August 12, 2017 17:51 | Games, Educational Memory

Features and its educational value.This game is the first step towards the development of children targeted memorization and recall.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 a child's need for purposeful memorizing and recalling that, in turn, requires him to special mental effort.

game is the plot-role-playing character.It's a situation reproduces more or less familiar to children phenomenon.The role of the adult helpers as it elevates them in their own eyes, and encourages to make special efforts to justify the trust that it is.

Act as based on the experience of the game in order, a kind of option that is this game.Objects game action children are shaped attractive toys representing residents or barnyard bird (birds and animals).All orders of the mistress of the yard - Aunt Dasha - suggest the implementation of the children understood them imaginary or practical cases o

f animal care.Run errands, children must show independence, responsibility - because they determine the well-being of animals.Although the animals - just toys, they are the children carry their attitude to these animals with whom they meet in life and in a fairy tale.

Running errands game requires children to special, not yet accustomed to their mental activity and specific effort: it is necessary to remember and recall the time that will help Aunt Dasha and her pet.Since Aunt Dasha such pets at least six to seven (and in the future there will be more), to remember which one of them lives in the house which is impossible without concerted efforts.This helps adult children: issues approvals and additional information.

Educational objective of this game is that the children, focusing on the features of the game material, establishes a connection between the houses and its inhabitants.Adult, directing the attention of children and their mental activity, helping them to successfully memorize and remember where each animal lives, and thus to serve as assistants.In this game it is important to adhere to the rule of the wise teacher-not a substitute for the child's actions and not by their actions speak for him what he could tell himself.

Children solve the problem of training together, but perform game actions by one of its own motion (with the consent of the tutor).

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

Game material.Volume miniature toy depicting familiar children poultry and animals.It can be plastic or ceramic chickens, ducks, chickens, roosters, geese, rabbits, dogs (two copies of each toy).

In addition, the game Need for hollow cardboard boxes white color, which serve as houses for the characters.It is desirable that the houses were put into one another: it is more convenient to store them.Houses have different size and color of doors and windows, for example, from the house chickens - windows and doors are yellow, have a house ducklings - green, at the house of the cock and hens - orange, rabbits house - brown, at the house of geese - blue, the biggest housethey live in the hostess and dog can be with blue windows.The entire set of game material is placed s large box.Before the game, the screen material is obstructed or covered with cloth.

This set of shaped toys can be replaced by other, available to the educator.The main thing that toys were miniature, because with them it is more convenient to operate, and they are more attractive to children.

Game Description and methods of its implementation.When children sit down, as usual, on chairs arranged in a semicircle, the teacher puts in front of them a children's table on which are placed behind the screen all the houses lined up in a row.In each of them are placed in advance appropriate toys.Houses are built in ascending order of magnitude as follows: in the first (very small) -tsyplyata, in the second - ducklings in tretem- chickens and a rooster, in the fourth - the duck in the fifth - rabbits, and in the sixth (the largest) -sobachka.

Mentor removes the screen and refers to the children on behalf of Aunt Dasha, barnyard mistress: "Dear children!I - Aunt Dasha.See how many houses in my backyard!In the houses live rabbits and poultry.Today, I want the first time to release them for a walk.Here are just afraid: suddenly they scatter in all directions.Will you help me to drive them back to the houses?But for this you need to remember who lives in what house.Now I will teach you how to do it.Look carefully at the houses and tell them the same color or different?That's right, all white.And the color of the houses windows and doors? "Touching his hand to different houses, the teacher offers children to name the color of the windows and doors.In the same way specified and the other hallmark of houses - the value: "This house is the smallest and the greatest, and this a little more than the first, but the more ... And now let's see who will come out of the little house withyellow door "With these words, the teacher in turn takes two chickens, moves them on the table as if they were enjoying themselves, and asked:?" what house are living these chickens "After receiving the answer, the teacher confirms the correctness and continues:" Try to remember,that little yellow chickens live in a small house with yellow window and yellow door.This is very important, because chickens do not find their house, because they first walk.Let us wait for the chickens in the yard, and we'll see who comes out of this house. "

From the second house tutor produces two ducklings and asks what they are living in a small house.Adult confirms that the ducklings living in the house with green windows, because they love the green grass (green grass and green windows).In the same way, encouraging children to select and call signs of alignment, the teacher lets all the other characters, and tells you how to remember their houses, then to remember, and take pets where they live.

When all the characters will be in the yard, they walk for a while (the teacher moves them).Then Aunt Dasha said that animals and birds it is time to feed.She asks the children to follow them until the food is ready, so that no one ran away from the yard."And if you suddenly come running into the yard dog Bobby (he loves to chase chickens and rabbits), you need to call me as soon as possible for help.Bobby is very naughty and funny puppy, but chickens and rabbits can be frightened him, and then begin a stir: they will be afraid and will not find his house, "- says Aunt Dasha.

After a while, the teacher suddenly for children released from a large dog house, and Bobby barking starts chasing rabbits and birds, shifting them in a pile.Children call Aunt Dasha."Oh, what a stir gave Bobby!How scared chickens! "- Says Aunt Dasha.It leads to the house and Bobik, referring to all the children, asking them to help the terrified chickens come home.Aunt Dasha asked, in what house live chickens, and requests the two who want to take them into the house.Nursemaid with other children checks to see if they had found the right house.In the same way, the joint efforts of all the children remember houses other characters and assign them their places.If the kids are wrong house does not open (box does not turn).

Now that all the characters are in place, you can replay the game, but in some complicated form.Calling children at a time, the teacher instructs them to release the chickens walk, rabbits, or other characters.Called the child should be called whom he wants to release for a walk, go to the table and knock on it near the house.And all the other kids with it repeated an invitation, for example: "Rabbits, go for a walk!" Then the child is released cottage dwellers.It can take a toy in hand and could move them on the table (walk) until the next party games will be called to perform a similar task.

Repeating play the role of the mischievous Bobik can be charged to one of the children.Tutor while continuing to fulfill its role and directs the game, calling it one, then the other children to solve the game problem, but addressing their questions to all children.

Tips educator.During the Games Encourage children to establish a link between visual sign (the color of the window) and the game character - its appearance, habits, and to express this relationship in words.This will help the child to establish meaningful connections necessary for meaningful memorization and recall.

It is important that the order of the houses and its inhabitants were constant.Therefore, each house write for myself, who lives where.Orders Aunt Dasha (t. E. All the options learning objectives) are addressed to all children.Those who are called, are only the executors of the overall solution.In the case of errors do not let toys in the house, t. E. Not turn the box.