Card index of board and printed games in the preparatory group. card index (preparatory group)

Material for the competition “Game Methods”

Board games

Authors: Elena Derunova and Yana Syaina, teachers of the “Pochemuchki” group at GBDOU No. 16, Moskovsky district of St. Petersburg.

The game task determines the game actions and is the task of the child himself. During the game, the child’s attention is drawn to performing game actions.

Goal: development of concentration, logical thinking, attention, ability to analyze a situation, intelligence, fine motor skills.

Objectives: - consolidate ideas about the heroes of the Violet Forest, geometric shapes used in games; teach to distinguish and compare them with each other and name them correctly; — enrich and develop children’s vocabulary; - create a desire to play in a team; - develop attention, visual memory, observation.

Educational objectives in the game: - activation and updating of the vocabulary for the game; - expansion and clarification of the dictionary on the topic of domino game, lotto game - game, rules, order in the game, players, market, game progress, points, color; — improvement of the grammatical structure of speech (prepositional-case constructions, formation and use of adjectives in the comparative degree); — improving the syntactic aspect of speech (composing complex sentences);

Developmental tasks: - development of coherent speech, speech hearing, thinking, visual attention and perception, fine motor skills. Educational objectives: - formation of mutual understanding, goodwill, independence, initiative, responsibility, cooperation skills, the ability to play by the rules, without breaking them, but by agreeing with each other. Educational areas: social-communicative, cognitive, speech, physical education.

Preliminary work: acquaintance with the characters-heroes of the “Fairy Tale Labyrinth Game”; discussion of their image, character, history of their life in the Violet Forest; inventing fairy tales about them; recalling fairy-tale situations from various technology games.

Dominoes "Fairy-Tale Heroes"

Children's age: 3-5 years.

Material: cards with drawings of heroes of the Violet Forest – 200 pieces. cards with drawings of the characters’ halves – 400 pieces. They are dismantled in smaller batches.

Instructions for the game:

1. Domino game in the usual version: cards are distributed to children in 6-10 pieces. Choose a driver in any way. Children follow each other, putting their cards on the field. If necessary, take additional cards in the “bazaar”. The winner is the one who first runs out of cards and there are none in the “bazaar”.

2. Lay out the cards one after another, without repeating the character’s drawing, but placing a different one each time - Geo, Raven, Lopushok, All, Slice, Fifa Caterpillar and so on. Calculate how long the path would be if you do not repeat the drawings of the characters.

3. Build columns of pictures, where in the first column the first picture is Baby Geo. Second column, first picture – Raven Meter. Third column, first picture – Lopushok. And so on. At the same time, place identical heroes in the first row in each column. For example, in the first row everyone has Mishik, in the second row there is the kitten Timoshka, in the third there is Invisible All. Count how many columns there are, how many rows there are in each column.

4. Tasks for the children - to populate a house with 5 floors and 5 entrances so that the inhabitants do not repeat themselves. Baby Geo went to visit his friends - in the first entrance he went 2 floors up - who did he come to visit?, on the 3rd floor he went 2 apartments to the right - who did he come to?, from there he went to ... any direction . The kid came to the middle apartment on the middle floor - who was he visiting? Where can he go now (direction of movement and number of floors or apartments) - the game “Fly”.

5. Build a table of dominoes - 2x2, 3x3, 4x4, 5x5, etc., so that the drawings of the characters do not repeat. We ask the children who stands where, who is friends with whom, who is above whom, below whom, who is the neighbors on the right, on the left, standing between whom. Various options for questions on plane orientation.

Visual material

Visualization is one of the main principles of gaming activities and the entire educational process in kindergarten. To carry out this work, certain visual aids are required. In other words, to create a picture from a mosaic, you need its diagram, and to create a picture from a puzzle, you need a solid image as a hint.

Games based on visual perception of information are associated with games such as:

  • plot or symbolic pictures, images for the development of speech, mastering the basics of mathematics, familiarization with the world of things and nature, etc.;
  • puzzles (including three-dimensional ones);
  • lotto and domino sets;
  • cubes;
  • mosaics;
  • “Adventure games” with chips and dice.

Puzzles can be of different shapes, but it is important that each child receives a separate set

This is interesting. You can make simple puzzles with your own hands. It is enough to cut postcards with a plot that is understandable to everyone into several uneven parts.

In order not to lead to hysterics, immediately stipulate that each child will have his own set of props, for example, a separate puzzle. If kids see such toys for the first time, then you need to give them time to get to know each other, and only then move on to playing. Please note that in younger groups, the folding process itself is important for children, so the picture should be the same - then there will be no tears. In older groups, you can give each student their own puzzle, and the pictures will be different. If time allows, then include in the game the stage of exchanging details: this way the kids will be able to put together different stories, and training motor skills and thinking will be more productive.

Another important point. For some games, for example, lotto, dominoes, it is assumed that there is one set for a certain number of players. But there may be more children in the group. In this case, you should take care of purchasing not one, but two sets. And divide the playing chips (or other game materials) equally.

Video: example of a printed board game “Opposites” in the form of a puzzle

Games “Loto – Colorful Gnomes”

Material: cards of a large field, differing in color - gnome heroes: red Kohle, orange Ohle, yellow - Jelly, green - Zele, blue - Gele, blue - Sele, purple - Fi, white - Belyash, gray - Serge, black - Chernysh.

Cut-out pictures - gnomes, geometric shapes, game details - 10 colors.

Option 1: all fields and drawings in the pictures are the same size.

Field of 4 parts. In the center there is a colored gnome, on top there is a circle, a square; below - a triangle, a rectangle - when you put all the figures on a large field - the drawing of a gnome is not visible.

Field of 6 parts. First row – petal, gnome, circle; second row – checkbox, square, circle.

Option 2: Sizes of fields and cards – large, medium, small. Place the cards on the field depending on the size of the picture and the field.

Option 3: the size of all three fields is large. The drawings on them are large, medium, small.

Field of 9 parts. The first column is a petal, a flag, a turtle; second column – Hedgehog One, red gnome Kohle, one from Transparent Number sticks; third column – circle, triangle, square.

Explanations: – the petal is opposite the circle – because their shape is the same – a circle; The flag is opposite the triangle - because the cutout on the flag is triangular; The turtle is opposite the square - because its shape, legs, and head are similar to a square. Hedgehog One and the number 1 together with the red gnome Kohle - because red is the first color in the rainbow. Hare Deuce and number 2 - together with the orange gnome Okhle - because orange is the second color in the rainbow and so on.

Instructions for the game:

1. Fill in all parts of the large field with pictures of the appropriate color and size. Many people can play, maybe 1 child can take the cards themselves and put them in the appropriate places.

2. The presenter fills in large fields with pictures - with errors - the size, color, shape does not match. The child is looking for where the mistake is.

3. Lay out all the cards with pictures on the table (first with one type of lotto, then more pictures). The classification task is to collect and arrange all the gnomes, red, light, bright, dark, one after another on the table; all red (blue, yellow, green) cards; all circles, squares, flags; all are not round, not blue, not big; all the numbers, all the little animals; build a tower of pictures - at the bottom - large pictures, above - medium ones, even higher - small ones.

4. Change of size. Place large pictures on the small gnome, small ones on the middle one, medium ones on the large one.

5. Color change. Place blue cards on the red gnome, gray cards on the black one, and white cards on the yellow one. Collect all the colorful pictures on one field.

6. Change of properties - color, size, shape. Collect on one field all the drawings that are not repeated in color, size, or image.

7. Make a train of trailers - each trailer differs from the previous one in one of the properties (image, color, size).

8. All rearrangements are clearly stated by the child, why you put this particular drawing - a change in properties.

9. Two rows of cells - 6 (or less or more) on each row. On the first row are red, yellow, blue, green, light blue, and gray gnomes. On the second row there are geometric shapes of the same color, but in a different order and one cell is empty. The gnomes were walking and lost their bags, found them and mixed them up. Let's help them take their handbags, their colors. You can only move pieces to an empty cell. The gnomes are waiting for us to help them. First, the figure is placed on an empty square of the desired color, like the top gnome - this is the first pair - how many squares and in which direction did we move it? Then again on an empty cell we place a figure of the corresponding color like the top gnome. Thus, all the gnomes teach their colored bags.

A series of educational board games about your hometown

Municipal preschool educational budgetary institution

“General developmental kindergarten No. 25 “Crane”

Arsenyevsky urban district

Board-printed didactic game

“In the city of Arsenyev there is...”

Author: Elena Pavlovna Vetrova, teacher of Children’s Preschool Institution No. 25 “Crane”

Arsenyev

2018

This game can be used in direct educational activities, during interaction between adults and children in restricted moments, and in independent play activities.

Name of the game:

"Loto "My city - Arsenyev"

Children's age

: 4-6 years.

Game task:

it is necessary to select part pictures for the corresponding urban object.

Didactic tasks

:

Expand children's ideas about the city, its enterprises (Arsenyevsky milk, the Cosmos cinema, the Progress cultural palace, which houses the Veselaya Arena circus studio). Continue to cultivate love for your hometown.

Develop cognitive processes: attention, memory, thinking and speech.

Rules of the game

:

1 child can participate in the 1st version of the game. He must lay out all the subject pictures on game cards;

In the 2nd version of the game, 4 children (according to the number of game cards) and the presenter can participate. The teacher may be the leader at the initial stage. Next, the role of the leader can be played by the child. Each player is dealt a game card (4 game cards in total). At the initial stage, the presenter shows a picture, talks about the place depicted on it, or the children themselves guess the place. When playing again, the children themselves name the place and talk about it. The first player to cover his entire card wins.

Progress of the game, organization of children for the game:

1. Option.

Introduction to the game.

The child is asked to look at object pictures that are placed in one pile. The teacher explains that the “Mixed Up” Wizard came and mixed everything up and that all the pictures need to be put in their places.

Option 2.

Introduction to the game.

The teacher invites the children to get acquainted with the new game (4 children participate, the rest can watch the progress of the game). Children look at game cards (fields). The teacher explains the rules of the game to the children. Participants choose a game card as desired. The teacher-leader shows the pictures one at a time. The child who has this object on the card takes the picture for himself and covers the field of the card with it.

When playing again, the role of the leader can be played by the winner or determined using a counting rhyme.

Game clarification:

In the future, game cards (fields) can be supplemented with new cards with new enterprises, that is, thereby expanding the game.

Materials used:

The pictures used in the game were found freely available on the Internet.

Photo of the game “In the city of Arsenyev there is...”

Municipal preschool educational budgetary institution

“General developmental kindergarten No. 25 “Crane”

Arsenyevsky urban district

Board-printed didactic game

"Memory"

Author: Elena Pavlovna Vetrova, teacher of Children’s Preschool Institution No. 25 “Crane”

Arsenyev

2018

This game can be used during interaction between adults and children in routine moments and in independent play activities.

Name of the game:

"Memory"

Children's age

: 5-7 years.

Game task:

find paired cards and collect as many of them as possible.

Didactic tasks

:

Expand children's ideas about the city and its attractions.

Continue to cultivate love for your hometown.

Develop children's visual memory, attentiveness, perseverance, imaginative and logical thinking.

Obey the rules of the game (keep the queue, etc.).

Rules of the game

:

The number of players is from 2 to 6 participants, depending on the number of cards.

The game is played with two identical decks of cards, with pictures on the front side.

Before the start of the game, all cards are shuffled and laid out in rows with the front side (picture) down. Players take turns opening (turning over) 2 cards. If identical cards are opened, the player takes them for himself and opens the next pair of cards. If the cards do not match, the player puts them in their original place face down and the right to move passes to the next participant. When unpaired cards are returned to their place, all players try to remember where each picture is.

The player with the most cards wins.

Progress of the game, organization of children for the game:

Children are invited to look at object pictures that depict some objects of the urban environment, name them, and talk about them. Next, the teacher invites the children to get acquainted with the new game. The teacher explains the rules of the game to the children. For the first time, the teacher can start the game first. The participant who opens two identical cards takes them for himself. When playing again, the first player is determined by a counting rhyme.

Materials used:

The pictures used in the game were found freely available on the Internet.

Municipal preschool educational budgetary institution

“General developmental kindergarten No. 25 “Crane”

Arsenyevsky urban district

Board-printed didactic game

Adventure game "City route"

Author: Elena Pavlovna Vetrova, teacher of Children’s Preschool Institution No. 25 “Crane”

Arsenyev

2018

This game can be used during interaction between adults and children in routine moments and in independent play activities.

Name of the game:

"Adventure game "City route"

Children's age

: 5-7 years.

Game task:

travel around the city, see all the sights and return back.

Didactic tasks

:

Expand children's ideas about the city and its attractions.

Continue to cultivate love for your hometown.

Develop cognitive processes: attention, thinking and speech.

Practice counting.

Obey the rules of the game (keep the queue, etc.).

Equipment:

a playing field with tracks, a cube for determining the number of moves and chips of different colors.

Rules of the game

:

The game can be played by 2 to 4 players.

You need to put chips on the “Start - “Bus Stop” sign. Players take turns and perform step-by-step actions from start to finish. On his turn, the player rolls the dice and moves his piece forward exactly as many steps as the number of points on the dice. A player's piece can move past steps occupied by other players' pieces or stop on them.

If the chip stops on a red circle, the player skips his move; if the chip stops on a green circle, then he moves along the arrow to another circle.

Progress of the game, organization of children for the game:

Introduction to the game. The teacher offers a new game: “There are many amazing places in our city, let's take a trip around our city by bus (car, bicycle). But on the road, some rules of movement are always followed.” Explains the rules of the game.

To begin, players must choose the color of their game piece and determine who will go first by rolling the dice. Then, one by one, they roll the dice and move the number of moves they roll.

Materials used:

The pictures used in the game were found freely available on the Internet.

Lotto "Seasons"

“Winter” - blue background; numbers - 12 (December) - Hedgehog One and Bunny Two, 1 (January) - Hedgehog One, 2 (February) - Bunny Two; gnomes Belysh, Gele, Sele, Chernysh, Fi - the colors of winter; in the picture, children are playing in the snow, building a snow fort, dressed in winter clothes.

“Spring” - light green background; numbers – 3 (March) – Bat Three, 4 (April) – Mouse Four, 5 (May) – Dog Five; gnomes - Kohle, Ohle, Jelly, Gele, Zele - the colors of spring; in the picture, children are going to plant a tree, a girl is picking flowers; snowman melts; a stream flows; trees bloom; a bird flies to the birdhouse; children are dressed in spring clothes.

“Summer” - light green background; numbers - 6 (June) - Cat Six, 7 (July) - Crocodile Seven, 8 (August) - Monkey Eight; gnomes - Kohle, Ohle, Zele, Gele, Sele - the colors of summer; children swim in the lake, pick flowers; the boy catches fish, the girl catches butterflies.

“Autumn” - orange background; numbers - 9 (September) - Fox Nine, 10 (October) - Hedgehog One and Magnolik, 11 (November) - Hedgehog One and Hedgehog One; gnomes - Kohle, Okhle, Jelly, Serge, Chernysh - autumn colors; in the picture, children hid under an umbrella from the rain and are walking through puddles, a cloud has covered the sun, a hedgehog is carrying mushrooms, birds are flying away, the trees are yellow, orange, leaves are falling, mushrooms are growing.

The playing fields depict the same landscape of the Violet Forest, at different times of the year and with different heroes. In the cut-out pictures, find drawings suitable for each season.

Playing field “Winter” - a winter forest in snow and snowdrifts, a house, Raven Meter, the wizard Invisible All, little pebble Karchik.

Playing field “Spring” - the picture shows the nature of the spring period, the Christmas tree is green, the snow is melting, streams are running, snowdrops are blooming; figures of Baby Geo, Mishik, girls Dolki, Lucha of the Lord, Karchik sitting on the roof of the house.

The “Summer” playing field is a green summer forest, all the trees are in foliage; Golden fruits hang on two of them; daisies and bells have bloomed, butterflies are flying; figurines of Philemon Cotterfield the Cat, Krabych the Crab, Fifa the Caterpillars, Zhuzhi the Bee, Timosha the Whale, Captain the Goose, and three Little Frogs.

Playing field “Autumn” - autumn yellowed forest; Lopushko, Elephants Lyap-Lyap and Lip-Lip, Okolesik, Krutik Po, Spider Yuk, Raven Meter sits on the roof of the house.

Puzzles

The child’s goal is to assemble the picture correctly.

Objectives: - the purpose of the cut pictures is to teach the child to compose a whole from several parts; correlate the images of parts of the drawings with the holistic image of real characters; — in the process of playing with pictures, the child gets acquainted with the world around him, expands his vocabulary, and his speech becomes more active; - develops logical thinking, attention, visual perception, gross and fine motor skills, coordination of movements, creative imagination, perseverance, concentration; - promote the development of the ability to compare, contrast, analyze, generalize, and draw conclusions; — cultivate patience, the desire to independently assemble the picture to the end.

Instructions: It is proposed to assemble one whole image from a set of pictures. The child must tell who is depicted and what he knows about the drawn characters. Give the children all the pictures from all the puzzles - a task for classification, analysis, generalization - sort into groups.

Colorful gnomes

Digitized animals

Wizards.

Flying

Floating

Residents of the Violet Forest

"Who lives where?"

Children's age - from 2-3 years - easy tasks with 2-3 conditions, 4-7 years - more complex tasks.

Game objectives:

- development of verbal-logical thinking - abstract thinking, during which the child acts not with things and their images, but with concepts about them, formalized in words or signs, with the help of which the relationship of a certain type of object to another type of object is established; - with the help of verbal-logical thinking, you can develop the ability to reason and draw conclusions from these judgments; — develop the ability to compare several judgments; to form and improve the ability to draw conclusions, plan solutions to problems, analyze the conditions of problems; - develop children's attention, memory, logical thinking, observation, and concentration. Materials and equipment: figurines of heroes of the Violet Forest; details of the games “Lanterns”, “Miracle Cross-1”, “Miracle-Tic-2”, “Miracle-Tic-3”, “Miracle-Honeycomb”.

Preliminary work: children’s games with educational games, drawing up various models, according to a sample, according to a description, according to one’s own plan; discussion of what details each model of an object consists of, what this or that image of an object may be; what different houses can be like, what they can be built from, who can live in it (Blooper Elephant or Fifa Caterpillar) and why.

Game situation:

The inhabitants of the Violet Forest got tired of living in their houses and decided to change houses. So they changed several times and were completely confused about whose house was where. - Guys, let's help our friends return to their home.

Option 1. Take any 2 heroes (for example, Baby Geo and Meter Raven) and any 2 simple geometric shapes from the game “Lanterns” - houses made of a square and a triangle - red and blue. The teacher asks the children: - Baby Geo lives in a blue house. Where does Raven live? (in the red house); - small and large houses. Does the baby live in a big house where Raven lives? (in a small house); - houses built from parts of any game - “miracle puzzles” - houses are the same in shape (square, rectangle, triangle, circle, oval) and size (large or small), but have different roofs and windows. Choice of two options - roof - small or large, semicircular or triangular, windows - two different options from “Miracle Honeycomb”, “Miracle Crosses 1, 2, 3”.

Various options for tasks using geometric shapes of different sizes, colors, finishes (windows, roofs).

Option 2.

Take 3 heroes (Zhuzha the Bee, Mishik, Fifa the Caterpillar) and 3 different houses. For houses, different geometric shapes are chosen, different in shape and size: there should be 2 different shapes and 2 sizes - a large square, a small square, a large triangle.

Condition: Mishik lives in a big house, Zhuzha lives in a triangle. Where does anyone live? Reflections: Mishik lives in a big house - which means it could be either a big square or a big triangle. But, since Zhuzha lives in a triangle, Mishik can only live in a large square. There is a small square left for Fifa.

Conditions may include negation - not square, not big.

The houses are the same. Zhuzha does not live in a square - that is, in a triangle. Fifa does not live in a big house - that is, in a small square. Mishik lives in a large square.

Option 3.

3 houses are taken: 1st and 2nd - identical in shape, 3rd - different in shape; or 2nd and 3rd - identical in decoration (roof, windows, door, chimney on the roof), 1st - different from them in finishing of the house.

Condition. The 1st house is a square with a single window, the 2nd house is a square with a double window, the 3rd is a rectangle with a single window. Mishik lives in a square house; Zhuzha lives in a square house; Zhuzha lives in a house with a double window.

Answer. Mishik is in the 1st house, Zhuzha is in the 2nd, Fifa is in the 3rd house. Drawings – different versions of 3 houses

Option 4.

4 heroes and 4 houses for them are considered. House options are made up of game details.

Timing game plan

All elements of the educational process in kindergarten must be strictly timed. Only in this case there will be no violations of discipline, and all new information will be perceived as efficiently as possible. The game plan consists of 3 important stages:

  1. Introduction – 1–2 minutes. The teacher explains or reminds the rules of the game and distributes the necessary materials. If they are already prepared on the tables, then the purpose of each is explained.
  2. The game itself takes 3–7 minutes. The teacher helps and guides the children’s actions if necessary.
  3. Summing up – 1–2 minutes. At this stage, it is important to praise each participant, regardless of the success of the results of his game.

Even the lotto game is played under the supervision of an adult

An example of the timing of the game “Where can I buy this?”

When studying the topic “Shopping,” the teacher explains to the kids in which departments of the store this or that product is sold. The purpose of this game is to consolidate children’s knowledge about various products and departments of stores (grocery, hardware, etc.), develop the ability to navigate the environment, and cultivate a desire to help adults.

  1. Explanation of the rules: children discuss where mothers buy certain products, then the adult hands out small pictures of the products, and hangs a large poster on the wall depicting various departments of the store (2 minutes).
  2. Children arrange the pictures into the appropriate sections, explaining their choice (2 minutes).
  3. Summing up (3 minutes).

Game “Where can I buy this?” develops the preschooler’s ability to navigate the world around him

"Permutations"

Children's age - from 3-4 years - easy tasks on 3-4 cells of the "Carpet Chest", 4-7 years - tasks on 4-10 cells of the "Carpet Chest".

Objectives of the game: - to develop and improve the ability to examine the conditions of problems, the ability to plan solutions to problems, the ability to consciously solve problems to the end; - develop attention, memory, thinking, observation, concentration, visual perception; - develop the ability to navigate on a plane - left, right, up, down, up right - Peacock, down right - Pony, up left - Lion, down left - Doe; - develop counting skills - the number of steps in cells, subtract a smaller number from a larger number.

Materials and equipment: “Carpet Box”, cards of numbers of any variant (animal figures, numbers from the game “Transparent Number”, “Dominoes”, a set of numbers on a carpet).

Progress of the game.

Option 1. For children of senior preschool and primary school age. On the “Carpet Casket” in the first row, in each cell on top there are numbers from 1 to 10 in order. One of the numbers is missing - 1, 2, 3, 4, 5, 6, ..., 8, 9, 10. (no 7).

On the second row, the numbers from 1 to 10 are arranged in random order. No number is the same as in the first row. 2, 5, 6, 1, 3, …., 10, 4, 8,9. (no 7).

Task: rearrange the numbers in the second row so that they are the same as in the first, in ascending order.

Condition: you can only put a number in an empty space.

Game situation: identical numbers (little animals) walked in pairs along the paths of Kovrovaya Polyana, but one of them wanted to have fun and ran away from his friend, and then got lost. Let's guys help him find and catch up with his friend.

Questions for children:

— neighbors of numbers in the first row; who is behind what number; who is in front of some number; who stands between two numbers; who comes after a certain number; who is fifth (any) from the end. - who is in first place in the second row; who is 2nd, 3rd, 4th, etc; who stands before 5, after 4, behind 7, between 4-6, etc. - what is the number to the right above 6 on the second row; bottom left of 5 in the first row; any question on orientation - Lion, Peacock, Pony, Doe; — what number is missing in the first row? – 7; - Which seat is empty in the second row? – 6th cell; — where is the number that needs to be put here? – number 6 is in cell 3; — what number can we put in its place? – 6; - how to do it? – move 6 by 3 cells to the right; - how to check if we did it right? – 6-3=3 steps to the right; — what next number can we put in its place? Which cell is empty? – put the number 3 on the 3rd cell; - Where is the number 3 now? – on cell 5; — how should we move it? - left 2 cells; - how to check? – 5-3=2 steps to the left; - which cell is empty and what number can we put there? – in cell 5 you can put the number 5; — where is 5 now? How can I move it to its place? – the number 5 is in the second cell, move it 3 cells to the right; - how to check? – 5-2=3 steps to the right; - what will we do next? – empty 2nd cell, put the number 2 in it, now it is in 1st cell, move it 1 step to the right, check 2-1 = 1 step to the right; - what do we do next? – empty cell 1, number 1 is in cell 4, it must be moved 3 steps to the left, check 4-1 = 3 steps to the left; - the following actions? – empty cell 4, number 4 is in cell 8, it must be moved 4 steps to the left, check 8-4 = 4 steps to the left; - what's next? – empty cell 8, number 8 is in cell 9, you need to move it 1 step to the left, check 9-8 = 1 step to the left; - further? – empty cell 9, number 9 is in cell 10, you need to move it 1 step to the right, check 10-9 = 1 step to the right; - and what is the last number out of place? – number 10, it is in the seventh cell, you need to move it to the right 3 steps, check 10-7 = 3 steps to the right; - now all the numbers are in their places, are they the same in the first and second rows? - Yes; — what number is missing in both rows? - 7.

Option 2. Starting from 3 years.

On the “Carpet Casket” in three cells on the first row there are any two figures (there can be: images of geometric shapes, objects, letters, numbers, people, heroes of the “Purple Forest”, animals, transport - on any topic currently being studied in group).

In the second row, below them, in three cells, these same two figures are located in a different order (for example, in the 1st row - a square, an empty cell, a circle; in the 2nd row - an empty cell, a circle, a square).

Task: rearrange the figures in the second row so that they are in the same order as in the first row.

Condition: you can only place a piece on an empty space.

Children can rearrange the figures themselves on the “Carpet Casket” one by one; The teacher encourages the children to pronounce the necessary actions: which cell is free, what needs to be placed there, where the desired figure is, how the figure can be placed - how many cells to the right or left it needs to be moved.

For children who successfully complete different versions of tasks and exercises, a larger number of cells are used in the game - 4, 5, 6 and up to 10.

The whole group of children on their “Mini-Larchiks” does the same work as on the “Kovrograph Chest”. You can first ask the children to rearrange the figures on their mats themselves. Then check how it turned out on the Carpet, each time the child must pronounce his actions - which cell is empty, which figure needs to be put there, where this figure is, how to move it to the empty cell.

Options for solving problems may be different for each child, depending on the arrangement of the figures. When children cope with easy tasks on 3 cells, we increase the number of cells from 4 to 10.

7. Printed board games

  • Cheerful pencil
  • Magic wands
  • Tic Tac Toe
  • Sea battle (1st option)
  • Sea battle (2nd option)
  • Board games are a special category of games that, unlike others, require from participants not only attention, logical thinking, reaction speed and observation, but also certain skills in using a pencil or pen. The game forces the child to think first and only then draw certain objects on a sheet of paper, since it will be difficult to erase the drawing later.

    Printed board games are quite complex, so children can only learn to play them from the age of 5-6. But, despite this, they are very interesting and are always perceived by children with pleasure.

    Purpose of the game:

    develop attention, observation, memory, the ability to quickly find changes and missing elements in a subject.

    Equipment:

    sheets of blank paper, preferably checkered, red and blue pencils for each participant in the game.

    Age

    : 5–6 years.

    Progress of the game:

    children sit at tables in pairs, receive sheets of blank paper and carefully listen to the rules of the game, which consist in the need to give instructions to a partner about drawing a particular line (for example, lead to the right, and now – up).

    After this, each person is left with a certain broken line drawn in red pencil on the sheet. Now the participant who gave commands to his partner takes a blue pencil himself and begins to repeat the existing drawing on his sheet of paper. A special rule is that the length of the lines from which the polyline is constructed should be approximately the same.

    The next stage is that the participants who played in pairs change roles, and now the other child gives instructions that must be followed. At the same time, children not only repeat concepts such as “up”, “down”, “right”, “left”, but also learn to repeat the drawing on another sheet on their own, which requires certain attention and the ability to navigate on a plane.

    Purpose of the game:

    teach children to group objects according to their properties and belonging to one category or another, improve the ability to generalize, develop memory, attention, and logical thinking.

    Equipment:

    10-15 counting sticks, a pencil, an eraser and a piece of white paper.

    Age

    : 5–6 years.

    Progress of the game:

    The teacher offers the children the following task: they need to fold the prepared sticks into a certain shape, for example a triangle or a rectangle. He then asks how many sticks it took.

    When the guys answer the question, you should invite them to draw the same figure on a piece of paper, and it should be about the same size. If it is still difficult for the children to complete such a task, then a ruler can come to the rescue, which they usually already know how to use.

    You can also offer to assemble a square from counting sticks, ask the children to name its distinctive features and show how they can turn it into 2 triangles using only one stick.

    When the children complete this task, it is necessary to ensure that they correctly transfer these figures onto pieces of paper using a pencil. During the lesson, special attention should be paid to the rules of using a pencil and an eraser, and show how to use a ruler correctly so that the lines are straight.

    Purpose of the game:

    develop attention, memory, the ability to focus on a certain subject for quite a long time, teach children to distinguish concepts such as “diagonally”, “vertically”, “horizontally”, and systematize previously acquired knowledge.

    Equipment:

    sheets of paper for each participant, pencils or pens.

    Age

    : 6–7 years.

    Progress of the game:

    The leader invites the children to learn how to play a very interesting game and begins to explain the rules, which are that it is necessary to line up a series of crosses or toes diagonally, vertically or horizontally.

    But first you should explain the meaning of these words, since not all children may be familiar with them.

    At the next stage, the teacher shows how to draw the playing field so that it consists of 9 squares. Only then can we begin to explain the game itself. To do this, it is advisable to divide the group of children into 2 teams, one of which will be a “toe” and the other will be a “cross”.

    Then the leader shows how the crosses or toes can be placed on the playing field, and which combination turns out to be winning.

    It is better to do this on the board so that the children can see everything clearly.

    When the children have mastered the rules of the game well, you can play as a whole group several times and only after that invite the children to play independently in pairs. But during a single-player game, the teacher must constantly monitor everyone and help if necessary.

    In the summer, if the children have crayons and smooth asphalt on the playground, the game can be organized on the street.

    Purpose of the game:

    develop memory, attention, observation, quick thinking, the ability to find small changes that have occurred in objects, develop children’s speech, activate children’s vocabulary and teach the correct construction of sentences.

    Equipment:

    blank sheets of checkered paper with playing fields drawn, pens or pencils, a large sample of the playing field attached to a magnetic board.

    Age

    : 6–7 years.

    Progress of the game:

    The teacher invites the children to divide into small groups of 4–5 people. He gives each of them a piece of paper with playing fields 10 x 10 cm drawn on them, consisting of 100 cells.

    Then the leader explains what the numbers from 1 to 10, located vertically to the left or right of the playing field, are for, as well as the role of the letters written on top of each cell from A to K.

    Only now the children begin, with the help of the teacher, to place the ships on the field in such a way that they do not touch each other. There should be: single-deck - 4 pieces, double-deck - 3, three-deck - 2 and four-deck - 1.

    The ships can be positioned however you like, the main thing is that they are within the boundaries of the field.

    Now you can start the game, which involves two participants or two teams. The rules of the game are to determine the location of the ships as quickly as possible and hit them with a projectile that flies strictly along the specified route, for example A-5 or B-10.

    If a player hits a ship, but there are still entire decks left, then the other player replies that the ship is wounded. When all the decks are hit, the ship is considered dead.

    If the player hits, then he has the right to one more move, but if he missed, then he passes the move to the enemy. The winner of the game is the participant who can “sink” all the ships before the enemy.

    Purpose of the game:

    develop memory, attention, observation, quick thinking, the ability to find small changes that have occurred in objects. develop children’s speech, activate children’s vocabulary and teach them how to construct sentences correctly.

    Equipment:

    blank sheets of checkered paper, blue and red pens.

    Age

    : 6–7 years.

    Progress of the game:

    The teacher invites the children to divide into groups of 2–4 people.

    After this, you should take pieces of paper and fold them in half so that the corners coincide with each other. You should unfold the sheet and randomly place 10 small ships in the form of boats (about 1 cm in length) on each half.

    One side will be your field, and the other will be the enemy’s field.

    Now you can start the attack. To do this, the child must place the mine (draw a small circle and color it well) so that it is located exactly opposite one of the enemy ships.

    Then the piece of paper is rolled up again and the same child tries to draw a mine on the reverse side so that a trace of the paste remains on the opponent’s field.

    If this trace is superimposed on one of the ships, then it is considered lost and is crossed out. This means that the baby gets the right to take a second turn.

    But if the mine does not hit the ship, then the turn goes to the opponent.

    There are special rules of the game, which are that you cannot draw a mine on your ship. If this happens, he is considered killed.

    The player who is the first to identify all enemy ships wins the game.

    Table of contents

Didactic games on traffic rules

Goal: — consolidation of children’s knowledge about various types of transport (passenger, cargo, passenger); traffic signs;

Objectives: Educational: 1. To form children’s ideas about various types of transport. 2. Consolidate knowledge about sensory standards of color. 3. Practice distinguishing objects by shape and size. 4. Familiarize children with a graphic representation of the letters of the alphabet. 5. Expansion of vocabulary. 6. Preparing the child for reading; learn letters, learn to read syllables; remember the sequence of letters of the alphabet; 7. Remember the emblems and names of cars. 8. Consolidate knowledge about traffic signs.

Developmental: 1. Develop concentration. 2. Develop visual and figurative thinking. 3. Develop the ability to combine objects based on certain characteristics (classification).

Educational: 1. Stimulate children’s ability to negotiate with each other about upcoming joint activities 2. Cultivate interest in the rules of behavior on the road.

Goals and objectives of board and printed games

A type of primary activity of preschool children, aimed at an analytical approach to solving a game situation, presented in the form of a visual aid, is called a printed board game.

Such games include:

  • mosaics;
  • didactic games in pictures (for example, a set of objects for the game “The Third Wheel”);
  • folding cubes (in which the overall image is folded by turning over the faces of each cube);
  • puzzles;
  • lotto;
  • domino;
  • checkers, etc.

Board and printed games are an important part of the subject-development environment in kindergarten

The goals of introducing board-printed games into the educational process are:

  • consolidation or development of acquired knowledge;
  • development of thinking processes, attention, memory, imagination and speech;
  • training in perseverance, discipline and the ability to finish a job;
  • fostering compliance, a tolerant attitude towards partners, and the ability to cooperate.

To achieve these goals, it is necessary to systematically solve the following tasks:

  • consolidate knowledge about objects, their purpose, species differences;
  • teach preschoolers to generalize objects according to essential features and identify relationships between them, as well as to compose parts into a whole;
  • identify children’s interests (for example, compiling collective pictures from mosaic parts, putting together puzzles on a particular topic, etc.);
  • develop the ability to play in small groups (children play in pairs, in threes, but if there are many participants in the group, it becomes difficult for them to decide on their role in the team - showdowns and quarrels begin);
  • develop the skill of choosing play partners (by temperament, mood, etc., and not just by appearance);
  • methodically competently build a system of interaction between children (the teacher plays the role of guiding the game process, but not the leader);
  • encourage children's independence.

This is interesting. Scientists have proven that the structure of the human brain in childhood makes it possible not to forget anything, but to put it away in a kind of “portfolio.” Over time, all lost situations will be consolidated, assimilated and become a habit of the baby’s behavior.

“Find your car your garage”

Material: 14 garages - 7 primary colors, each color has its own car brand; Silhouettes of cars of different colors and the emblem of the car brand.

Methodical manual:

Game task: Find each vehicle its own garage.

Rules of the game: The child takes the car, you need to name the make of the car and determine its color, and then choose the appropriate garage.

Progress of the game:

Educator: Option one Look what happened, all the cars got lost. Help the cars quickly and take them to the right garage. Educator: Option two These are not simple garages, but colorful ones. Take the car of the desired color and take it to the desired garage. (children select a car according to the color of the garage) Educator: Option three And so, look carefully. How are the garages different here? Large and small garage The answer, of course, is yours. Choose the right size car, and take it to the right garage. (children select a car according to the size of the garage) Educator: Option four Kid, now look at the garages here are so different. Each one has its own car, look at the picture and boldly move forward! (children select the car according to its shape). It should be noted that the bright silhouettes of cars attract the attention of children. They happily send the cars to the garage, naming them, identifying the car make and color. Both the playing cards and the silhouettes of the cars are quite practical and durable, which allows the teacher not to worry about the safety of the kids and the breakdown of the game. The game can be used for group activities with children. But the game is especially good for individual lessons with children.

Table: features of choosing games for children of different ages

Age/groupFeatures of developmentGamesExamplesTimeNotes
2–2.5 (first minor)Games must have plot pictures
  • cubes;
  • puzzles;
  • color pictures;
  • mosaic;
  • didactic games.
  • "Third wheel";
  • “Guess the tree” (compare and identify differences between two/three objects);
  • “Who eats what” (describe the vegetables/fruits shown in the picture), etc.
Up to 5 minutesIf the regime allows (there is time before bed or before meals), then it would be good to change this activity to a more active one
3–4 (second youngest)Interest in games in pairs
  • folding cubes;
  • mosaic;
  • puzzles;
  • colorful dominoes;
  • geometric lotto.
  • “Whose children?” (consolidate knowledge about domestic animals and their babies);
  • “Fold a square”;
  • “Gardener” (the presenter selects a gardener who looks at the picture and, without naming it, describes the vegetable/fruit).
7 minutesThe work is aimed at speech development
4–5 years (average)Work in small groups (3–4 people)
  • didactic games with pictures;
  • cubes;
  • puzzles;
  • lotto (with pictures);
  • dominoes (with pictures);
  • checkers;
  • Adventure games.
  • "The fourth wheel";
  • “Fold the pattern”;
  • “Let's help the doll” (consolidate knowledge about objects and their purpose);
  • “Where can I buy this?” (children put pictures of products on large cards with stores).
7–8 minutes
5–6 years old (older)Conscious participation in team games
  • didactic games (for example, paired pictures);
  • cubes;
  • lotto;
  • dominoes (with pictures and numbers);
  • checkers;
  • Adventure games.
  • “Which tree is the leaf from” (children take a card with a picture of a leaf and determine which tree it came from);
  • “Flies, floats, rides” (consolidate knowledge about types of transport: land, air, water).
10 minutesCombining physical activity of an adult and a child
6–7 years (preparatory)Intolerance towards adult help
  • didactic games;
  • lotto (with pictures, numbers and letters);
  • domino (classic);
  • checkers;
  • adventure games;
  • chess (if the program includes this sport).
  • “Topsy-turvy” (selection of opposite concepts, for example, the presenter posts a picture of autumn - children describe spring, etc.);
  • “Who needs what for work?” (consolidate knowledge about tools, cultivate interest in the work of adults).
10–12 minutesChildren learn to comment on their actions with high independence in completing tasks

The didactic game “Fold the Square” fosters patience and perseverance in children

"Automotive ABC"

The alphabet will quietly and naturally enter the life of every child who begins to get acquainted with written language. Interest is the main principle underlying this board game. After all, nowadays it’s very difficult to surprise children with anything! With the help of games, you can help your child prepare for school or make his first steps at school easy, consolidating the acquired knowledge at home, in play, and develop imagination and resourcefulness. “From recognition to action” - this is how one can designate the entire spectrum of a child’s actions with gaming material. To avoid many school difficulties, it is necessary to teach the child to hear, recognize and distinguish the sounds of his native language as early as possible.

Material: - 4 playing tracks with letters; - cardboard cards of letters and car emblems. - chips and dice.

Goals of the game: - To familiarize children with the graphic representation of the letters of the alphabet. — Expansion of vocabulary. — Preparing a child for reading. - Learn letters, learn to read syllables; — Remember the sequence of letters of the alphabet; — Remember the emblems and names of cars. — Development of coherent speech, memory and attention, imagination and resourcefulness.

Rules of the game:

First option: We study the letters and emblems of cars. Before starting, children, together with the teacher (parents), get acquainted with the basic rules, examine the playing paths and study them. Then, next to the field, you should lay out the playing cards with the pictures facing up (the letter and emblem of the car brand). From the proposed cards, select a card with a letter and place it on the playing track, corresponding to the letter (or emblem).

Second option: The participant rolls the dice, counting down the required move, places his chip (or car) on the selected letter, then selects a suitable card with the emblem of the car brand or letter. If the child answers incorrectly, he misses his turn. The first one to complete the entire route wins. Having placed the cars at the start, the opponents alternately roll two dice (one regular, the other in the color of the traffic light), and, depending on the traffic light readings, move along the road. A green light, according to tradition, allows movement, a yellow light instructs to re-roll the die, and a red light means skipping a move.

Third option: Find a couple. From the cards offered, you need to choose a pair. To help children, cards with the letter and car emblem are the same. For example: N – Nissan, O – Opel, A – Audi.

Fourth option: Make up a word. You can make words in different ways: • From letters alone; — (DREAM) • From car emblems alone; - (Suzuki, Opel, Nissan) • Mixed - (at the top of the letter, at the bottom of the car brand)

Board games for children 3-4 years old (middle group)

From the age of 3, a child already actively communicates with peers around him and is able to study and discover something together with them. At this stage, board games for children 3-4 years old can acquire new rules, and the teacher acts as an arbiter on the “field”. The joint activity is designed to develop a sense of justice - kids learn to rejoice not only in personal victory, but also in the success of their peers. The girl will be happy to enthusiastically play dress-up games, be it paper heroines with various homemade outfits or three-dimensional dolls. Dress up games can be fun not only for the sake of variety of leisure time, but also for the sake of understanding the principle and algorithm of putting on clothes. The boy will cope well with not the most complex construction set.

Those board games for children 3-4 years old that were successfully accepted by children in the younger group of kindergarten may be a little more complicated for the middle group. For example, the task set for the child will not just name the object in the picture, but give it a versatile characteristic (color, features, purpose). Develop children's speech by asking them to answer questions in detail, use facial expressions, and pronounce individual sounds.

“My House” Children are offered separate parts of a house (door, windows, chimney, staircase) or room (sofa, chandelier, painting, refrigerator), which must be assembled into one structure. At the same time, each added detail must be voiced and reasoned. A 4-year-old child can make an arrangement using his own apartment as an example.
“Loto” Children are given cards with different images. From the common box, the teacher (or one of the children) takes out one chip at a time and names what is depicted on it. Kids should carefully study the cards for consistency. Whoever fills out their card correctly the fastest wins.
“Cubes” It is necessary to make pictures by matching all sides of the existing cubes. These are complicated puzzles.

"Road Alphabet"

Instructions: - cover all fields of the large map with the corresponding pictures with traffic signs; - name the letter of the large field and what the corresponding traffic sign means; - a game for orientation on a plane: which letter (sign) is on the 1st row in the 3rd cell, on the 5th row in the 5th cell, under the letter B, above the letter O, to the right of the letter L, between P and S, and so on; - game “Fly” - the car was driving through the city - from the gas station it went to residential buildings - how? 2 cells to the right and 1 cell down; Then she drove along the Circular Traffic to the parking lot - how? 1 cell down and 1 cell to the left, down 1 cell; - what signs are drawn in red - why? – prohibiting. What signs are drawn in blue - why? – informational. Find round, triangular, rectangular, square signs and tell where they are located; — which letters are drawn in red, which ones in blue, which ones in green? Where are they located; — a walking game: start on the letter A, roll the dice one by one, walk around and name the letter and the sign on which the chip (small car) lands. Agree in which direction we will walk in the lower rows (like a snake - in a zigzag or always starting from the first cell on the left). If you hit a red letter, you must skip a move. Whoever does not know the name of the sign or the letter either misses a move or returns back to the previous cell.

"Car ABC" and "Learning the Alphabet"

Instructions: - lay out all the cards with pictures of cars on a large playing field, naming the letters and make of the car; - what color are the letters, what color are the cars; where are they located? — find similar cars by shape; - in the "Automotive ABC" - orientation on the plane - where they are located - under..., above..., between..., left-right,; game "Fly" - moving down-up-right-left by a certain number of cells; - in “Learning the alphabet” - orientation on the plane - where they are located in relation to other pictures;

"Emblems and car brands"

Material: a large field on which emblems and names of cars are depicted in English and Russian.

Instructions: - place small cards with car emblems on a large field in the appropriate place; Name the make of the car, if possible - describe what it looks like (circle, oval, with letters, with arrows, etc.); - walking game: throw the dice and walk from a certain cell by agreement from row to row, name the make of the car; — tasks for orientation on a plane: where they are located, below-upper-right-left, under, above, between, left, right of a specific model; - describe what color the emblem is and what is depicted on it; - find from memory car models from the games “Car ABC” and “Learn the Alphabet” and combine them with emblems.

Card index of board-printed games in kindergarten

The card index of ready-made games is grouped according to the age of the children, which is reflected both in the tasks being solved and in the content of the game.

First junior group

For this category of kids, it is appropriate to use materials that involve putting together whole pictures from individual pieces, usually an even number (from 4 to 6). In addition, you need to use mosaics that develop fine motor skills. This type of game involves folding pictures based on a pattern.

Mosaic “Fold the picture” develops fine motor skills of children

Another important nuance regarding the method of playing the game: at first, the kids complete the task themselves with the help of an adult, then without an assistant. The last, most difficult stage of the work can be folding pictures at speed, but without a competitive moment. Paired or group games are not introduced in classes; each participant must have their own set of materials to avoid the possibility of quarrels.

“Who hid in the cubes?”

  • introduce children to the main representatives of domestic and wild animals; develop the skill of combining elements into a single plot;
  • increase cognitive motivation.

Instructions:

  1. “Guys, here is a picture of an animal, but it has split into 4 parts. Consider them." Note: if this is not the first time that children have performed such a task, then you can ask them to name those parts of the body that are on the faces of the cube.
  2. “Now try to fold the little animal. To do this, find a cube with a head on it and place the rest on it.”
  3. Together with the children we name the resulting animal.

Mosaic, geometric shapes

  • consolidate knowledge of basic geometric shapes (square, circle, triangle, oval);
  • help kids learn to correlate a verbal image with an image;
  • develop attention and memory;
  • cultivate persistence in work.

Instructions:

  1. Children receive a set of geometric shapes and a base (cardboard or wood or plastic) with indentations. “Guys, name the shapes corresponding to each indentation.”
  2. “Now find among your figures those that fit the shape on the base.”

In the first junior group, children do not play together, but side by side

Second junior group

In addition to the methodological subtleties characteristic of the first junior group, an element of team play is added.

Dominoes "Animals"

  • consolidate children's knowledge about domestic or wild animals;
  • teach to correlate the visual and auditory images of a word;
  • develop attention, speech;
  • develop the ability to work in a team.

Instructions:

  1. Each kid gets 4-5 dominoes.
  2. The teacher places the first bone.
  3. The kids take turns putting matching pictures of animals.

At this stage, you can assign tasks to complete in pairs.

In the second younger group, you can gradually introduce elements of work in pairs

“The Third Wheel” (theme “Dishes”)

  • teach children to separate an extra element from those united by some characteristic;
  • develop logical thinking;
  • cultivate patience.

Instructions:

  1. Children receive 3 pictures.
  2. “Guys, look at the pictures, name the objects.”
  3. “Which element and why is extra?”

Middle group

When working with this age group, the emphasis is on speech development.

Therefore, all games involve detailed commentary along the way.

"What season?"

  • consolidate children’s knowledge about the seasons and their defining features;
  • develop speech and logical thinking.

Instructions:

  1. The teacher gives the children 2-3 pictures depicting characteristic signs of a particular time of year (for example, children are making a snowman, trees in the snow, a janitor clearing paths).
  2. “Guys, don’t show your pictures to anyone. We will guess what is depicted on them.” Turning to the child, he asks him to describe what is drawn on the first card.
  3. Whoever guessed correctly names the time of year.
  4. The one who made the guess shows the picture to make sure that the season is guessed correctly.

Game "What time of year?" develops logical thinking and speech abilities of the child

"Paired pictures"

  • train to find similarities and differences between two pictures, learn to select the same ones;
  • develop the ability to follow the rules of the game.

Instructions:

  1. The teacher takes 2 pictures that depict the same objects. He asks what it is and also gives additional information (they are the same).
  2. Then the teacher hands out 6 cards to the children and asks them to find pairs.

The game “Paired Pictures” develops the ability to combine objects based on certain characteristics

To make it more difficult, you can arrange the pictures in a column, give the kids a set of 3-4 cards and ask them to find pairs for their children in a common column.

Senior group

A distinctive feature of working with children of this age is that children need to be taught to compare objects according to a unifying characteristic.

"Numbers"

  • teach ordinal counting from 1 to 10;
  • learn to compare the number with the number of objects in the picture;
  • train voluntary attention, cultivate patience.

Instructions:

  1. Children receive 2-3 central blocks with images of numbers and 10 figured cards with images of objects ranging from 1 to 10.
  2. Kids must connect the central block with matching shapes to make a solid circle.

The game “Numbers” trains counting skills and voluntary attention

Preparatory group

“What does the doctor need?”

  • generalize children’s knowledge about professions and expand knowledge about the purpose of certain work-related items;
  • develop fine motor skills, speech, and the ability to logically construct statements.

Instructions:

  1. There are cut-out pictures (for example, tools) on the table.
  2. Children collect entire episodes.
  3. Explain the purpose of the images obtained.

“When does this happen?”

  • consolidate children’s ideas about the times of day;
  • cultivate patience and attention.

Instructions:

  1. The child receives a set of pictures depicting scenes related to different times of the day.
  2. Children take turns saying what time it is and describing their picture (for example, “This is morning because we are doing exercises”).

Game "When does this happen?" reinforces preschoolers’ ideas about the times of day

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