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  • Geometrical bingo

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    Features of the game and its educational value. The main goal of the game is to teach children to distinguish and correctly name some geometric figures, familiarity with which is provided by the kindergarten program( circle, triangle, square, oval, rectangle and star).

    The game is played on the material of geometrically developed , on large maps of which the contour lines indicate places for geometric figures. Different variants of the position of figures in space are given, which complicates their recognition and discrimination, but is a useful exercise for the development of spatial imagination. In addition to large cards, there are geometric figures and a turntable with an arrow in the lotto, as in the game "Color Lotto".By acting with these subjects, children are trained to observe game rules that organize their behavior. The rules of the game are designed in such a way that when playing, children will help each other exchange objects and roles and together solve a common problem. All this brings children closer together and promotes the development of moral qualities.

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    Game material. A special benefit is a geometric lotto. It consists of the following subjects: 1. Large maps, on which are given outline images of three geometric figures. Figures that have similarities( circle and oval, square and rectangle), it is better to place on one map, but not nearby, but in opposite cells;The same figure( with the exception of the circle and the star) occurs on the cards of the lotto two or three times in different positions;the size of the large map is 21X7 cm;the map is divided into three cells, in the center of each cell is the contour of some figure.2. Geometric figures painted in blue or brown color, 4-5 cm in size( circle, oval, square, rectangle, equilateral triangle, five-pointed star).Each figure should be in four to five copies.3. The spinner, which is a disk of dense cardboard, in the center of which is a movable rotating arrow of black color. On the edges of the disk are depicted or glued geometric figures( painted in the same color as the lotto figures);each figure is represented in two different positions, as well as on large maps.

    All these items are placed in a special cardboard box, in which there are sections for the turntable, large cards and various figures.

    Description of the game and its techniques. The whole group of children can participate in the game. Half of the participants sit down at the common table, made up of two children's tables. Each of the remaining children becomes behind the seated child( his partner) and in the process of playing not only solves with him a common task, but also acts as an assistant.

    First, children are introduced to the lotto material: The teacher shows how the turntable rotates and tells you what words the participants of the game will say;Tells the rule: you need to stop the arrow on the word "Stop!" And name the figure to which it points. The educator shows the children large bingo cards, drawing their attention to the fact that some figures are depicted in different positions."For which figure is the place prepared here?"He asks, pointing to the square. Then he takes another map, where the square is marked in a new, rhombic position.- And here for which figure is the place? If the children recognize the familiar square, the teacher praises them, if not, puts a square on the new outline and explains that this is the same figure, but she turned. The knowledge of other figures - a triangle, a rectangle, an oval, represented in different positions, is checked in the same way.

    The teacher explains to the children that they will turn the turntable one by one and that they will receive each correctly named figure from the cashier and fill it with an empty seat on their large map. A cashier is appointed, a box is handed to him, in which there are geometric figures( each in his compartment).The educator explains that only the cashier will give out the figures, and to attribute them to the one who won, there will be an assistant, a child standing behind. The roles of the cashier and the assistants are performed by the children in turn.

    So, the teacher gives the sitting children two cards( the second card is for the partner).One card leaves to itself. The game begins.

    The teacher rotates the turntable and, with the children, pronounces the words:

    Arrow, arrow, circling, All the figures show themselves, Show us quickly. Which one is nicer to you! Stop!

    The arrow stops, and the adult calls the shape to which it shows. The cashier gives him the name. The teacher * closes the outline indicated on the map. If there is no such figure on his map, he asks: "Who needs this figure?" - and gives it to the one who answers first. The figure is taken by an assistant. Then the turntable is transferred to the neighbor on the right, it rotates the arrow, everyone utters the poem, on the word "Stop!" The child stops the arrow and calls the figure pointed to by the arrow. In case of difficulties, the figure is called an assistant. The game continues. Children take turns-they turn the turntable's arrow, call the figures, chant the words and close the big cards with figures. As soon as the contours of all three figures of the same card are filled, the roles change: the child sitting at the table changes places & gt; and roles with his partners, that is, becomes his assistant. As the maps are filled, children do not retire from the game, but they win a figure for other participants. The game ends when all the cards are filled. At the end of the game, large cards are stacked in the appropriate compartment of the box, and geometric figures are laid out on special cells in the same box.

    Rules of the game.

    1. The turntable is transmitted to all children in turn, but only if the child is actively involved in the game and does not violate its rules.

    2. Anyone who rotates the turntable's arrow must stop it in time by the word "Stop!" And name the figure to which it points. As long as the arrow rotates, everyone chants the words of the text in chorus.

    3. Only the person who rotates the arrow refers to the shape. In case of difficulty or error, this is done by his partner( assistant), he also gets a figure from the cashier.

    4. As soon as the card is full, the child sitting at the table changes place and role with who is behind him.

    5. When filling out their cards, nobody leaves the game, children win figures for those who need them.

    Tips for the educator. The success of this game largely depends on the clarity of its organization. Therefore, special attention at the beginning of the game should be given to the children's familiarity with the material. Especially attractive for kids action with a turntable. Explain to them that everyone will turn the turntable. Take care that children do not quarrel and act in turn. It is also important that children change places in time to fill a large map. Do not forget to encourage partners for coherence and cooperation both in pattern recognition and in filling large maps.

    At the beginning of the game, more mobile, restless children should be appointed as assistants.