across the sky (finger pointing to the sky) (waving their arms and showing the ball). But we know (point to the head) (they hit themselves in the chest) that this ball will not fly away from us (they hit themselves in the chest) (they wave their hands). Then one word is replaced by the corresponding movement, and all words are repeated except that word (instead - movement). Next, other words are replaced one by one. As a result, everything is shown only by movements.

“Nose – floor – ceiling”

The presenter points to the nose, floor or ceiling. But he doesn’t name what he’s pointing at, and confuses the audience. The players must, without taking their eyes off, show the parts called by the leader and try not to confuse them.


The gypsies were driving.

The leader invites the teams to build a gypsy cart, consisting of a cart, three horses, cart walls, a roof, wheels, a driver, passengers, and a foal on a leash. Time to prepare the task is 3 – 5 minutes. Interpretation:
coachman - at the moment the main leader - organizer in the team
the walls and roof are the ones you can rely on, good performers.
Wheels, a cart, horses - those on whom everyone strives to “ride”, and who are able to carry, that is, leaders of a lower rank.
The foal is “dropped out”, but with claims to leadership.
Passengers are the bulk.
At the end of the game, it is necessary to ask the guys whether everyone agrees with this distribution of roles and what place they are applying for.


Sculpture.


The counselor invites the teams to build a sculptural exhibition “Our Team” within 5 minutes. Leaders are judged by who takes on the role of foreman.

Numbers and letters.


The whole team or, split into small groups, tries to build, holding hands in a circle, various letters and numbers. (You can ask to do this with your eyes closed. Pay attention to how the team will distribute corner points, bends, etc. Who is in charge of the process ?Who is the performer?)
Shapes with corners.
The task is complicated by the fact that it is necessary to build figures with angles (star, square, triangle) with a ban on talking.
Rock.
A variation of this game is that the coordinator is asked to build a squad based on height, eye color, shoe size, hair length, and so on.

Take a step forward.

The team stands in a wider circle and is asked to take a step forward, but only 15 people. Then only 10, 5, 3, 1. Believe me, leaders - organizers and emotional people - are immediately well identified.

Studio.


Stage 1 – breaking into several microgroups, each of which comes up with and plays out a plot on any topic.
2. Stage – presentation of the authors of the idea – thought leaders.
3. Stage – presentation of the organizers in each group.
4. Stage – new breakdown into groups depending on which film you liked best.
5. Stage - all leaders line up on stage and for 30 seconds each advertises the squad’s proposed activity for the shift and how to carry out this activity.
6. Stage - the one who will then vote for most of squad - your commander.


Conductor.


The team lines up in a column, one at a time, at the back of each other’s heads, with their hands on their shoulders. The counselor explains the rules:
1. No talking.
2. Everyone except the last person standing has their eyes closed.
3. The last one is the train driver.
4. Clap on the left (right) shoulder - turn left (right).
5. Clap on both shoulders - forward.
6. Double clap on both shoulders - back.
7. Clap on both shoulders with a fraction - stop.
The driver's task is to guide the locomotive through several turns. After which the last one stands in front of everyone and repeats. Leaders are judged by their ability to manage.

Put your hand down.

Teams are invited to immediately place their right palm on the shoulder of the person on the team who they like most (the soul of the squad), and their left palm on the shoulder of the person they would like to see as a commander. The counselor determines who is who by counting hands. As a rule, there can never be too many leaders if this game is played at the end of the organizational period.

"Rope"


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 children participating in the game.)
The team stands in a circle and grabs the rope, which is located inside the circle, with both hands. Assignment: “Now everyone needs to close their eyes and, without opening their eyes, without letting go of the rope, build a triangle.” First, there is a pause and complete inaction of the guys, then one of the participants offers some kind of solution: for example, calculate and then build a triangle according to serial numbers, and then directs the actions.
The practice of this game shows that leaders usually take on these functions.
The game can be continued, complicating the task, and teams can be asked to build a square, a star, or a hexagon.


"Karabas"


The next similar game will be the game “Karabas”. To play the game, the children are seated in a circle, and a counselor sits with them, suggesting the conditions for the game: “Team, you all know the fairy tale about Pinocchio and remember the bearded Karabas-Barabas, who had a theater. Now you are all dolls. I will say the word “KA-RA-BAS” and show a certain number of fingers on my outstretched arms. And you will have to, without agreeing, get up from your chairs, and as many people as I show fingers. This game develops attention and reaction speed.”
This game test requires the participation of two counselors. The task of one is to conduct the game, the second is to carefully observe the behavior of the guys.
More often than not, the more sociable, leadership-seeking team stands up. Those who get up later, at the end of the game, are less decisive. There are also teams that first stand up and then sit down. They constitute the “happy” group. A lack of initiative is that group of the detachment that does not stand up at all.
It is recommended to repeat the game 4-5 times.

"Big Family Photo"

It is suggested that the team imagine that they are all a big family and everyone needs to take a photo together for a family album. You must select a “photographer”. He should arrange for the whole family to be photographed. The “grandfather” is chosen first from the family; he can also participate in the placement of “family” members. No more instructions 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 on by a team striving for leadership. But, however, elements of management and other “family members” cannot be excluded. It will be very interesting for you to observe the distribution of roles, activity and passivity in choosing a location.
This game, played in the middle of a shift, can reveal new leaders and reveal the system of likes and dislikes in groups. After assigning roles and arranging the “family members,” the “photographer” counts to three. On the count of three! everyone shouts “cheese” in unison and very loudly and clap their hands at the same time.
Here is another option for identifying leaders, consisting of several games. To do this, the team is divided into two or three equal in number of team members. Each team chooses a name for itself. The counselor offers the conditions: “Now the commands will be executed after I command “Start!” The winning team will be the one that completes the task faster and more accurately.” This way you will create a spirit of competition, which is important for the guys.
So, first task. Now each team must say one word in unison. "Let's start!"
In order to complete this task, all team members need to somehow agree. It is these functions that a person striving for leadership takes on.
Second task. Here it is necessary for half the team to quickly stand up without agreeing on anything. "Let's start!"
The interpretation of this game is similar to the interpretation of the game “Karabas”: the most active members of the group, including the leader, stand up.
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 is 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”. This can be explained by his desire to transfer the responsibility of commander to the shoulders of someone else.
Task four. We arrived on Mars and we need to somehow stay in a Martian hotel, but it only has a triple room, two double rooms and one single. You need to decide as quickly as possible who will live in which room. "Let's start!"
After playing this game, you can see the presence and composition of microgroups in your team. Single rooms usually go to either hidden, undetected leaders or “outcasts.”
The proposed number of rooms and rooms in them is compiled for a team consisting of 8 participants. If there are more or fewer participants in the team, then make up the number of rooms and rooms yourself, but with the condition that there are triples, doubles and one single.
This technique will give you a fairly complete system of leadership in a team. You can end it with some kind of team-building game. (See below)

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. Who to lead your squad depends not only on personal sympathies, but also on the type of activity and direction of activity.

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