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  • To whom to give?

    Features of the game and its educational value. The goal of the game is to teach children not only to distinguish, but also to call familiar geometric figures. Unlike previous games, where the figure was called an adult, children now call them themselves. The solution of this learning task is a condition for gaming communication with each other.

    The game requires a geometric lotto( the same as in the previous game).But the task facing the children becomes more complicated: the child who has received a large map must learn independently by name geometric figures by name, regardless of their position in space. At the same time, the conditions for solving the learning problem become more complicated for the other participants in the game, that is, those who give out and call the figures: he must choose one figure from several and name it, not showing it to the other children. The implementation of these rules contributes to the development of focus and independence in solving the mental problem.

    In the game, children are accustomed to doing something useful for each other, to pay attention to their peers. They have the opportunity to actively apply the skills acquired in previous games.

    Game material. Same as in the previous game, but the turntable is not used here.

    Description of the game and its techniques. Twelve children participate in the game. Preliminaries with the tutor make up two tables. It turns out a long table, on each side of which sit on six people. Seated on one side of the table receive two large bingo cards, the rest - three geometric figures. They are instructed to take turns to name one of the received figures, not showing it to other children. For example: "To whom to give a triangle?" Asks the child. Those children who have large triangle maps( regardless of their position in space) should quickly reply to "Me!" Or "I need a triangle!"The figure is received by the one who answered the question earlier( that is, he learned the form by its name).

    As soon as the child gives the figure, he receives a new one from the tutor. Thus, the task of correctly calling figures is combined with their comparison and choice.

    If the named figure is asked for two or three children at the same time, the tutor adds the missing pieces from his stock.

    The game ends when all the big cards are filled. After that, children change roles - those who used to distribute figures, get big cards, and those who looked for figures on cards call them. Since the game usually passes quickly, vividly, children can, if desired, change their roles several times.

    Rules of the game.

    1. Correctly name the figure and do not show it until one of the children with large cards ask for it.

    2. The figure is issued to the person who first correctly found it on his map and asked.

    3. If two children are asked at the same time for the figure, it is issued to both of them.

    Tips for the educator. Explaining to the pupils the game and getting acquainted with its rules, emphasize that the children who distribute figures should keep them in their hands( and not lay them out on the table) so that the figures are not visible to those who sit opposite: they should learn the shape only by its name.

    The distribution of figures is of great importance in this game: each child must receive and name all six figures, among which are unfamiliar( oval, rectangle, star).If someone makes a mistake, help him along with the rest of the pupils to correct the mistake. Ask the guys if their peer correctly named the figure, whether they noticed a mistake. And you can help the kid and individually. The child can also ask his neighbor how the figure is called.

    There are times when the kid is distracted during the game and does not find the named figures on his cards or does not recognize the shape by name. In such cases, at the end of the game, you can let the child feel that he himself is to blame for the fact that his card was unfilled, because he was distracted and "missed" his figures.

    Spend the game briskly, emotionally, so that the children are interested.