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    Features of the game and its educational value. This game is the first step towards the development of children's focused remembering and remembering. Usually younger preschoolers remember only what is remembered itself, without much effort, because of its attractiveness. This game contains a number of conditions that cause the child to have a purposeful memorization and remembering, which, in turn, requires special mental efforts from him.

    The game has a plot-role character. Her game situation reproduces more or less familiar phenomena to children. The role of an adult's assistants, as it were, elevates them in their own eyes and encourages them to make special efforts to justify the trust that comes to them.

    The performance of the role relies on the experience of playing the game, a kind of variant of which is this game. Objects of children's play actions are attractive figurative toys depicting the inhabitants of a bird's or barnyard( birds or animals).All orders of the hostess of this court - Aunt Dashi - imply the execution by the children of understandable imaginary or practical animal care matters. Carrying out instructions, children should show independence, responsibility - after all, the well-being of animals depends on them. And although animals are just toys, children carry their attitude towards real animals, with whom they meet in life and in a fairy tale.

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    The performance of gaming assignments requires special, not yet familiar for them mental activity and specific efforts: remember and remember in time that will help Aunt Dasha and her pets. Since Aunt Dashi has at least six or seven such pets( and there will be more of them in the future), it is impossible to remember which of them lives in which house, without deliberate efforts. In this the adult helps children: questions, approvals and additional information.

    The educational task of this game is to ensure that children, based on the features of the game material, establish a connection between the houses and its inhabitants. The adult, directing the attention of children and their mental activity, helps them successfully memorize and remember where each animal lives, and thus perform the role of assistants. In this game it is important to adhere to the wise pedagogical rule-not to substitute the child's actions with his actions and not speak for him what he can say himself.

    Children solve the learning task all together, but play the game one at a time, at their own discretion( with the consent of the educator).

    Thus, in this game, without any compulsion from the adult and without mechanical memorization, children acquire a new experience of memorizing and remembering objects.

    Play stuff. Volumetric miniature toys depicting poultry and animals familiar to children. These can be plastic or ceramic chickens, ducklings, chickens, cockerels, geese, rabbits, dogs( two copies of each toy).

    In addition, for the game you need cardboard hollow boxes of white color, which serve as houses for characters. It is desirable that the houses are put in one another: it is more convenient to store them. The houses should be different in size and color of the doors and windows, for example: near the house of chickens - the windows and doors are yellow, the house of the ducklings - green, the house of the cock and hens - orange, the house of rabbits - brown, near the house of geese - blue,, in which the hostess and the dog live, maybe with blue windows. The entire set of game material is placed in a large box. Before the game, the material is blocked by a screen or covered with a cloth.

    This set of figurative toys can be replaced with another one available for the caregiver. The main thing is that the toys are miniature, because they are more convenient to act with and they are more attractive for children.

    Description of the game and its techniques. When the children sit down, as usual, in the semicircular stools, the teacher puts a children's table in front of them, on which behind the screen there are all the houses lined up in a row. In each of them the appropriate toys are placed in advance. The houses are arranged in order of increasing size as follows: in the first( the smallest), in the second - ducklings, in the third - chickens and rooster, in the fourth - ducks, in the fifth - rabbits, and in the sixth( largest) -suchka.

    The teacher removes the screen and addresses the children on behalf of Aunt Dashi, mistress of the bird's yard: "Hello, children! I'm Aunt Dasha. Look how many houses in my yard! In the houses live rabbits and birds. Today I want to go out for the first time. But I'm afraid: suddenly they will scatter wherever. Will you help me drive them back to the houses? Only for this purpose it is necessary to remember who lives in what house. Now I will teach you how to do it. Look closely at the houses and tell me whether they are the same color or different? That's right, all white. And what color do the houses have windows and doors? "Touching the hand to the different houses, the teacher suggests that the children name the color of the window and the door. In the same way, another distinguishing feature of the houses is clarified: the size: "This little house is the smallest, and this is the biggest one, and this one is a little bigger than the first, and this one is even bigger. .. And now let's see who will leave the smallest house withthe yellow door! "With these words, the teacher takes out two chickens in turn, moves them around the table as if they are walking, and asks:" In what house do these chickens live? "Having received the answer, the teacher confirms his correctness and continues:" Try to remember,that little yellow chickenslive in the smallest house with a yellow window and a yellow door. This is very important, because the chickens of their house will not find themselves, because they are walking for the first time. Let the chickens wait for us in the yard, and we'll see who will leave this house. "

    From the second house the teacher releases two ducklings and asks which house they live in. The adult confirms that the ducklings live in a house with windows of green color, because they like green grass( green grass and green windows).In the same way, by encouraging children to identify and call orienting attributes, the educator releases all other characters and tells how to memorize their houses, then to recall and take their pets back to where they live.

    When all the characters are in the courtyard, they walk for a while( the tutor moves them).Then Aunt Dasha says that it's time to feed animals and birds. She asks the children to follow them while the feed is prepared so that no one escapes from the yard."And if suddenly the dog Bobik comes running into the yard( he loves chasing chickens and rabbits very much), you need to call me to help as soon as possible. Bobik is a very naughty and cheerful puppy, but chickens and rabbits may get scared of him, and then a commotion will begin: they will be frightened and they will not be able to find their homes, "says Aunt Dasha.

    After a while, the teacher unexpectedly releases a dog from the big house, and Bobik with loud bark starts chasing birds and rabbits, shifting them into a heap. Children call Aunt Dasha."Oh, what a mess Bobic arranged! How the chickens got scared! "Says Aunt Dasha. She leads Bobik into the house and, turning to all the children, asks them to help the frightened chickens to return home. Aunt Dasha asks which house chickens live in, and instructs two people who want to take them to the house. The teacher, along with the rest of the children, checks to see if they have found the house correctly. In the same way, by joint efforts, all the children remember the houses of the remaining characters and take them to their places. If the kids are mistaken, the house does not open( the box does not turn over).

    Now that all the characters are in their places, you can repeat the game, but in a slightly more complicated form. Calling the children in turn, the teacher instructs them to release for the walk of chickens, rabbits or other characters. The summoned child must name who he wants to take out for a walk, go to the table and knock on it near the house. And all the other children together with him repeat the invitation, for example: "Rabbits, go out for a walk!" After that, the child lets out the inhabitants of the house. He can take the toys in his hands and lead them around the table( walk) until the next participant of the game is called to perform a similar task.

    When playing the game, the role of mischievous Bobik can be assigned to one of the children. The educator at the same time continues to fulfill his role and directs the game, causing some, then other children to solve the game problem, but addressing their questions to all children.

    Tips for the educator. When conducting the game, encourage the children to establish a connection between the visual sign( the color of the window) and the game character - its external appearance, habits and express this connection in words. This will help the child to establish the semantic connections necessary for meaningful remembering and remembering.

    It is very important that the order of the houses and its inhabitants are permanent. Therefore, on each house write for yourself who lives where. Aunt Dashi's instructions( that is, all the variants of the teaching task) are addressed to all children. Those who were summoned are only executors of the general decision. In case of an error, do not let the toys into the house, that is, do not turn the box.