Do-it-yourself construction and repairs

Plot-based role-playing games in the preparatory journey. Role-playing game “Underwater Journey. drawing Pull - pushing

Summary of the role-playing game

« Journey into the forest »

Akimova Margarita Anatolyevna

Teacher of the highest qualification category

MADOU No. 77 “Teremok”

Naberezhnye Chelny

Age group : average

Tasks:

    Educational:

develop interest in the general concept of the game plot, the ability to act in a coordinated manner;

develop and enrich play actions with toys based on the enrichment of individual play actions;

formcommunication skills in “game collusion”, distribution of roles and role-playing dialogues.

    Educational:

nurturing friendly relationships between children, interest in a common plan and coordination of actions.

    Educational:

teach game interactions in a subgroup game, the ability to build a plot of 3 - 4 meaningful episodes.

Expected result :

    Expanding children's understanding of the variety of ways to use toys, substitute objects and play activities.

    Formation of skills for independent organization of the game, distribution of roles, creative development of the plot of the game.

    The ability of pupils to play in an organized manner in small groups, to join in and leave the game.

Activities : gaming, theatrical, musical.

Individual work : to help children discover their abilities - Sasha, Milana.

Preliminary work : conversations about the professions of a doctor, nurse, pharmacist, driver; excursion to the medical office; viewing illustrations; viewing slides. Reading fiction: V. Mayakovsky “Who to be?”, D. Rodari “What do crafts smell like”, S. Mikhalkov “What do you have?”, K. Chukovsky “Aibolit”, Z. Alexandrova “My Bear”, A. Krylov “The rooster got sick with tonsillitis.”

Equipment:

Toys - animals;

Tree models;

Attributes for the games: veterinary hospital, pharmacy;

3 white coats, 3 hats;

Steering wheel;

A surprise moment (a basket of apples), “Chokopai” mushrooms;

A tape recorder with recordings of the song “Merry Travellers”, fun music for physical education;

Sound writing;

Dove (origami);

Room interior;

Construction material;

money (paper).

Progress:

A carrier pigeon flies into the group accompanied by music and brings the children a sound letter from the forest inhabitants (the phonogram of the letter sounds).

V.- Children, do you want to help the forest animals? (children's answers).

V. - How can you get to the forest? (children's answers).

The teacher guides the children to choose a vehicle (there are many of us, so it is best to go by bus).

Children independently choose a driver from among the boys (counting table).

The driver offers to take a seat on the bus.

The teacher reads a poem:

I'm swinging and flying at full speed

I am the driver myself, I am the engine myself!

I press the pedal

And the bus rushes into the distance.

V.- And so we went (the song “Merry Travelers” sounds).

V.- So we arrived in the forest. The driver invites everyone to get out.

Under model trees, children see animals, pay attention to a squirrel, it looks out of a hollow.

Squirrel - I, a squirrel, live in the forest and I gnaw nuts, but there are no supplies left, I hid them in the forest. But I can’t find them.

V.- Children, let’s help the squirrel find supplies and arrange a “Forest Canteen” for the animals.

D/i “Edible - not edible.”

Children walk around the group, find mushrooms, berries, and nuts.

They set a table for the animals in the clearing.

Squirrel thanks the children and treats them to “Chokopai” mushrooms (photo for memory).

The teacher draws the children's attention to a bunny crying under a bush.

Bunny - The fox kicked me out of the house and now I have nowhere to live.

Q. - How can we help him? (children's answers).

V.- Let's build a house for the fox. What can it be built from? (children's answers).

Children build a house for the fox from a large builder and furnish it with home decorations.

V.- Let's tell the fox: - fox come out and look at the house.

The teacher turns on the music, the fox comes out and dances with the children (physical education).

V.- Children, at the edge of the forest, I saw the “Veterinary Hospital”, let’s take the bear there.

Children go to the clinic, animals are sitting in line there, the teacher invites the children to take any animal so that they are not afraid to go to the doctor (the teacher takes on the role of the doctor). The doctor examines them, listens to complaints, prescribes treatment. A nurse is chosen according to a counting rhyme (girls). The nurse writes a prescription for medications. With prescriptions, children go to the “Forest Pharmacy” and buy the necessary medicines there.

They return to the forest clearing and treat forest animals.

Q - Now all the animals are healthy again and they want to thank you for your help.

The hedgehog gives the children a basket of apples. The children thank them.

V. - And now it’s time for us to say goodbye to the forest animals and return to kindergarten. The driver offers to take a seat on the bus.

The teacher analyzes the game: Where were we? Who did you meet? Who did you help? What did you like most? Children get off the bus and wash their hands. The teacher distributes treats.

List of used literature:

1 . Program FROM BIRTH TO SCHOOL. Basic general education program for preschool education / Ed. N. E. Veraksy, T. S. Komarova, M. A. Vasilyeva. - M.: MOSAIC-SYNTHESIS, 2010.

2. Role-playing games for older preschoolers: a practical guide / N. A. Vinogradova, N. V. Pozdnyakova. - 3rd ed. - M.: Iris-press, 2009. - 128 p. - (Preschool education and development);

3. Role-playing games for preschool children / N.V. Krasnoshchekova - Rostov-on-Don: Phoenix, 2010.

Fisherman and fish A large circle is drawn on the floor or on the platform. One of the players - the fisherman - is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.” At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter throughout the area. The one who is caught becomes a fisherman and goes to the center of the circle. Owl The guys stand in a circle. One of the players goes to the middle of the circle, he will portray an owl, and all the others will represent bugs, butterflies, and birds. At the command of the presenter: “The day comes - everything comes to life!” - kids run in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, eyes closed, one leg bent under itself. When the leader commands: “Night is coming, everything freezes!”, the players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who are moving or laughing, and takes the guilty ones into her circle. They become owls, and when the game is repeated, they all “fly out” to hunt together. Hunters The players scatter around the site. Three hunters stand in different places, each holding a small ball. At the manager’s signal: “Stop!” - all the players stop, and the hunters aim the ball at one of them. The “killed” replace the hunters. The players have the right to dodge the ball, but must not move from their place. If the player after the command “Stop!” left his place, he replaces the hunter. Seine All players are fish, except two fishermen. Fishermen holding hands run after the fish. They try to surround it, closing their hands around the fish. Gradually, a whole chain is formed from the caught fish - a “net”. Now the fish are caught with a seine. The last two players not caught are the winners; when the game is repeated, they are the fishermen. Kolobok Children squat down and move around in a circle. In the center of the circle is the driver - the “fox”. The players roll the ball - the “bun” to each other so that it moves away from the “fox”. The driver is replaced by the player who rolls the bun so that the “fox” can catch it. Watch out, Pinocchio! One of the players has a cap on his head. He is Pinocchio. The driver tries to catch up and tarnish the one who is running with the cap. However, this is not so easy to do: the players pass the cap to each other as they run. When the driver stains Pinocchio, they... change roles. Jumping Sparrows Draw a circle on the floor or playground of such a size that all players can freely fit around its circumference. One of the players is the “cat”, he is placed in the center of the circle, the rest of the players - the “sparrows” - stand behind the circle at the very line. At the leader’s signal, the “little sparrows” begin to jump inside the circle and jump out of it, and the “cat” tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a “cat”, and the “cat” becomes a “sparrow”. The game is repeated again. Burners The participants of the game stand in pairs at the back of each other's heads. The driver stands in front of all the couples and says loudly: Burn, burn clearly, so that it doesn’t go out. Look at the sky: Birds are flying, Bells are ringing. One, two, three, last pair, run! After the last word “run”, the players of the last pair run forward (each on their side) to the designated place, and the driver tries to delay one of the runners with a touch of his hand until the players meet. The one who was detained stands next to the driver in front of the first pair, and the second becomes the driver. Game continues. The playing cockerels (one from each team) enter a circle with a diameter of 3 meters and take the starting position for the fight, crouching on two legs or standing on one (the right hand holds the left leg, and the left arm is bent in front and pressed to the body or vice versa). Objective: push the enemy out of the circle. The most dexterous is you! Draw two circles on the ground with a diameter of up to a meter. The circles are located nearby. Place a puck, cube, ball, town in the center of the circle. Two or two teams of three to four people can play. At the leader’s signal, the children must use a toy sword, saber, or gymnastic stick to knock out this object (objects) from the “enemy’s” circle, protecting their own. The guys seem to be fighting with swords and sabers. The winner is the one or those who, having knocked out the object to the opponents, did not allow it to their own. Throw into the ring In a room or in the schoolyard, hang the ring at a height of about 1.5 meters. And each participant is given a stick up to 50 centimeters long. You need to run from a distance of 10-15 steps to the ring, throw the stick so that it passes through it, and catch it again. If the player completes the task, he wins two points; if he doesn’t have time to catch the stick and it falls to the floor - one point, but if he throws in such a way that he misses, the throw is simply not counted. The game lasts five minutes. Whoever scored the most points won. Don't fall for the bait To play you need a rope 2-3 meters long with a weight tied at the end - a bag of sand. The players form a circle, in the center of which stands the driver with a rope in his hands. He begins to spin it so that it rotates just above the ground. The guys jump over the rope. The driver gradually raises the plane of rotation of the rope higher and higher until one of the participants “falls for the bait,” that is, fails to jump over the rotating rope. The one who gets caught drives. Game continues.

Summary of the role-playing game in the senior group “Sea Voyage”.

Goal: expand the range of children's games; learn to play together (discuss the plot, come up with new roles during the game and game actions); help create a game environment taking into account the theme of the game and the imaginary situation; learn to name your role, depict events, locations of the players (sea, ship, deck, sailing to magical islands), consolidate knowledge of the Pacific Ocean, sea animals.

Game attributes: caps, cap, binoculars, model of a ship, doctor's robe and cap, suitcase with a first aid kit, decor with a sea view, flags; audio recording of the phonogram of the song “Across the seas along the waves.”

Preliminary work: conversation about travel with images of different countries, looking at a globe and a world map, studying continents and oceans, watching videos about sailors and sea voyages, reading art. lit. L. Tolstoy “Jump”, S. I Marshak Three Sailors”, memorization of songs “We are all sailors”, “Across the seas on the waves”

Progress of the game.

Educator:

Children, have any of you been on a trip? (Yes) Where did you travel? What did you drive? Of course, you can travel by car, train, or on foot. The main thing is to see interesting people, beautiful nature, and relax. Many people like to travel by ship, by sea.

And who is the most important person on the ship? (Captain) Of course the captain. Is he leading the ship alone? (No, he has a team) That's right, he has a large team who serve on the ship (sailors, sailors).

You and I can now go on a trip by ship. Do you want to? (Yes). Then we need to choose roles. Let's decide now who will be the captain. What kind of captain should be? (responsible, decisive, smart, brave, etc.) Can I be a captain with you? Thank you. (The teacher puts on a cap and vest)

We also need a navigator on the ship, someone who can become a navigator, someone who does not make mistakes in coordinates means he is very attentive. (The choice of a child navigator, puts on a collar and a cap)

Guys, tell me, if someone gets sick on our ship, who will we need? (Doctor) Who will be the doctor? (choice of the doctor – the child who puts on the doctor’s robe and cap)

Well, the roles have been assigned, now it’s time to go. Team, take your seats.

The team lined up. Attention. You and I are setting off on a long journey across the Pacific Ocean. We have a lot of interesting things ahead of us. The sailor drops the anchor. Full speed ahead!

The Pacific Ocean is the largest ocean on our planet. We may encounter interesting adventures and surprises. Let's look through binoculars.

I look through binoculars and see a ship.

Look to the right, another ship is sailing nearby.

And on the left, nearby, dolphins swim in the water.

Look at the top. There are seagulls and albatrosses.

We see so many interesting things...

Children, guess the riddles: 1. I’ll swing the birch tree,

I'll push you

I’ll fly, I’ll illuminate,

I'll even steal my hat.

And you can't see me

Who am I? Can you guess? (Wind)

2. In calm weather

We are nowhere

And the wind will blow -

We run on water. (Waves)

That's right, well done.

Be careful, the wind is blowing, the ship is rocking. A storm is approaching. Remove the sails. Reduce speed. Let's blow like the wind ourselves (breathing exercises)

Everything was quiet. Now let's increase the speed again and the ship moves forward.

Let’s sing the song “Across the seas along the waves...” (Children and teacher sing together to the soundtrack)

Do you like traveling? (Yes) .

Doctor check the health of the sailors. Everything is fine with the team. (The doctor examines the sailors,

listens to everyone's heart) Everything is fine. Thank you, let's move on.

Tell me, what is needed to observe the underwater world. We need scuba gear correctly so that we can breathe underwater and observe the underwater world. And what animals can be found in the Pacific Ocean (children's answers). Let's imagine how interesting the world under water is and look at photographs of sea inhabitants. You can photograph them and look at them more carefully in the photographs (offer children photographs and illustrations of sea inhabitants: jellyfish, octopuses, turtles, crabs, etc.)

How interesting the underwater world is. But our journey is coming to an end. And we need to go back.

Team in place. Remove the Anchor. Full speed ahead.

Let's remember together an excerpt from the song “We are all sailors.”

“We dream about the sea, we dream about the sea.

Dream like experienced sailors.

Anchors on ribbons hang behind my back.

We will be back in the evening - wait for us home."

Stop the car. We're back home. Let's remember who we met, remember the sea animals. Let's make an album about our journey.

Gass Natalya Martynovna
Job title: teacher
Educational institution: MDOU "Kindergarten No. 28 combined type"
Locality: Volosovo
Name of material: abstract
Subject: role-playing game "Journey to Africa"
Publication date: 28.09.2016
Chapter: preschool education

Role-playing game "Journey to Africa"

Problems

children

features

development

development

plot-

role-playing game:
 The content of the game is characterized by monotony and primitiveness;  Difficulties in designating, distributing game roles and developing the game plot;  Instability of gaming communication, tendency to conflicts;
Target:
1. Creating a problem-game situation through a subject-game environment and providing pedagogical support based on the teacher fulfilling one of the role positions; 2. Expand and deepen children’s knowledge about the natural area and fauna of Africa; 3. To consolidate knowledge about what types of transport you can use to get and move around the desert and savannah; 4. To cultivate in children an emotionally positive attitude and interest in this topic, a desire to independently play and develop the plot in the future; 5. Help you see the beauty of nature and wildlife in Africa;
Tasks:
 Create the conditions for the emergence of the game (motivation for the game), the game environment, taking into account the theme of the game and the imaginary situation from the position of the assistant;  Help children develop and maintain the plot of the game;  Develop the ability to creatively develop a plot;  Develop speech and role interaction;  Develop a desire for role-playing games together with peers, develop communication skills;  Foster positive relationships between children during play;  Create conditions for the use of design skills from large blocks of a game module in the implementation of their plans;
Preliminary work:

Joint activities between adults and children:

Cognitive - speech development

 Conversations on the topic: “Africa”, “Animals of Africa”, “Desert”, “Savanna”, conversations on the topics: “What can you travel on?”, “What do we know about how to behave in the heat”, “Caravan in desert", "Oasis and mirage";  Conversations about professions, using illustrations and photographs;  Experimentation “Sand, its properties”, “Water, properties of water”, “Water and plants”;  Construction of different types of transport from building materials (land, air, water);  Construction of a “Camera” from paper (origami technique);  Making a model of the nature of Africa;  Review and compilation of descriptive stories based on the paintings: “Giraffes”, “Camel”;  Examination of a map of the natural zone of Africa;  Examination of illustrations depicting different types of transport, animals of Africa in children's encyclopedias;  Finger game “Giraffe has spots...”, “Turtle” “Elephant”  Guessing riddles about African animals;
Socialization
- Situational conversation “All for one, one for all, then there will be success in business”, “How should I behave if...(I find myself in an unfamiliar place, I see a wild animal)?”;  Theatrical game “Merry Men” (development of attention);  Game “Hello” (feeling of closeness, community);  Speech with the “Monkey” movement
Communication
 Game “Transformation” (development of movements and facial expressions), “Mirror”.  Reading fiction: “Camel Mitten” by G. Snegerev, “About the Hot Desert” by G. Ganeizer, “Why I Like the Elephant” by A. Milne. “Kangaroo”, “Giraffe” B. Zakhoder. "Monkey" V. Jain. “Children in Cages” by S. Marshak, Kipling’s fairy tales, “Doctor Aibolit” by K. Chukovsky, “Where did the sparrow have lunch?” S. Marshak., B. Zhitkov “Mongoose”, R. Kipling “Mowgli”, S. Sakharnov “What I Saw in Tanzania”.  Watching cartoons: “Doctor Aibolit”, cartoons based on the works of Kipling.
Physical education

 Games: “Cat and Mice”, “Monkey (with handkerchiefs”), “Flies, does not fly, crawls”;
Artistic and aesthetic
 modeling “Animals of hot countries”  drawing: “Favorite animals of hot countries” (non-traditional palm painting), according to the plan: “What would you like to travel on?” (colour pencils);  application “Oasis”  paper construction. “Parrot” “Tiger” - collective work: “Zoo” using modeling, appliqué and finishing details.
Organization of play space for independent activities

children
 map “Natural areas of the world”;  demonstration pictures “Animals of Africa”, paintings “Giraffes”, “Camel”, “Animals of hot countries”; - d.i.: “On land, in sky, on water”, “Collect an animal” (cut-out pictures), “Guess who eats what?”, “The fourth wheel”;  board lotto game “Transport”, “Collect a map of Africa” cubes  diagrams of buildings of different types of transport (airplane, all-terrain vehicle, ship, jeep); - toys of animals from hot countries; - coloring pages of animals from hot countries;  waste material for the construction of the model “Natural zone of savannah, desert”;  templates and stencils of animals from Hot countries for free drawing;
Interaction with parents
 involving parents in the search for waste material for the layout;  involving parents in the production of attributes for the role-playing games “Shop” (food), “Hospital” (first aid kit);  invite parents to visit the Zoo with their children on their day off;  reading Kipling’s fairy tales and watching cartoons in the evening;
Plan outline of a plot-role-playing game

Interesting

moment

(
a letter came to the d.s., where Dr. Aibolit asks for help in finding Tyanya - pushing
)

The game's plot consists of 4 stages:

Fees

journey,

distribution

roles
(trip leader (teacher), trip participants - children (drivers, mechanics, nurses, cooks); -
Drive,

halt

rest
(trip leader (teacher) – coordinates the actions of the travel participants, mechanics – repairing the vehicle, cooks prepare food, nurses – provide first aid); -
Arrival in Africa, search for an animal, photographing

Return to kindergarten, viewing photographs, discussion and

drawing Pull - pushing.

General strategy for play interaction with children:
 To develop the ability to build new sequences of events, actions of the game process, consisting of four episodes: Getting ready for a trip - a trip, a halt - rest - arrival in Africa, photographing and searching; Pushing and pulling;  viewing photographs – discussion – drawing), focusing on peer partners;  preliminary discussion with children about the content of the game;  Develop children’s skills to interact with play partners (travel participants – driver – mechanic – cook – nurse);  Prepare attributes for the game, create a playing space and an interesting moment;  Help struggling children with the help of play activities;  Listen to children’s opinions about how to get to Africa, what you need to take with you, how to catch an animal, what you need to do first, etc.
Progress of the game:

Interesting

moment
(creating conditions for the emergence of a game, motivation to play). Educator: - Guys, a letter came to our kindergarten. Look how unusual it is. Who do you think it's from? Want to read it? (reading the letter) “Children, come to Africa as soon as possible and find the children Pull - Pushing as soon as possible.” Preliminary discussion with the children about the content of the game. - Guys, who is Pull-Push? (this is an animal that was a friend of Dr. Aibolit)
- Do you want to go to Africa? Lead the children to the decision to go on a trip by ship. - How can you go to Africa? (by plane, helicopter, hot air balloon, ship) What type of transport would you like to travel by (previous work 1 half day - building a ship.
2.
packing for the trip, distribution of roles Packing: The journey will be long and dangerous. Therefore, we need to prepare for it. What should you take with you on a trip? (food, drinking water, treats for animals) In order not to get lost at sea, what will we need? (map, compass). Why are we going on a trip? (to find Pull-Pull) We won’t be able to take him with us, but we can take pictures and bring the photos to kindergarten. So what else should you take with you? (cameras) When traveling, you need to be prepared for various unforeseen situations, for example, you might fall or get hurt. So what should you take with you? (a first aid kit with medicines to provide first aid) You and I are traveling by transport, and it may break down along the way. So what else needs to be taken? (tools) And most importantly, guys, when you go on a dangerous journey, you need to be friendly, help each other in trouble, then the journey will be successful. What is the name of our group? (“Friendly family”) What does this mean? (we will be friendly, we will not quarrel, we will always come to each other’s aid) Distribution of roles - I will be the leader of the expedition. And you are participants in the journey. Everyone will have their own role. Who is the most important person on the ship? Of course, captain. (Captain's choice). Navigator - leads the ship, paves the way, prepares maps; mechanics - collect the necessary tools; nurses - collect medications (first aid kit); cooks - collect food and dishes.
3
. trip (the travel leader coordinates the actions of the travel participants) The captain leads the ship, the navigator makes the way, checks the maps, the cooks cook dinner, the nurses provide first aid, the mechanics repair the transport. Educator: Guys, is everything ready for the trip? Is everyone here? Need to be counted? (teacher counts the children) Everyone is ready to go!
Captain, invite everyone on board.
Captain:
Has everyone taken their seats? (Children's answers). Then I announce the launch. Full speed ahead! Educator: why doesn’t our ship work like that? Can't you hear? Come on, mechanics, figure out what's wrong with the engine? Maybe the oil needs to be changed? In the meantime, the cooks will prepare lunch for us. We'll eat and hit the road again. -Oh, our captain seems to have a bad back. (nurses provide assistance) Now let's refresh ourselves and hit the road.
Captain:
Full speed ahead!
(The ship “sails” further).

Educator:
We have approached the shores of Africa. Guys, what a miracle, all the animals are alive and well and meeting us.
(We land on the “shore”).
Educator: Here we are in Africa! Guys, look how beautiful it is here! How many different animals are there? Let's get to know them. Children take animals and recite poems about them.
Hippopotamus
. Meet the hippopotamus. A hippopotamus lives in the water. He sleeps and sleeps all day long, like a lazy fat whale. He has four teeth and a huge mouth. And this great miracle lives somewhere in Africa.
A lion.
The lion roars, scaring the echo: The jungle is not a laughing matter. The lion's roar scares everyone. The lion hunts, he's used to it. Zebra. The zebra is a wild horse, Runs away without looking back, Doesn't fall into people's hands And fights with its hooves.
Elephant.
I am a big and kind elephant. I am a champion in size! Ears are like blankets. And I see a lot.
Giraffe.
It's easy to recognize a giraffe It's easy to recognize him
He is tall and can see far. Crocodile. Everyone is afraid of the crocodile. We will not communicate with him. The teeth are as sharp as nails. It was in vain that we came here to visit. Turtle. The turtle is simply a miracle! There is a dish on top, a dish below, Walks quietly along the road, His head sticks out and his legs stick out.
Tiger.
Tiger is a large predatory cat Tiger lives in Africa Striped like a mattress He looks at us sternly Hey, don't stand too close I'm a tiger cub, not a pussy! Rrrr
Monkey.
Wonderful bananas In my homeland Monkeys live there And there are no people at all. Educator: Guys, you saw all the animals, but who didn’t you find? (Pull-Push) Where could he be? Let's take a souvenir photo of the animals we saw.
5.
Educator: Our fun journey has ended. It's time to go back to kindergarten. And in order for us to get to kindergarten, we need to close our eyes and say the magic words: “We will turn around ourselves and return to kindergarten.” Well, here we are in kindergarten.
Leading:
Guys, where did we travel? (To Africa) You enjoyed our trip. (Yes). What animals have you seen in Africa? (Elephant, giraffe, lion, tiger, etc.) view the slide show “Animals of Africa” Educator: now I suggest you play with the animals yourself and draw Pull-Push, because we never found it.

Summary of the role-playing game “Journey to the Mysterious Island” in the preparatory group


Author. Makarova Nadezhda Leonidovna, teacher of the MDOU combined type kindergarten No. 30 Kipen, Leningrad region.
Description. I offer a summary of the role-playing game “Journey to the Mysterious Island” for children in the preparatory group. This work will be of interest to teachers of preschool institutions who work with children of this age category.
The relevance of conducting role-playing games. Role-playing games allow you to develop children's creative abilities and their imagination. In the game, children learn to get used to the image of a particular character and play a certain role. They are of great importance in the social adaptation of the child and the realization of his potential in the future. In the role-playing game, the child’s personality, his intelligence, will, imagination and sociability are successfully developed, but most importantly, the role-playing game generates the desire for self-realization and self-expression.
Target. To develop in children the ability to combine various thematic plots into a single game plot; establish and regulate contacts in a joint game.
Tasks. 1. Expand the range of children's games, teach them to play together (discuss the plot, come up with new roles and game actions), help create a game environment taking into account the theme of the game and an imaginary situation, teach them to name their role, verbally determine the events depicted, the location of the players (here is the sea , this is a ship, it is sailing to a mysterious island, etc.).
2. Reinforce in children the sequence of days of the week, the number and order of counting, the names of geometric shapes, measuring objects using a conventional measure, and orientation in space.
3. Activate children's vocabulary: cabin, navigator, boatswain, porthole, cook, travel agency, courier, cruise.
4.Develop creative thinking, imagination, and fantasy in children.
5. Cultivate friendly relationships and a sense of teamwork in children.
Preliminary work. Examination of photographs, illustrations, pictures depicting various ships. Construction of ships from various building materials and paper. Reading “Native Man” by V. Korzhikov, “Shark” by L. N. Tolstoy. Making attributes for the game. Watching the cartoon "Boniface's Vacation." Conversation after watching the cartoon. Writing stories on the topic: “What if I went on a trip.”

Game attributes. Modules for building a ship, seven multi-colored (according to the colors of the rainbow) flags, caps, binoculars, an anchor, small toys from Kinder surprises, a conventional measure - braid, napkins, wallets, money, tickets, a computer, bananas, a cutting board.

Progress of the game.

Educator. Children, let's play with you. What game do you want to play? (Children's answers).
Educator. Okay, we're going on a sea cruise! What will we sail on? (Children offer different options - choose a ship).
Educator. Guys, what day of the week do you think is best to travel? Why? What is the day of the week called today? (Children's answers). Let's not delay our voyage! Let's go traveling today!
Educator. Let's think about where we're going? (Children's answers. I offer the children seven multi-colored (according to the colors of the rainbow) flags, on one side of each flag a letter is written.) Guys, if you arrange the flags by color in the same order as a rainbow, then you will find out where we will go on the cruise. (Children complete the task and read the word “islands”). Yes, to the islands!


Together with the children, we decide what we need to prepare for the trip and assign roles. We choose an agent to work in a travel agency, a courier to purchase vouchers, a supermarket seller, a supply manager to purchase the necessary goods for the cruise (a set of small toys, wet wipes, four knives). The rest of the children are ship designers (we build the ship from modules).
When everything is ready for the trip (tickets have been purchased, goods have been purchased, and most importantly, the ship has been built), the children choose a captain, a navigator, and a cook. The rest of the children will be sailors.
Boarding of the ship is announced. The captain checks the tickets, it turns out that the tickets were bought from a travel agency to the “Mysterious Island”. Everyone takes their places on the ship. The captain gives the command to the navigator. The ship departs from the pier (a recording of the sound of the sea and a ship signal sounds).
During the journey, children play with their tickets. The tickets are unusual, with tasks. On one side of the ticket you need to count the number of objects, and on the reverse side you need to find the differences in the picture depicting two ships.


So the ship approaches its destination unnoticed, but a problematic situation arises. There is no ship pier on this island.
Educator. Children, how can you get to the island? (Children's answers).
The captain suggests getting to land using a life preserver. Children imitate swimming with a lifebuoy to the song “Chunga-Changa” by V. Ya. Shainsky and land on the island. On the island we listen to birdsong (a recording of bird voices sounds). Next, the children try to imagine what can grow here, how beautiful it is here.
Educator. Children, it is very hot on the island, you can take off your shoes and walk barefoot on the sand. (At this time, small toys from Kinder surprises that the children wanted to play with accidentally fell apart.) How can you collect the toys? (Children's answers). Yes, of course, now you and I will turn into monkeys and collect toys with our toes. (Children collect toys with their toes and put them in a basin.)
Educator. Who do you think lives on the island? (Children's answers). We put together a cut-out picture and find out what kind of funny people live here.


Educator. Children, how can you imagine what kind of home they might have? What might their house be called? (Children's answers). We will now come up with a home for them using these pictures. (The game “Wonderful Things” (TRIZ) is being played. This game can be found in the book “Amazing Stories” by L. E. Belousova. The house is green, made of rubber, four-story, moves on chicken legs, a guitar is always playing in it, the smell of strawberries in the house. We discuss with the children whether it is comfortable to live in such a house. The game “Good - Bad” (TRIZ) is played.)


Educator. Children, if this island is mysterious, there must be treasures here? (The game is played: “Find the treasure.” Three children are blindfolded. According to the specified plan, they look for treasures. The plan is voiced by the captain. The children quickly find the treasure, but they cannot open it without guessing the following spell (a recording from a tape recorder sounds): “There are two objects - one of them grows here on the island, the other is in your group and in the music room. Both of these objects begin with one sound and end with a sound, but another. Each word has five sounds. Children guess the word "banana" and the word “tambourine.” A treasure opens (a beautiful antique chest prepared in advance), and there are bananas.)
Educator. Guys, we are on an unusual island, it’s so mysterious, and it’s hot here. Maybe we can turn these bananas into ice cream? (The children happily agree.) Then let's wash our hands first. (A finger game is played. “Wash your big finger, wash your index finger, wash your middle finger, ring finger and little little finger.” Children wash their fingers using wet wipes.
The cook distributes bananas. The children are faced with a problematic situation - there are not enough bananas for everyone. What to do? Children, using a conventional measure (braid), divide the bananas in half, then cut, peel, insert an ice cream stick into one side of the banana and roll the banana in cocoa. It turns out ice cream and everyone treats themselves.


Educator. Guys, let's take a look at the magic chest where the bananas were. (The children look into the chest, it turns out to have a second bottom. There the children find souvenirs from the inhabitants of the island - jewelry with a shell.)
The journey is coming to an end. We have to go back to kindergarten. Children close their eyes and say the magic words: “One, two, three, four, five - we are in kindergarten again.” And they end up in a group. They look at their jewelry and plan to go to the mysterious island again, so that next time they can get acquainted with the marine inhabitants of the island.