Card file of did games by nature. Didactic games on environmental education in the middle group file cabinet (middle group) on the topic. Theme: Pets

Preschool age is considered the classic age of play. In the game, all the mental qualities and personality traits of the child are most intensively formed. Game activity influences the formation of the arbitrariness of all mental processes - from elementary to the most complex. So, voluntary behavior, voluntary attention and memory begin to develop in the game.

In the conditions of the game, children concentrate better and remember more than on the direct instructions of adults. A conscious goal - to concentrate, to remember something, to restrain an impulsive movement - is the earliest and most easily distinguished by a child in the game. In the formation of children's emotional attitude to nature, the teacher uses many types of games.

Didactic games environmental content help to see the integrity individual organism and ecosystems, to realize the uniqueness of each object of nature, to understand that unreasonable human intervention can lead to irreversible processes in nature. Games bring a lot of joy to children and contribute to their all-round development.

In the process of games, knowledge about the world around is formed, cognitive interests, love for nature, careful and caring attitude towards it, as well as ecologically expedient behavior in nature are brought up.

They broaden the horizons of children, create favorable conditions for solving the problems of sensory education. Games contribute to the development of observation and curiosity in children, inquisitiveness, arouse their interest in objects of nature.

Didactic games develop intellectual skills: plan actions, distribute them over time and between game participants, evaluate results, and so on.

The more varied the content of the game actions, the more interesting and effective the game techniques. Conducting didactic games in natural conditions has its own difficulties: children are easily distracted, switch their attention to foreign objects, people, etc.

Therefore, in such games it is advisable to use visual artistically designed material, come up with interesting game moments, actions, and engage all children in solving a single problem. In their practice, educators resorted to the help of a fairy-tale hero. With the help of a fairy-tale hero, you can play any game, for example, "Mushroom meadow", "Autumn forest", "Build a house for an animal", "Prepare medicine", etc. The game can be designed and musical accompaniment. Children really like games, participating in which they can win, relying on their knowledge.

In the process of environmental education of preschoolers, the following types of didactic games are used:

  • subject;
  • desktop printed;
  • verbal.

Subject games. These are games using various objects of nature. (leaves, cones, seeds, pebbles, etc.) Object games are recommended to be used in order to clarify and concretize children's knowledge about the qualities and properties of natural objects. Object games teach children to examine, develop the child's sensory skills. As an example of subject games can be given - "Wonderful bag" , "Tops and roots," From whose branch are the children? etc. Subject games can be used in all age groups, both in collective and individual lessons, complicating the content of the game depending on the age and individual capabilities of children.

Board - printed games. These are games like loto, dominoes, split pictures ("Botanical Lotto" , "Berries and fruits" "Mushrooms" etc.) These games provide an opportunity to systematize children's knowledge about plants, animals, natural phenomena. They have a great influence on the development of logical thinking of preschoolers, develop the ability to quickly, mobilely use existing knowledge in a new situation. It is advisable to use board-printed games when working with a small subgroup of children. They are also effective in organizing individual correctional work.

Word games. These are games that do not require any visual material. Their content is oral questions regarding the ideas that children already have about the natural world. An example of word games can be answers to various questions: "Who flies, who runs, and who jumps?" , "When does it happen?" , "Who lives in the water, who flies in the air, who lives on the ground?" etc. Word games are held in order to consolidate, generalize, systematize children's ideas about the natural world. They are effective tool attention development. Memory, ingenuity of preschoolers, well develop the speech of children. This type no games required special conditions, it can be arranged both indoors and on a walk.

When conducting didactic games, it is necessary to rely on the following principles: consistency, developmental learning, accessibility, the principle of relying on the leading activities of children.

The specificity of didactics implies a gradual complication of games from group to group, implies their variability. If junior group acquaintance with wild and domestic animals takes place in such didactic games as "Tell me who it is?" , "picture an animal" , "recognize by voice" , and others, then in the middle group - in games like "guess who is where

lives?" "help the animal" , "big and small" etc. Children of senior preschool age successfully cope with the following games: "Zoo" , "Logic chains" , "Think of a riddle about an animal" , "Journey to Africa" . Older children solve crossword puzzles, solve puzzles, conduct experiments, long-term observations of animals and plants, and answer various quiz questions with pleasure. Often games of ecological content arise at the initiative of the children themselves, which indicates their interest.

Didactic games of ecological content should also be carried out during excursions and targeted walks, when introducing children to the work of adults when teaching them to work in nature, as well as in the experimental activities of preschoolers.

Didactic games of an ecological nature include two relatively independent blocks:

  • games for the development of aesthetic perception of nature (development of a sense of beauty in nature, an emotional attitude towards it)

Games for the formation of moral and evaluative experience of the behavior of preschoolers in nature.

For a better development of aesthetic, emotional perception of nature, it is desirable to play games in a natural environment. Didactic games aimed at developing a positive attitude towards nature, as well as games for enriching ecological ideas, should be used variably depending on the level of environmental education of children.

In didactic games, preschoolers, based on ideas about natural objects, deepen their knowledge about them. Children independently solve a variety of cognitive tasks: describe objects, highlight their characteristic features, guess from the description, combine according to different properties and signs. To form in children "environmentally humane feeling" - a sense of belonging to everything

alive, awareness of the planet Earth "common house" ; to instill in children ethical and moral responsibility to every living being, be it a plant or an animal. A child will be able to understand an ant, a butterfly, a blade of grass when he imagines himself in their role, looks at the world through their eyes.

To do this, you can invite children to imagine themselves as a parrot, a hamster, etc. Man is a giant for them. “Imagine that a person takes the parrot Sasha, the hamster Ira in the palm of his hand and starts pulling their tail, paws, screaming. What do you feel?" Children usually respond like this: "I can go deaf" , "I may die" . So the child learns to put himself in the place of the weak, in the place of someone who needs care and protection, and to understand that cruelty towards the living is evil. After that, they begin to take care of the inhabitants of wildlife.

Didactic games should be used to enrich ecological ideas, taking into account the ideas about the diversity and diversity of natural objects, about plants and animals as living organisms; about interconnections and interdependencies in nature; about man as a part of nature; about the culture of behavior in nature.

Didactic games Games-trainings of ecological content "On a walk" Goal: development of the emotional sphere, the ability to express various emotional states, removal of psycho-emotional stress. Move. The teacher offers the children the following training games. "Sun" . Smile at the sun like a cat; the sun shines brightly, furry fur, the cat is warm, he stretches, smiles at the sun. Smile like the sun itself (emotions: pleasure, bliss). "Warm Breeze" . The breeze blew, it is warm, we are pleased. "Cloud" . A cloud covered the sun, it is formidable, angry, frown like a cloud. "Rain" . It's raining, the kids are happy and laughing. "Wind" . A breeze came up, blowing, the droplets were frightened, scattered in different directions. "Snowflakes" Purpose: removal of psycho-emotional stress, reduction of afesia, weakening of negative emotions. Material: finely cut paper (confetti). Move. The teacher invites the children to take turns throwing up their "snowflakes" while trying to shower them on as many children as possible. The game takes place with the participation of the teacher. (Similarly, a training game can be conducted "Rain" .)

"Spring Summer Autumn Winter" Purpose: development of the ability to identify and express various emotional states. Move. Reading fiction, reflecting information about the characteristic features of the seasons of the year. Questions for children: "What "mood men" live in the spring (summer, autumn, winter)? Why? Depict, what spring, what "little man"? "Mood Men" Purpose: to develop the ability to compare emotions and the reasons for their appearance, the development of a sense of empathy, a positive attitude towards the world around. Material: model cards "Mood Men" depicting two basic emotions (joy, sadness). Move. The teacher invites the children to consider the plants of a corner of nature and determine how they feel, pick up "mood men" . Questions for children: “How does a dry plant feel? How does a watered plant feel? (Children accompany the answers with a demonstration of cards.) "Flower" (accompanied by soft music) Purpose: removal of muscular, psycho-emotional tension, formation of the ability to express feelings and emotions. Move. The teacher offers the children "turn into" into a seed - a warm sunbeam fell to the ground and warmed the seed in it. A sprout sprouted from the seed. A beautiful flower grew from a sprout. A flower basks in the sun, exposes each petal to heat and light. "Picture an animal" Purpose: removal of psycho-emotional stress.

Themes: "Angry dog" , "Funny Puppy" , "Sad Bunny" , "Funny Bunny" , "Cunning Fox" , "Naughty Kitten" , "Scared Chick" , "Clumsy Bear" , "Cowardly Bunny" , "Brave Bunny" , "Sad Cat" , "Funny Kitten" . "The wind blows on..." Purpose: stimulation of activity, development of cohesion, development of attention, removal of muscle tension. X o d. With words "the wind blows on that..." the host starts the game. The wind blows on those who have some special features, differences. For example, someone who loves animals, who loves winter, who cries a lot, etc. Word "wind" can be replaced by the names of wind types: hurricane, strong wind, warm (cold) wind, etc., determining the nature of the breath and movement of the one on whom the wind blows. The leader must be changed when changing the type of wind, qualities, features. "Walking along the brook" Purpose: stimulation of activity, development of cohesion, removal of muscle tension. Move. On the floor, a winding stream is drawn with chalk, now wide, now narrow. Children-tourists line up one after another and put their hands on each other's shoulders. Tourists all together slowly move along the bank of the stream. "Training emotions" Purpose: developing the ability to express various emotions, relieving muscle and psycho-emotional stress. Move. The teacher suggests to the children:

  • frown like an autumn cloud, like a thundercloud
  • smile like the sun, like a warm breeze
  • angry like thunder, whirlwind, hurricane
  • get scared like a man who sees lightning
  • get tired like a man walking through a blizzard
  • rest like a bird on a branch, like a boat on the waves.

"Rain"

Target:

removal of psycho-emotional stress, reduction of aggression, weakening of negative emotions. Material: sheets of paper, scissors. Move. The teacher invites the children to cut the paper into small pieces - to do "raindrops" (within 3 min). At the end of the work, the children take turns throwing up "droplets" , showering each other. It then discusses how children feel when they are exposed to warm (cold) rain, downpour, drizzle, etc. (Similarly, a training game can be performed "Snow" .)

DIDACTIC GAMES FOR THE DEVELOPMENT OF AESTHETIC PERCEPTION OF NATURE

"Conversations with Trees"

Purpose: to teach children to see and emotionally respond to the beautiful in nature; cultivate a humane attitude towards her.

Preliminary work. Reading fairy tales and stories on the topic.

Game progress. Educator. See how many trees there are in our area. Choose a tree that you like, go up to it, hug it and stand like that with your eyes closed. Hear what it is for you "will tell" . Return at my signal.

Returning, the children optionally talk about "his" tree.

Can be held "Conversation with flowers" using plants from a flower garden or a corner of nature; "Conversations with Animals" using animals from a corner of nature.

"Encounter with Plants"

Purpose: To form an emotional attitude towards nature.

Material: Pictures depicting trees and flowers known to children - for each

Game progress.

The teacher distributes pictures to the children.

Educator. Look closely at your picture. Are you familiar with this plant? Children's answers. Think about what you can say about him. The teacher asks leading questions, helps to answer them and gives a sample story.

"Prepare the Medicine"

Purpose: To introduce children to medicinal herbs, to consolidate knowledge about the structure of a plant, to form the ability to correctly use useful herbs (know which part of which plant should be used to prepare medicine, and at what time of the year, so as not to damage nature), to form goodwill, a sensitive attitude to the world around us.

Material. Herbariums of medicinal plants, cards with the image of medicinal plants, cut cards for completing tasks such as collect a plant, find the right parts of a plant for preparing a medicine; "dishes" for decoctions and infusions.

The rules of the game are contained in the task: whoever does everything right, wins.

Game progress.

Educator. Let's look at herbariums of medicinal plants. Name the plants you know, tell us about them. medicinal properties. (Some children tell, others listen, the teacher clarifies the statements of the children.) And now let's play. Today you will be pharmacists - these are people who work in pharmacies and prepare medicine.

The task is given to a child or a group of children (two - three):

  • choose medicinal plants that will help get rid of a cold, or cough, or stomach pain, etc.:
  • select the right parts of the plant for the preparation of medicine (decoction or infusion)
  • pick up "utensils" for the preparation of medicine
  • tell me about your medicine.

"What do we take in the basket"

Purpose: to consolidate in children the knowledge of what kind of crop is harvested in the field, in the garden, in the garden, in the forest.

Learn to distinguish fruits according to where they are grown.

To form an idea of ​​the role of people in conservation of nature.

Materials: Pictures depicting vegetables, fruits, cereals, melons, mushrooms, berries, as well as baskets.

Game progress. Some children have pictures depicting various gifts of nature. Others have pictures in the form of baskets.

Children - fruits disperse around the room to cheerful music, with movements and facial expressions depict a clumsy watermelon, tender strawberries, a mushroom hiding in the grass, etc.

Children - baskets should pick up fruits in both hands. Necessary condition: each child must bear fruits that grow in one place (vegetables from the garden, etc.). The one who fulfills this condition wins.

"Which plant is gone?"

Four or five plants are placed on the table. Children remember them. The teacher invites the children to close their eyes and removes one of the plants. Children open their eyes and remember which plant was still standing. The game is played 4-5 times. You can increase the number of plants on the table each time.

"Where does it ripen?"

Purpose: to learn to use knowledge about plants, to compare the fruits of a tree with its leaves.

Game progress: two branches are laid out on the flannelograph: on one - the fruits and leaves of one plant (Apple tree), on the other - fruits and leaves different plants. (for example, gooseberry leaves, and pear fruits) The teacher asks a question: “Which fruits will ripen and which will not?” children correct the mistakes made in drawing up the drawing.

"Flower shop"

Purpose: to consolidate the ability to distinguish colors, name them quickly, find the right flower among others. Teach children to group plants by color, make beautiful bouquets.

Game progress:

Children come to the store, where a large selection of flowers is presented.

Option 1. On the table is a tray with multi-colored petals different shapes. Children choose the petals they like, name their color and find a flower that matches the selected petals both in color and in shape.

Option 2. Children are divided into sellers and buyers. The buyer must describe the flower he has chosen in such a way that the seller immediately guesses which flower he is talking about.

Option 3. From flowers, children independently make three bouquets: spring, summer, autumn. You can use poems about flowers.

"Tops-roots"

Children sit in a circle. The teacher calls the vegetables, the children make hand movements: if the vegetable grows on the ground, in the garden, the children raise their hands up. If the vegetable grows on the ground, the hands are lowered down.

"Recognize and name"

The teacher takes plants from the basket and shows them to the children. Clarifies the rules of the game: here are medicinal plants. I will show you some plant, and you have to tell everything you know about it. Name the place where it grows (swamp, meadow, ravine) And our guest, Little Red Riding Hood, will play and listen to medicinal herbs together with us. For example, chamomile (flowers) harvested in summer, plantain (collect only leaves without legs) spring and early summer, nettle - in the spring, when it is just growing (2-3 children's stories.)

"Name the plant"

The teacher asks to name the plants (third from the right or fourth from the left, etc.). Then the game condition changes (“Where is the balsam?” etc.)

The teacher draws the attention of the children to the fact that the plants have different stems.

Name plants with straight stems, with curly stems, without a stem. How should you take care of them? How else do plants differ from each other?

What do violet leaves look like? What do the leaves of balsam, ficus, etc. look like?

"Guess what tree these seeds are from"

Target:

  1. Introduce children to seeds - lionfish.
  2. Develop the ability to correlate a leaf of a tree with its

3. Consolidate knowledge about the names of trees.

4. Cultivate love for nature.

5. Develop thinking, memory.

Material: In plastic transparent jars, with screw caps, put the seeds of linden, ash and maple (per individual seed). On the lids, leaves of linden, ash, maple are depicted.

Game progress: The lids are removed from the jars and placed in "wonderful bag" . Children take turns taking out the lid, examining the leaflet depicted on it, calling the tree corresponding to this leaf. Next, they find a jar with the seed of this tree, screw the lid on the jar.

"Build a house for the animal"

Purpose: To consolidate knowledge about the characteristics of the life of various wild animals, about their housing, about "building materials"; develop the ability to select right material to build a "home" for any of the animals.

Material. A large picture, cards with images of "houses" of animals, "building materials", the animals themselves.

Rules. Choose from the proposed animals those whom you want to help. Choose from the proposed "building materials" only those that are needed for your animal. Choose a "house" for the animal.

Whoever copes with the task faster and will be able to explain his choice, he won.

Game progress.

Educator. Today we received a telegram from the animals in our kindergarten, in which they ask us for help - they ask us to build houses for them. Let's take care of them, take care of them. Can we help build a house for the animals? (Yes.) Choose from these animals who you would like to help. Next, the teacher introduces the children to the rules of the game.

"Not really"

All questions of the presenter can be answered only with words "Yes" or "No" . The driver will go out the door, and we will agree which animal (plant) we will tell him. He will come and ask us where this animal lives, what it is, what it eats. We will answer him with only two words.

“What would happen if they disappeared from the forest…”

The teacher suggests removing insects from the forest:

What would happen to the rest of the inhabitants? What if the birds disappeared? What if the berries were gone? What if there were no mushrooms? What if the hares left the forest? It turns out that it was not by chance that the forest gathered its inhabitants together. All forest plants and animals are connected to each other. They cannot do without each other.

"Guess what's in your hand?"

Children stand in a circle with their hands behind their backs. The teacher lays out models of fruit in the hands of the children. Then he shows one of the fruits. Then he shows one of the fruits. Children who have identified the same fruit in themselves, on a signal, run up to the teacher. It is impossible to look at what lies in the hand, the object must be recognized by touch.

"Where are the snowflakes?"

Children walk in a round dance around the cards laid out in a circle. The cards depict various states of water: waterfall, river, puddle, ice, snowfall, cloud, rain, steam, snowflake, drop, etc.

During the movement in a circle, the following words are pronounced:

Here comes the summer.

The sun shone brighter.

It got hotter to bake

Where can we find a snowflake?

With the last word, everyone stops. Those in front of whom the necessary pictures are located should raise them and explain their choice. The movement continues with the words:

Finally, winter has come:
Cold, blizzard, cold.
Come out for a walk.
Where can we find a snowflake?

Re-select the desired pictures, and the choice is explained.

Complication: There are 4 hoops depicting the four seasons. Children should place their cards in hoops, explaining their choice. Some cards may correspond to several seasons.

"Wonderful bag"

The bag contains: honey, nuts, cheese, millet, apple, carrot, etc. Children get food for animals, guess who it is for, who, what it eats. Approach the toys and treat them.

"Where did the fish hide"

Purpose: to develop the ability of children to analyze, fix the names of plants, expand vocabulary.

Material: blue cloth or paper (pond), several types of plants, shell, stick, snag.

play hide and seek with them." The teacher asks the children to close their eyes and at this time hides the fish behind a plant or any other object. Children open their eyes.

"How to find a fish?" - asks the teacher. “Now I will tell you where she hid. The teacher tells what the object behind which “hid the fish is like. Children guess.

"The Fourth Extra"

Purpose: to consolidate the knowledge that not only insects and birds fly, but there are also flying animals.

Game progress: Children are offered a chain of pictures, from which they must choose an extra one, in accordance with the rules of the game.

hare, hedgehog, fox, bumblebee;

wagtail, spider, starling, magpie;

butterfly, dragonfly, raccoon, bee;

grasshopper, ladybug, sparrow, cockchafer;

bee, dragonfly, raccoon, bee;

grasshopper, ladybug, sparrow, mosquito;

cockroach, fly, bee, Maybug;

dragonfly, grasshopper, bee, ladybug;

frog, mosquito, beetle, butterfly;

dragonfly, moth, bumblebee, sparrow.

"Word Game"

The teacher reads the words, and the child must determine which ones are suitable for the ant (bumblebee, bee, cockroach).

Vocabulary: anthill, green, flutters, honey, dodgy, industrious, red back, apiary, annoying, beehive, hairy, ringing, river. Chirps, web, apartment, aphids, pest, "flying flower" , honeycombs, buzzes, needles, "jumping champion" , mottled, big eyes,

red-whiskered, striped, swarm, nectar, pollen, caterpillar, protective coloration, frightening coloration.

Game option: what words fit the vegetable (fruit, etc.)

"Birds, fish, animals"

The teacher throws the ball to the child and says the word "bird" . The child who caught the ball must pick up a specific concept, for example "sparrow" , and throw the ball back. The next child should name the bird, but not repeat. The word game is played in the same way. "animals" And "fish" .

"Air, Earth, Water"

The teacher throws the ball to the child and calls the object of nature, for example, "magpie" . The child must answer "air" and throw the ball back. On word "dolphin" the child answers "water" , on word "wolf" - "Earth" etc.

Another version of the game is also possible: the teacher calls the word "air" . The child who caught the ball must name the bird. On word "Earth" - an animal that lives on earth: on the word "water" - an inhabitant of rivers, seas, lakes and oceans.

"Chain"

The educator has in his hands a subject picture depicting an object of living or inanimate nature. Transferring the picture, first the teacher, and then each child in a chain, names one attribute of this object, so as not to repeat. For example, "squirrel" - an animal, wild, forest, red, fluffy, gnaws nuts, jumps from branch to branch, etc.

"Who lives where"

Game progress. The teacher puts pictures on the board with images of maple, lilac, oak and ash leaves and asks the children which of the leaves is superfluous and why. Children must determine that an extra leaf of lilac, because lilac is a bush, and oak, ash and maple are trees. The game is played until each of the children present at the lesson answers.

The game can be played with the aim of differentiating deciduous and coniferous trees, edible and inedible mushrooms.

"What do they look like?"

Purpose: development of natural science and mathematical concepts.

Equipment: subject pictures with images of tree leaves, cardboard or plastic geometric shapes of different colors.

Game progress. The teacher places images of geometric shapes on the magnetic board: a red circle, a brown oval, a scarlet pentagon, a yellow quadrangle, a green triangle. On the table, he lays out subject pictures with images of aspen, oak, maple, birch, and lilac leaves. Children get the task: to find on the board figures that resemble leaves lying on the table. Each child chooses one sheet of paper, names it, attaches it next to the corresponding figure.

"Protect nature" On a table or typesetting canvas, pictures depicting plants, birds, animals, humans, the sun, water, etc. The teacher removes one of the pictures, and the children must tell what will happen to the remaining living objects if there is no hidden object on Earth. For example: he removes a bird - what will happen to the rest of the animals, to a person, to plants, etc.

DIDACTIC GAMES

FOR FORMING

MORAL AND EVALUATIVE EXPERIENCE

"Joys and Sorrows"

Purpose: to form their own attitude towards nature.

Material: old woodman doll; bright chips - yellow, green, red; dark - gray, Brown.

Preliminary work. Excursion to the park, to the lake, etc.

Game progress. 1 option. The game is played by type "finish the sentence" . The teacher starts the sentence, and the children finish it at will. For example:

Most a nice place in the park square...

I was happy when...

I got very upset when...

I felt sad when...etc.

For each answer, preschoolers receive a chip: bright - for the continuation of the first two sentences and dark - for the continuation of the last two. After the game, a result is drawn - which chips turned out to be more: if there are dark ones, for example, there is a lot of garbage in the park, tree branches are broken, etc. discusses what children can do to improve the situation.

Option 2. The game is played by type "question answer" . The old man-forester asks the children questions. For example:

What made you happy while walking?

What upset you?

For each answer, children receive a chip of a certain color. After the game, the results are summed up as in the first option.

"Journey"

Purpose: to cultivate respect for nature.

Material. Pictures depicting hares, cats, flowers; chips.

Game progress. In different places of the group room, furnishings are equipped: pictures depicting hares, cats, flowers are placed. The teacher invites the children to go on a trip. At each stop, he talks about what is shown in the picture.

1 stop - "Grandfather Mazai and hares"

Once, during the spring flood, the river overflowed its banks and flooded the forest. Grandfather Mazay went on a boat for firewood, and this is what he says: “I see one small island - Hares gathered on it in a crowd. From every minute the water was getting closer to the poor animals; already under them there was less than an arshin of earth in width, less than a sazhen in length. Then I drove up: they babble with their ears, Themselves from their seats; I took one, I commanded the rest: jump yourself! My hares jumped - nothing! The teacher asks the children questions, for example: What did we learn about grandfather Mazai?

How can people help animals in need? The children answer.

2 stop - "Cat"

A cat was meowing outside. The boy Sasha will ask his mother to give her food. He went outside, gave the cat milk and watched her eat. The cat was happy, and Sasha was happy... What can you say about Sasha?

3 stop - "Flowers"

In the spring, together with her mother, Lena planted flowers in a flower bed. In the summer they grew and bloomed. Once Lena went to the flower bed to pick flowers, but then she thought about it and decided: "Let better flowers grow here, the houses will soon wither anyway, and they will have to be thrown away. .

What can you say about Lena?

"What is good about what is bad"

Purpose: to clarify children's ideas about environmentally correct behavior.

Material: plot pictures children plant trees, water flowers; children break tree branches, tear flowers; children make a birdhouse; children destroy a bird's nest; a boy shoots birds with a slingshot. Dark and bright color- for each child.

Game progress. The teacher shows the picture. Children tell what is shown on it, then, at the request of the teacher, they evaluate the actions of the characters - they raise a light card if the assessment is positive or dark.

"Ecological traffic light"

Objective: To continue to refine children's ideas about environmentally sound behavior. Material. Red and green circles cut out of cardboard.

Game progress. The teacher gives each child two cardboard circles green and red Teacher. I will tell you some stories. If

Do you think that the characters in the story behave correctly? "ignite" green light, and if wrong - red.

1. Vova and Ira were walking in the garden. Suddenly they saw: the boys climbed onto a mountain ash and began to pick green berries. Under the weight of the children, one branch broke. "Get down and leave!" - said Vova with Ira. A handful of green berries flew at them, but they repeated their words again. The boys ran away. And in the evening, Vova and Ira consulted with dad on how to help the broken mountain ash.

Do you think Ira and Vova behaved correctly?

2. Anya liked colorful moths. She took a net, caught a few insects, put them in a jar and closed the jar with a lid. In the morning, she saw dead moths at the bottom of the jar. They were no longer as beautiful as when they fluttered in the meadow. Anya threw the jar of moths into the trash can.

How do you rate the girl's actions?

3. Julia and dad were walking through the meadow and saw a bird that was restlessly flying from place to place. “She is so worried because somewhere near her nest” , said dad. "Let's look for her nest" Yulia said. "The birds won't like it," Dad said. When we get home, I will show you a book about birds. There are pictures of their nests." .

Do you think dad did the right thing?

4. Lena and her parents went out of town by car. When they drove up to the forest, dad asked: "Where shall we stop?" It was possible to turn off the road and drive between the trees into the depths of the forest. Someone has already done this, and the traces of the cars remained for a long time. Therefore, there was almost no grass growing here. Lena's parents decided not to go to the forest

enter. They left the car on the road and went to the forest on foot.

Do you think Lena's parents did the right thing?

Then the game is played Fanta . The teacher emphasizes that the tasks proposed for completion should be related to the theme of the game: make a riddle, sing a song, tell a poem about nature, etc.

"Nature and Man"

Purpose: to consolidate and systematize the knowledge of children about what a person has created and what nature gives a person.

Materials: ball.

Game progress: the teacher conducts a conversation with the children, during which he clarifies their knowledge that the objects around us are either made by people's hands or exist in nature, and people use them; for example, wood, coal, oil, gas exist in nature, and man creates houses and factories.

"What is Man Made"

"What is created by nature" ? the teacher asks and throws the ball.

Children catch the ball and answer the question. Those who cannot remember miss their turn.

"Unusual journey"

Purpose: To continue to teach preschoolers to evaluate the actions of people in nature in an ecologically correct way.

Material. Pictures of 20-30 pieces depicting respect for nature, people plant trees, feed animals, etc. and cruel broken tree branches, ruined nests, etc. ; wallpaper strip.

Game progress.

option. The teacher lays out the pictures in random order on the carpet. Children move from one picture to another in order

determined by lot/, tell what is drawn on them, evaluate the actions of people.

option. All pictures are laid out in a row on the wallpaper strip. Two pairs of children, on command, go towards each other and quickly collect pictures depicting, for example, caring for nature. The pair with the most pictures wins.

option. Children examine and analyze pictures depicting respect for nature. Then, together with the educator, they discuss in what cases of nature protection they could participate.

"Nature thanks and gets angry"

Purpose: to teach children to correctly evaluate the actions of people in relation to nature. Material. The chips are bright and dark, the old man is a lumberjack doll.

Game progress. The game is played during a walk in the park, forest, square. The old man-forester ask the children to answer two questions:

For what nature could tell you "Thank you?"

Why would nature be angry with you?

Preschoolers receive chips: for answering the first question - bright red, green and yellow colors and dark gray or brown - for answering the second question.

At the end of the game, you can offer to give the dark chips to the teacher, and keep the bright ones for yourself, emphasizing that nature will never get angry if it is treated with care.

Imagination exercises

There are also many exercises to develop the imagination. For example, you offer children, picking up an object (or by looking at something in the room), compose its history: who were its owners, what

How did he get here, what will happen to him in a hundred years, when he is found in excavations.

You can take 3 or more items that are not related to each other (say, a needle, a bench and a key) and try to compose a story with the children, where these objects would appear and be needed for each other to develop the plot.

For example. Once upon a time... He dreamed of... Somehow he met... How he (she) helped him? And did they help? etc. Note that the most wonderful stories about the most ordinary things you can find in Andersen's fairy tales. They can serve as an impetus to your own imagination. "Educate, educate yourself."

There are a lot of methods for developing the imagination, we will outline only a few.

"Empathy"

Imagine yourself as an image in a situation where this image has problems.

Example: You are a tired grasshopper, lost your way in the meadow. What do you feel? (What do your legs feel? Mustache?) Or. You are a flower in a sunny meadow. You really want to drink. It hasn't rained for a long time. What do you feel? Tell. Or. I am an evil boy, and you are a beautiful daisy. I want to rip you off. Convince me not to.

"Point of view"

We set the situation on the basis of which the sketch was invented, and then we change the character of the hero in this situation.

Examples: The boy saw the nest. His actions. (A boy can be kind, cruel, curious, stupid, distracted). Or: in the same situation, we offer the child to play different images: the fly got into the net to the spider. What does a fly feel? And the spider? Now switch roles. Or: you represent two dogs. One is large, sits near her kennel and gnaws at a bone. The other is small, homeless, hungry.

After discussing the actions and feelings of the given images, the exercises are played out in the form of dramatizations. The value of this technique is that the child learns to feel the situation from different points of view, can analyze its pluses and minuses.

This ability lies at the heart of nature protection activities. Picking a flower is good for a person. It will stand in a vase, you can admire it. But when the child feels like this flower, he will think. At least he won't tear the flowers for nothing to do, in order to immediately throw them away. Again, this is about a sense of responsibility.

Exercise "Natural Orchestra"

Target. Expand the sensory experience of children. To stimulate the desire of children to convey a variety of sounds heard in nature, using objects, materials, musical instruments. Develop imagination. Recommendations for the exercise. Children are invited to listen to the sounds of nature. Try to identify their sources. Using a variety of materials, objects, musical instruments, children can reproduce the sounds they hear. Assess their similarity. When the children have enough experience, organize a "nature orchestra". Each child chooses his own way of transmitting sounds.

Exercise "Funny dancing"

Purpose: Identification with animals and plants. Stimulating the desire to convey their images in dance. Recommendations for the exercise. Participants are invited to submit their most favorite plant or an animal and try to express it in movements. Children are invited to come up with a snail dance, earthworm, a drying leaf, a broken tree, and then a dance of rain, rainbows and other phenomena occurring in nature. The dance can be accompanied by any music.

Exercise "It's raining on the site"

Target. Development of a sense of emotional responsiveness, environmental empathy, imagination. Recommendations for conducting exercises. Children are invited to remember the site in the fall during the rain, tell how it looks, what is on it. (The trees are wet, with withered foliage, large puddles, a bench darkened from the rain, ruffled sparrows, etc.) Invite each child to choose one of the objects, imagine himself in his place. Describe how this object feels when it rains. Offer to come up with short story about their feelings on behalf of the selected object, conveying its mood, emotions. Organize a dialogue between two objects, which could take place during the rain between a bench and a puddle, a droplet and a tree, a leaf and the wind.

Butterfly dance exercise.

Target. Development of a sense of emotional responsiveness, environmental empathy, imagination. Recommendations for conducting exercises. Together with the children, you can tailor and color the "robe" of the butterfly, that is, its wings, from thick paper. Children, dressed up as butterflies, sometimes slowly and smoothly, sometimes impetuously and quickly depict the flight of a butterfly.

Relaxation pauses

"Clouds"

Imagine a warm summer evening. You lie on the grass and look at the clouds floating in the sky - such white, big, fluffy clouds in the blue sky. Everything around is quiet and calm, you are warm and comfortable. With each inhalation and exhalation, you begin to slowly and smoothly rise into the air, higher and higher, to the very clouds. Your arms are light, light, your legs are light. Your whole body becomes light as a cloud. Here you swim to

the biggest and fluffiest, to the most beautiful cloud in the sky. Closer and closer. And now you are already lying on this cloud, you feel how it gently strokes you, this fluffy and gentle cloud ... (pause - stroking children). Stroking ..., stroking ... You feel good and pleasant. You are relaxed and calm. But then a cloud lowered you into a clearing. Smile at your cloud. Stretch and count "three" open your eyes. You had a good rest on the cloud.

“Cold - hot”

Imagine that you are playing in a sunny meadow. Suddenly a cold wind blew. You felt cold, you froze, wrapped your arms around yourself, pressed your head to your hands - you are warming yourself. Warmed up, relaxed ... But then the cold wind blew again ... (repeat 2-3 times).

“Sun and clouds”

Imagine that you are sunbathing. But then the sun went behind a cloud, it became cold - everyone huddled into a ball to keep warm (hold the breath). The sun came out from behind the clouds, it became hot - everyone relaxed (on the exhale). Repeat 2-3 times.

“Sand Play”

Imagine that you are sitting on the beach. Pick up the sand (on the inhale). Strongly clenching your fingers into a fist, hold the sand in your hands (breath holding). Sprinkle sand on your knees, gradually opening your hands and fingers. Drop powerlessly hands along the body, too lazy to move heavy hands (repeat 2-3 times).

"Bee"

Imagine a warm, summer day. Expose the sun to your face, your chin also tans (open lips and teeth while inhaling). A bee is flying, going to sit on someone's tongue. Close your mouth tightly (breath holding). Chasing the bee, you can vigorously move your lips. Bee

flew away. Slightly open your mouth, exhale with relief (repeat 2-3 times).

"Butterfly"

Imagine a warm, summer day. Your face is sunbathing, your nose is also sunbathing - expose your nose to the sun, your mouth is half open. A butterfly flies, chooses whose nose to sit on. Wrinkle your nose, raise upper lip up, mouth open (breath holding). When chasing a butterfly, you can vigorously move your nose. The butterfly has flown away. Relax the muscles of the lips and nose (on the exhale) (repeat 2-3 times).

"Swing"

Imagine a warm, summer day. Your face is tanning, the gentle sun is stroking you (facial muscles relaxed). But then a butterfly flies and sits on your eyebrows. She wants to swing like on a swing. Let the butterfly swing on the swing. Move your eyebrows up and down. Butterfly flew away, and the sun warms (relaxation of facial muscles) (repeat 2-3 times).

50 Didactic games

on environmental education

for older preschoolers.

Didactic games of ecological content help to see the integrity of an individual organism and ecosystem, to realize the uniqueness of each object of nature, to understand that unreasonable human intervention can lead to irreversible processes in nature. Games bring a lot of joy to children and contribute to their all-round development. In the process of games, knowledge about the world around is formed, cognitive interests, love for nature, careful and caring attitude towards it, as well as ecologically expedient behavior in nature are brought up. They broaden the horizons of children, create favorable conditions for solving the problems of sensory education. Games contribute to the development of observation and curiosity in children, inquisitiveness, arouse their interest in objects of nature. Didactic games develop intellectual skills: plan actions, distribute them over time and between game participants, and evaluate results.

I recommend that this card file be included in the program in the direction of " cognitive development"(Introduction to the natural world) for 2015-2016 and use it in the daily routine for seniors and preparatory groups for the environmental education of preschoolers.

Theme: "Guess and draw"

Target: Develop fine motor skills and voluntary thinking.

Didactic material: Sticks for drawing on snow or sand (depending on the season)

Methodology: The teacher reads the poetic text, the children draw the answers with sticks in the snow or sand. Whoever lets slip is out of the game.

Topic: "Whose seeds?"

Target: Exercise children in the differentiation of vegetables, fruits and their seeds. Develop memory, concentration, observation.

Didactic material: cards of vegetables, fruits, fruit trees; plate with different seeds.

Methodology: Children take a set of seeds and put them on the card of the corresponding fruit or vegetable.

Subject: "Kids from which branch?"

Target: Differentiate features trees.

Didactic material: cards with the image of leaves of a rowan tree, birch, aspen, willow, etc.; tree cards.

Methodology: Chairs are placed on the veranda at some distance from each other. On them are placed cards with the image of a tree. Children are given cards with the image of leaves. On the command “one, two, three, run a leaf to a tree,” the children scatter to their places, then the cards change.

Subject: "What insect, name it?"

Target: To form the concept of "insect" in children. Recognize and name representatives of insects: a fly, a butterfly, a dragonfly, a ladybug, a bee, a bug, a grasshopper ...

Didactic material: Cut pictures of insects.

Methodology: Children must quickly collect a picture, name an insect. If someone finds it difficult, you can use riddles:

She is sweeter than all the bugs

Her back is red.

And circles on it

Black dots.

(Ladybug)

She has 4 wings

The body is thin, like an arrow,

And big, big eyes

They call her…

(Dragonfly)

Drinks the juice of fragrant flowers.

Gives us both wax and honey.

She is sweet to all people,

And her name is...

(Bee)

I don't buzz when I sit

I don't buzz when I walk.

If I spin in the air

I'm going to have a good time here.

(Bug)

We'll spread our wings

Nice pattern on them.

We're spinning around

What space all around!

(Butterfly)

Subject: "Find the same flower"

Target: Exercise children in finding objects similar to the image in the picture. To cultivate attentiveness, concentration, to form the speech of children.

Didactic material: real indoor flowers, corresponding cards to them.

Methodology: Children are given cards with the image of indoor flowers, they must find the same in the group, show and, if possible, name.

Topic: "Who sings?"

Target: Form the articulation of speech. Practice correct onomatopoeia for birds. To consolidate children's knowledge about the characteristics of birds.

Didactic material: Audio recording of birdsong. Bird cards

Methodology: Sound recording of birds singing. Children must guess and find a card with a picture of a bird.

Theme: "Guess the spring flower"

Target: Listen to riddles to the end, cultivate attentiveness. Act on the teacher's signal. Develop speech and logical thinking.

Didactic material: Riddle verses about spring flowers. Subject pictures with the image of flowers.

Methodology: The teacher reads the riddles, and the children, according to the answers, find the corresponding flower and name it.

On a spring sunny day

Golden blossomed flower.

On a high thin leg

He dozed all along the path.

(Dandelion)

Spring comes with affection and with its fairy tale,

Wave the magic wand

And the first flower from under the snow will bloom

(Snowdrop)

May, warm and soon summer. Everything and everyone is dressed in green. Like a fiery fountain - Opens up...

(Tulip)

It blooms in May,

You will find him in the shadow of the forest:

On a stalk, like beads, hardly

Fragrant flowers hang.

(Lily of the valley)

Topic: "What do we take in the basket?"

Target: to consolidate in children the knowledge of what kind of crop is harvested in the field, in the garden, in the garden, in the forest. Learn to distinguish fruits according to where they are grown. To form an idea of ​​the role of people in conservation of nature.

Didactic material: Medallions depicting vegetables, fruits, cereals, gourds, mushrooms, berries, as well as baskets.

Methodology: Some children have medallions depicting various gifts of nature. Others have medallions in the form of baskets. Children - fruits disperse around the room to cheerful music, with movements and facial expressions depict a clumsy watermelon, tender strawberries, a mushroom hiding in the grass, etc. Children - baskets should pick up fruits in both hands. Prerequisite: each child must bring fruits that grow in one place (vegetables from the garden, etc.). The one who fulfills this condition wins.

Topic: "Tops - roots"

Target: Teach children how to make a whole out of parts.

Didactic material: two hoops, pictures of vegetables.

Methodology:

Option 1. Two hoops are taken: red, blue. Lay them so that the hoops intersect. In the red hoop, you need to put vegetables that have roots for food, and in the hoop of blue color- those that use tops.

The child comes to the table, chooses a vegetable, shows it to the children and puts it in the right circle, explaining why he put the vegetable there. (in the area where the hoops intersect, there should be vegetables that use both tops and roots: onions, parsley, etc.

Option 2. Tops and roots of plants - vegetables are on the table. Children are divided into two groups: tops and roots. Children of the first group take tops, the second - roots. At the signal, everyone runs in all directions. To the signal "One, two, three - find your pair!"

Theme: "Air, earth, water"

Target: Strengthen children's knowledge about objects of nature. Develop auditory attention, thinking, ingenuity.

Didactic material: Ball.

Methodology:

Option 1. The teacher throws the ball to the child and calls the object of nature, for example, "magpie". The child must answer "air" and throw the ball back. To the word "dolphin" the child answers "water", to the word "wolf" - "earth", etc.

Option 2. The teacher calls the word "air" the child who caught the ball should name the bird. On the word "earth" - an animal that lives on earth; to the word "water" - an inhabitant of rivers, seas, lakes and oceans.

Topic: "Guess what's in the bag?"

Target: To teach children to describe objects perceived by touch and guess them by their characteristic features.

Didactic material: Vegetables and fruits of characteristic shape and different density: onion, beetroot, tomato, plum, apple, pear, etc.

Methodology: You need to play according to the type of game "Wonderful bag". Children grope for an object in a bag, before taking it out, it is necessary to name its characteristic features.

Topic: "Nature and Man"

Target: To consolidate and systematize the knowledge of children about what a person has created and what nature gives a person.

Didactic material: Ball.

Methodology: The teacher conducts a conversation with the children, during which he clarifies their knowledge that the objects around us are either made by people's hands or exist in nature, and people use them; for example, wood, coal, oil, gas exist in nature, and man creates houses and factories.

"What is man made"? the teacher asks and throws the ball.

"What is created by nature"? the teacher asks and throws the ball.

Children catch the ball and answer the question. Those who cannot remember miss their turn.

Topic: "Choose what you want"

Target: Strengthen knowledge about nature. Develop thinking, cognitive activity.

Didactic material: subject pictures.

Methodology: Pictures are scattered on the table. The teacher names some property or feature, and the children must choose as many items as possible that have this property.

For example: "green" - these can be pictures of a leaf, cucumber, grasshopper cabbage. Or: “wet” - water, dew, cloud, fog, hoarfrost, etc.

Topic: "Where are the snowflakes?"

Target: To consolidate knowledge about the various states of water. Develop memory, cognitive activity.

Didactic material: cards depicting various states of water: waterfall, river, puddle, ice, snowfall, cloud, rain, steam, snowflake, etc.

Methodology:

Option 1. Children walk in a round dance around the cards laid out in a circle. The cards depict various states of water: waterfall, river, puddle, ice, snowfall, cloud, rain, steam, snowflake, etc.

While moving in a circle, the words are pronounced:

Here comes the summer.

The sun shone brighter.

It got hotter to bake

Where can we find a snowflake?

With the last word, everyone stops. Those in front of whom the necessary pictures are located should raise them and explain their choice. The movement continues with the words:

Finally, winter has come:

Cold, blizzard, cold.

Come out for a walk.

Where can we find a snowflake?

The desired pictures are selected again and the choice is explained, etc.

Option 2. There are 4 hoops depicting the four seasons. Children should place their cards in hoops, explaining their choice. Some cards may correspond to several seasons.

The conclusion is drawn from the answers to the questions:

At what time of the year can water in nature be in a solid state?

(Winter, early spring, late fall).

Theme: "Birds Have Arrived"

Target: Refine your understanding of birds.

Didactic material: A poem about birds.

Methodology: The teacher calls only the birds, but if he suddenly makes a mistake, then the children should stomp or clap.

For example. Birds arrived: pigeons, tits, flies and swifts.

Children stomp -

What is wrong? (flies)

And who are the flies? (insects)

Birds arrived: pigeons, tits, storks, crows, jackdaws, pasta.

Children stomp.

Birds flew in: pigeons, martens ...

Children stomp. Game continues.

The birds have arrived:

pigeon tits,

Jackdaws and swifts,

Lapwings, swifts,

storks, cuckoos,

Even owls are splyushki,

Swans, starlings.

All of you are great.

Bottom line: the teacher, together with the children, specifies migratory and wintering birds.

Topic: When does it happen?

Target: Teach children to recognize the signs of the seasons. With the help of a poetic word, show the beauty of the various seasons, the diversity seasonal events and occupations of people.

Didactic material: For each child, pictures with landscapes of spring, summer, autumn and winter, poems about the seasons.

Methodology: The teacher reads a poem, and the children show a picture of the season that the poem refers to.

Spring.

In the clearing, by the path, blades of grass make their way.

A stream runs from the hillock, and snow lies under the tree.

Summer.

And light and wide

Our quiet river.

Let's go swimming, splashing with fish ...

Autumn.

Withers and turns yellow, grass in the meadows,

Only the winter turns green in the fields.

A cloud covers the sky, the sun does not shine,

The wind howls in the field

The rain is drizzling.

Winter.

Under blue skies

splendid carpets,

Shining in the sun, the snow lies;

The transparent forest alone turns black,

And the spruce turns green through the frost,

And the river under the ice glitters.

Topic: "Animals, birds, fish"

Target: To consolidate the ability to classify animals, birds, fish.

Didactic material: Ball.

Methodology:

Option 1: Children stand in a circle. One of the players picks up an object and passes it to the neighbor on the right, saying: “Here is a bird. What kind of bird?

The neighbor accepts the item and quickly answers (the name of any bird).

Then he passes the thing to another child, with the same question. The object is passed around in a circle until the stock of knowledge of the participants in the game is exhausted.

They also play, naming fish, animals. (it is impossible to name the same bird, fish, beast).

Option 2: The teacher throws the ball to the child and says the word "bird". The child who caught the ball must pick up a specific concept, for example, "sparrow", and throw the ball back. The next child should name the bird, but not repeat. Similarly, a game is played with the words "animals" and "fish".

Topic: "Guess what grows where"

Target: Clarify children's knowledge of the names and places where plants grow; develop attention, intelligence, memory.

Didactic material: Ball.

Methodology: Children sit on chairs or stand in a circle. The teacher or the child throws a ball to one of the children, while naming the place where given plant: garden, garden, meadow, field, forest.

Theme: "Fold the animal"

Target: Strengthen children's knowledge about pets. Learn to describe according to the most typical features.

Didactic material: pictures depicting different animals (each in duplicate).

Methodology: one copy of the pictures is whole, and the second is cut into four parts. Children look at whole pictures, then they must put together an image of an animal from the cut parts, but without a sample.

Topic: What is made of what?

Target: Teach children to identify the material from which the object is made.

Didactic material: wooden cube, aluminum bowl, glass jar, metal bell, key, etc.

Methodology: Children take out different objects from the bag and name, indicating what each object is made of.

Topic: "Guess - ka"

Target: To develop the ability of children to guess riddles, to correlate the verbal image with the image in the picture; clarify children's knowledge about berries.

Didactic material: pictures for each child with the image of berries. Book of riddles.

Methodology: On the table in front of each child are pictures of the answer. The teacher makes a riddle, the children look for and raise a guessing picture.

Topic: "Edible - inedible"

Target: To consolidate knowledge about edible and inedible mushrooms.

Didactic material: Basket, subject pictures depicting edible and inedible mushrooms.

Methodology: On the table in front of each child are pictures of the answer. The teacher makes a riddle about mushrooms, the children look for and put a guessing picture edible mushroom in a basket

Theme: "Find your stone"

Target: Develop tactile sensations, attention, memory.

Didactic material: Collection of stones.

Methodology: Each child chooses the stone he likes most from the collection (if this game is played on the street, then finds it), carefully examines, remembers the color, touches the surface. Then all the stones are stacked in one pile and mixed. The task is to find your stone.

Theme: "Flower shop"

Target: To consolidate the ability to distinguish colors, name them quickly, find the right flower among others. Teach children to group plants by color, make beautiful bouquets.

Didactic material: petals, color pictures.

Methodology:

Option 1. On the table is a tray with multi-colored petals of various shapes. Children choose the petals they like, name their color and find a flower that matches the selected petals both in color and in shape.

Option 2. Children are divided into sellers and buyers. The buyer must describe the flower he has chosen in such a way that the seller immediately guesses which flower he is talking about.

Option 3. From flowers, children independently make three bouquets: spring, summer, autumn. You can use poems about flowers.

Theme: "The Fourth Extra"

Target: Strengthen children's knowledge about insects.

Didactic material: No.

Methodology: The teacher calls four words, the children should name the extra word:

Option 1:

1) hare, hedgehog, fox, bumblebee;

2) wagtail, spider, starling, magpie;

3) butterfly, dragonfly, raccoon, bee;

4) grasshopper, ladybug, sparrow, cockchafer;

5) bee, dragonfly, raccoon, bee;

6) grasshopper, ladybug, sparrow, mosquito;

7) cockroach, fly, bee, Maybug;

8) dragonfly, grasshopper, bee, ladybug;

9) frog, mosquito, beetle, butterfly; 10) dragonfly, moth, bumblebee, sparrow.

Option 2: The teacher reads the words, and the children should think which ones are suitable for the ant (bumblebee ... bee ... cockroach).

Dictionary: anthill, green, fluttering, honey, evasive, industrious, red back, belt, annoying, beehive, hairy, ringing, river, chirping, cobweb, apartment, aphids, pest, “flying flower”, honeycomb, buzzing, needles, “champion jumping", motley-winged, big eyes, red-whiskered, striped, swarm, nectar, pollen, caterpillar, protective coloration, frightening coloration.

Topic: "Place the planets correctly"

Target: To consolidate knowledge about the main planets.

Didactic material: Belt with sewn-on beams - ribbons different lengths(9 pieces). Planet hats.

It's so hot on this planet

It's dangerous to be there, my friends.

What is our hottest planet, where is it located? (Mercury, because it is closest to the sun).

And this planet was bound by a terrible cold,

The heat of the sun did not reach her.

What is this planet? (Pluto, because it is farthest from the sun and the smallest of all the planets).

The child in the Pluto hat takes the longest ribbon number 9.

And this planet is dear to all of us.

The planet gave us life ... (all: Earth)

In what orbit does the planet Earth rotate? Where is our planet from the sun? (On the 3rd).

A child in a cap "Earth" takes on ribbon No. 3.

Two planets are close to planet Earth.

My friend, name them soon. (Venus and Mars).

Children in Venus and Mars hats occupy the 2nd and 4th orbits, respectively.

And this planet is proud of itself Because it is considered the largest.

What is this planet? What orbit is it in? (Jupiter, orbit #5).

The child in the Jupiter hat takes place number 5.

The planet is surrounded by rings

And that made her different from everyone else. (Saturn)

Child - "Saturn" occupies orbit number 6.

What are green planets? (Uranus)

A child wearing a matching Neptune hat occupies orbit #8.

All the children took their places and begin to revolve around the "Sun".

The round dance of the planets is spinning.

Each has its own size and color.

For each path is defined,

But only on Earth the world is inhabited by life.

Topic: Who eats what?

Target: To consolidate children's knowledge of what animals eat. Develop curiosity.

Didactic material: Pouch.

Methodology: The bag contains: honey, nuts, cheese, millet, apple, carrot, etc.

Children get food for animals, guess who it is for, who eats what.

Topic: "Useful - not useful"

Target: Reinforce the concepts of useful and harmful products.

Didactic material: Product cards.

Methodology: Put what is useful on one table, what is not useful on the other.

Useful: hercules, kefir, onions, carrots, apples, cabbage, sunflower oil, pears, etc.

Unhealthy: chips, fatty meats, chocolate candies, cakes, fanta, etc.

Target: To consolidate the knowledge of medicinal plants.

Didactic material: Cards with plants.

Methodology: The teacher takes plants from the basket and shows them to the children, clarifies the rules of the game: here are medicinal plants. I will show you some plant, and you have to tell everything you know about it. Name the place where it grows (swamp, meadow, ravine).

For example, chamomile (flowers) are harvested in summer, plantain (only leaves without legs are harvested) in spring and early summer, nettle - in spring, when it just grows (2-3 children's stories).

Subject: "What kind of animal am I?"

Target: To consolidate knowledge about the animals of Africa. Develop fantasy.

Didactic material: No.

Methodology holding:

Option 1: The game involves a group of guys, the number of players is not limited. The group has a leader. One of the players retires a short distance, turns away and waits until he is invited. A group of guys are conferring among themselves about the beast, i.e. what kind of beast would they be.

Option 2: You need to answer questions from the leader. So, the beast is guessed, the participant is invited, the game begins.

The participant asks questions to a group of players, for example: is the beast small? can crawl? jump? does he have fluffy fur? etc.

The guys, in turn, answer the leader “yes” or “no.” This continues until the player guesses the beast.

Topic: "Name the plant"

Target: Clarify knowledge about indoor plants.

Didactic material: Houseplants.

Methodology: The teacher offers to name the plants (third from the right or fourth from the left, etc.). Then the game condition changes (“Where is the balsam?” etc.)

The teacher draws the attention of the children to the fact that the plants have different stems.

Name plants with straight stems, with curly stems, without a stem. How should you take care of them? How else do plants differ from each other?

What do violet leaves look like? What do the leaves of balsam, ficus, etc. look like?

Topic: "Who lives where"

Target: To consolidate knowledge about animals and their habitats.

Didactic material: Cards "Animals", "Habitats".

Methodology: The educator has pictures depicting animals, and the children have pictures of the habitats of various animals (burrow, lair, river, hollow, nest, etc.). The teacher shows a picture of an animal. The child must determine where it lives, and if it matches his picture, “settle” at home by showing the card to the teacher.

Theme: "Flies, swims, runs, jumps"

Target: To consolidate knowledge about objects of wildlife.

Didactic material: Pictures depicting different animals.

Methodology:

Option 1: The teacher shows or names an object of wildlife to the children. Children should depict the way this object moves. For example: at the word “bunny”, children begin to run (or jump) in place; at the word "crucian" - they imitate a swimming fish; at the word "sparrow" - depict the flight of a bird.

Option 2: Children classify pictures - flying, running, jumping, swimming.

Theme: "Take care of nature"

Target: To consolidate knowledge about the protection of natural objects.

Didactic material: Cards with objects of living and inanimate nature.

Methodology: On a table or typesetting canvas, pictures depicting plants, birds, animals, humans, the sun, water, etc. The teacher removes one of the pictures, and the children must tell what will happen to the remaining living objects if there is no hidden object on Earth. For example: he removes a bird - what will happen to the rest of the animals, to a person, to plants, etc.

Topic: “What would happen if they disappeared from the forest ...”

Target: To consolidate knowledge about the relationship in nature.

Didactic material: Cards with wildlife objects.

Methodology: The teacher suggests removing insects from the forest:

What would happen to the rest of the inhabitants? What if the birds disappeared? What if the berries were gone? What if there were no mushrooms? What if the hares left the forest?

It turns out that it was not by chance that the forest gathered its inhabitants together. All forest plants and animals are connected to each other. They cannot do without each other.

Topic: "Droplets walk in a circle"

Target: To consolidate knowledge about the water cycle in nature.

Didactic material: Accompanying text for the game.

Methodology: To do this, you need to turn into small raindrops. (Music resembling rain sounds) the teacher pronounces the magic words and the game begins.

The teacher says that she is Cloud's mother, and the guys are her little children, it's time for them to hit the road. (Music.) Droplets jump, scatter, dance. Mama Cloud shows them what to do.

Droplets flew to the ground ... Let's jump, play. They got bored of jumping alone. They gathered together and flowed in little cheerful streams. (The droplets will make a stream, holding hands.) The streams met and became a big river. (Streams are connected in one chain.) Droplets float in a large river, travel. The river flowed and flowed and fell into the ocean (children reorganize into a round dance and move in a circle). Droplets swam and swam in the ocean, and then they remembered that their mother cloud ordered them to return home. And just then the sun came up. The droplets became light, stretched up (crouched droplets rise and stretch their arms up). They evaporated under the rays of the sun, returned to their mother Cloud. Well done, droplets, they behaved well, they didn’t climb into the collars of passers-by, they didn’t splash. Now stay with your mom, she misses you.

Subject: "I know"

Target: Strengthen knowledge about nature. Develop curiosity.

Didactic material: No.

Methodology: Children stand in a circle, in the center is a teacher with a ball. The teacher throws a ball to the child and names a class of natural objects (animals, birds, fish, plants, trees, flowers). The child who caught the ball says: “I know five names of animals” and lists (for example, elk, fox, wolf, hare, deer) and returns the ball to the teacher.

Similarly, other classes of objects of nature are called.

Topic: "Recognize the bird by its silhouette"

Target: To consolidate knowledge about wintering and migratory birds, to exercise in the ability to recognize birds by silhouette.

Didactic material: Pictures with silhouettes of birds.

Methodology: Children are offered silhouettes of birds. Children guess the birds and name the migratory or wintering bird.

Topic: "Living - non-living"

Target: To consolidate knowledge about animate and inanimate nature.

Didactic material: You can use pictures "Living and inanimate nature."

Methodology: The teacher names objects of animate and inanimate nature. If this is an object of wildlife, the children wave their hands, if it is an object of inanimate nature, they squat.

Topic: "Which plant is gone?"

Target: Exercise children in the name indoor plants.

Didactic material: Houseplants.

Methodology: Four or five plants are placed on the table. Children remember them. The teacher invites the children to close their eyes and removes one of the plants. Children open their eyes and remember which plant was still standing. The game is played 4-5 times. You can increase the number of plants on the table each time.

Subject: "Where does it ripen?"

Target: Learn to use knowledge about plants, compare the fruits of a tree with its leaves.

Didactic material: Flannelgraph, branches, fruits, leaves of plants.

Methodology: Two branches are laid out on the flannelograph: on one - the fruits and leaves of one plant (apple tree), on the other - the fruits and leaves of different plants. (for example, gooseberry leaves, and pear fruits) The teacher asks the question: “Which fruits will ripen and which will not?” children correct the mistakes made in drawing up the drawing.

Topic: "Guess what's in your hand?"

Target: Exercise children in the name of fruits.

Didactic material: Models of fruit.

Methodology: Children stand in a circle with their hands behind their backs. The teacher lays out models of fruit in the hands of the children. Then he shows one of the fruits. Children who have identified the same fruit in themselves, on a signal, run up to the teacher. It is impossible to look at what lies in the hand, the object must be recognized by touch.

Topic: "Fairy tale game" Fruits and vegetables "

Target: Deepen knowledge about vegetables.

Didactic material: Pictures depicting vegetables.

Methodology: The teacher says: - Once a tomato decided to gather an army of vegetables. Peas, cabbage, cucumber, carrots, beets, onions, potatoes, turnips came to her. (The teacher alternately puts pictures of these vegetables on the stand) And the tomato told them: “There were a lot of people who wanted it, so I put this condition: first of all, only those vegetables will go to my army, in the name of which the same sounds are heard as in mine poommiidoorr." - What do you think, children, what vegetables responded to his call? Children name, highlighting the necessary sounds with their voices: gorrooh, morrkoov, karrtoofel, turnip, cucumber, and explain that these words have the sounds p, p, as in the word tomato. The teacher moves pictures of the named vegetables on the stand closer to the tomato. Conducts tomato various workouts with peas, carrots, potatoes, turnips. Good for them! And the rest of the vegetables were sad: the sounds that make up their names do not fit the sounds of the tomato, and they decided to ask the tomato to change the condition. Tomato agreed: “Be your way! Come now, those whose name has as many parts as mine. - What do you think, children, who has responded now? Together it turns out how many parts are in the word tomato and in the name of the remaining vegetables. Each respondent explains in detail that the words tomato and, for example, cabbage have the same number of syllables. Pictures depicting these plants also move towards the tomato. - But even more saddened were onions and beets. Why do you think kids? Children explain that the number of parts in the name is not the same as that of a tomato, and the sounds do not match. - How to help them. Guys? What new condition could the tomato offer them so that these vegetables would also enter his army? The teacher should lead the children to formulate such conditions themselves: “Let those vegetables come in whose name the stress is in the first part” or “We accept into the army those whose names contain the same sounds (onions, beets)”. To do this, he can invite children to listen and compare where the stress is in the remaining words - the names of vegetables, compare their sound composition. - All vegetables became warriors, and there were no more sorrows! - concludes the educator

Topic: "Distribute the fruits by color"

Target: Build knowledge about fruits and vegetables. Teach children to classify objects.

Didactic material: Game character Winnie the Pooh, models of vegetables and fruits.

Methodology:

Option 1 Sort fruits by color. The teacher invites the children to distribute the fruits by color: put fruits with a red tint on one dish, yellow on the other, and green on the third. The game character (for example, Winnie the Pooh) also participates in this and makes mistakes: for example, he puts a yellow pear with green fruits. The teacher and the children kindly and delicately point out the mistake of the bear cub, name the shades of color: light green (cabbage), bright red (tomato), etc.

Option 2 "Distribute the fruits according to shape and taste" The teacher offers the children to lay out the fruits differently, in shape: round - on one dish, oblong - on another. After clarification, he gives the children the third task: distribute the fruits to taste - put sweet fruits on one dish, unsweetened fruits on the other. Winnie the Pooh rejoices - he loves everything sweet. When the distribution is over, he puts a dish with sweet fruits to himself: “I really love honey and everything sweet!” “Winnie the Pooh, is it good to take all the most delicious for yourself? - says the teacher. Children also love sweet fruits and vegetables. Go wash your hands, and I will cut fruits and vegetables and treat everyone.”

Topic: "Medicinal plants"

Target: Build knowledge about medicinal plants.

Didactic material: Cards "Habitat of plants (meadow, field, garden, swamp, ravine)", "Medicinal plants", basket.

Methodology: The teacher takes plants from the basket and shows them to the children. Clarifies the rules of the game: here are medicinal plants. I will show you some plant, and you have to tell everything you know about it. Name the place where it grows. And our guest, Kra

Didactic games on ecology

1. "Birds, fish, animals"
Purpose: To exercise children in the ability to name an object of a certain group of objects.
Game actions:
The leader throws the ball to the child and says the word "birds". The child who caught the ball must pick up a specific concept, for example, "sparrow", and throw the ball back. The next child should name the bird, but not repeat. Similarly, a game is played with the words "animals" and "fish".

2. "Guess what's in your hand"
Purpose: To distinguish vegetables, fruits and berries by touch.
Game actions:
Children stand in a circle with their hands behind their backs. The teacher lays out dummies of vegetables, berries and fruits in the hands of the children. Children must guess. The teacher shows, for example, a pear and asks to determine who has the same item of the object (fruit, vegetable, berry).

3. "Flies, swims, runs"
Purpose: Depict the way an object moves.
Game actions:
The facilitator calls or shows the children an object of wildlife and invites the children to depict the way this object moves. For example, at the word "bear" children begin to imitate walking like a bear; "forty" children begin to wave their hands and so on.

4. The game "Good - bad"
Purpose: To improve the knowledge of children about the phenomena of animate and inanimate nature, animals and plants.
Game actions:
The teacher or teacher offers the children different situations, and the children make conclusions, for example: “A clear sunny day in the fall - is it good or bad?”, “All the wolves have disappeared in the forest - is it good or bad?”, “Every day it rains - is it bad or good?”, “Snowy winter - is it good or bad?”, “All the trees are green - is it good or bad?”, “A lot of flowers in our garden - is it bad or good?”, “Grandma in the village has a cow - is it good or bad?", "All the birds on earth have disappeared - is it bad or good?" and so on.

5. "Who is behind whom?"
Purpose: To show children that everything in nature is interconnected.
Continue to educate children about caring for all animals.
Game actions:
The teacher invites the called child to connect with a ribbon all the animals that hunt each other. Other children also help to find the correct animal pictures. You can suggest starting the game with a plant, a frog or a mosquito.

6. "What is superfluous"
Usually this game is used to develop thinking, but it can also be used to develop visual and auditory memory, depending on how the material is presented - visually or by ear.
Purpose: development of visual and auditory memory and thinking, activation of children's vocabulary.
Equipment: cards with a set of 4 words (pictures): three words - one generalizing concept, one word - another generalizing concept.
Game progress:
The child is offered to listen (look) and remember a series of words (pictures). The time of presentation of each picture is 1 sec. After presentation, the pictures are closed or removed. Then he is asked to repeat these words (name the pictures). Next, the child is asked the question: “What do you think, which word (picture) is superfluous? Why?". Then the child is asked to remember and list the remaining three words (pictures). After that, the child is once again offered to list the entire series of words (pictures) in the order in which it was presented.
The complication of the game occurs due to an increase in the number of memorized words or pictures, as well as due to a finer differentiation of generalizing concepts (for example, tableware - tableware, kitchen, tea).
Approximate list of equipment for the game
Domestic - wild birds
Chicken, goose, turkey ram
Duck, rooster, peacock horse
Chicken, duckling, gosling pig
Birds are animals
Ostrich, penguin, dolphin stork
Dolphin, walrus, octopus penguin

7. "The fourth extra"
Target:. to develop in children a cognitive interest in the life of feathered friends, to teach them to understand the figurative meaning of riddles.
1. hare, hedgehog, fox, bumblebee;
2. wagtail, spider, starling, magpie;
3. butterfly, dragonfly, raccoon, bee;
4. grasshopper, ladybug, sparrow, cockchafer;
5. bee, dragonfly, raccoon, bee;
6. grasshopper, ladybug, sparrow, mosquito;
7. cockroach, fly, bee, cockchafer;
8. dragonfly, grasshopper, bee, ladybug;
9. frog, mosquito, beetle, butterfly;
10. dragonfly, moth, bumblebee, sparrow.

8. "Lay out a bird (animal, object) from geometric shapes"
Purpose: to continue to teach children to lay out images of animals, objects, natural phenomena, etc. d. using geometric shapes; develop creative imagination, arouse the desire to fantasize.
Equipment: cards, a set of geometric shapes.
The teacher offers to play a game, during which children come up with their own objects and images, using previously acquired knowledge and skills.

9. Find by description
Purpose: to consolidate the idea of ​​\u200b\u200bthe features of the appearance of plants, to teach children to independently describe the plant.
Game task: find a plant according to the listed signs.
Material: cards with the image of plants.
Game progress: The host calls characteristics this or that plant, without naming it. Children look for his image among the cards. The winner is the one who quickly and correctly finds or names the answer.

10. Lotto "What grows where?"
Purpose: to consolidate the ability of children to classify plants according to their place of growth; develop mindfulness.
Game task: fill the playing field.
Materials: playing fields - meadow, forest, pond, swamp. Cards depicting plants growing in these ecosystems.
Game progress: Children choose playing fields. The host shuffles the cards and, taking out one at a time, names the plant. Playing children take those cards that match their playing field. The one who fills the playing field the fastest wins.








The game "Guess by description".

Purpose: To educate in children the ability to take into account the named signs of the subject; develop observation.

DESCRIPTION: The teacher has five indoor plants on the table, which show clear signs of difference (a flowering and non-flowering plant, with large and small leaves, with smooth and rough leaves). The teacher, turning to each child in turn, gives a verbal description of the plant, and the child finds it among the others. (For example, this plant is flowering, it has large leaves, and this plant has a thick stem).

The game "Describe, we will guess."

Purpose: to teach to describe an object and find it according to the description.

DESCRIPTION: The teacher or some fairy-tale character shows vegetables "What is it?". Offers to consider and play the game "Describe, we will guess." The teacher invites one child to make a riddle - to describe a vegetable, for example, beets, so that the children know what he is talking about.

It is necessary to recall the sequence of the description, first you need to talk about the form, its details, then about the density, color, taste (you can offer a reference model diagram).

The game "In the winter dining room."

Purpose: To consolidate the knowledge of children about wintering birds and their names. Develop the ability to imitate their habits.

Material: Silhouettes of birds, a branch on a stand, a feeder.

DESCRIPTION: The teacher fixes the silhouettes of birds on a branch, draws the attention of the children to which bird flew to the feeder. Offers to call her and show how she screams. Children name birds, imitate their sounds, depict how they fly, jump.

The game "What is this bird."

Purpose: To consolidate children's knowledge of what sounds birds make, to teach to clearly pronounce the sound "P".

Material: Colorful images of birds.

DESCRIPTION: The teacher, imitating the cry of a bird, asks who screams how. Children, guessing, choose the appropriate picture and put it on the panel. For example:

Who yells "kar-kar"? Come, Olya, show this bird.

Let's all scream like a crow.

Who yells "Chirik-chirr"?

Let's scream like a sparrow.

Birds game.

Purpose: To exercise children in the ability to coordinate their words and actions, to activate the speech of children.

DESCRIPTION: The teacher recites a poem:

Two birds flew

By itself small.

How they flew

All the people were watching.

How did they sit down?

All the people were amazed.

The teacher invites two children to play the role of birds. Everyone sits on chairs and listens to the words of the nursery rhyme that the teacher reads, and the selected "birds" imitate the movements of real birds.

Then new birds are selected, and the exercise is repeated again.

The yes and no game.

Purpose: To consolidate knowledge about the parts of the kitten's body and what sounds it makes.

Material: toy kitten.

DESCRIPTION: The teacher asks to show where the kitten has a nose, eyes, tail, etc. Children show. After that, the teacher invites the kids to answer with the words “yes” or “no” to such questions6

Does the kitten have a nose?

Does a kitten have ears?

Does the kitten have horns?

Game: "Where the matryoshka hid."

Purpose: To consolidate the names of plants, to cultivate curiosity, resourcefulness.

DESCRIPTION: Plants in a group are arranged so that they are clearly visible and can be easily approached. One of the children is blindfolded with a handkerchief. The teacher hides the matryoshka under the plant. The child is freed from the scarf, he finds a nesting doll and says the name of the plant.

The game "Where is the fish hiding?"

Purpose: To develop the ability of children to analyze, fix the names of plants, expand vocabulary.

Material: blue fabric or paper (pond), several types of plants, pebbles, shells, sticks, driftwood.

DESCRIPTION: children are shown a small fish (drawing, toy), which "wanted to play hide and seek with them." The teacher asks the children to close their eyes and at this time hides the fish behind a plant or any other object. Children open their eyes. "How do you find a fish? the teacher asks. “Now I will tell you where she hid.” And he says what the object behind which the fish "hid" looks like. Children guess.

The game "Sparrows and the car."

Purpose: To develop in children auditory attention, the ability to move in accordance with the words of the teacher.

Material: toy steering wheel.

DESCRIPTION: The teacher, turning to the children, says: “Look what kind of steering wheel I have. I will be the car and you will be the birds. You will fly and jump across the clearing."

The birds have arrived.

Birds are small.

They jumped merrily

The grains pecked.

Children - birds fly and jump - squat down, tap their fingers on the floor. The teacher turns the steering wheel in his hands, buzzes and says: “The car is running along the street, puffing, in a hurry, the horn is buzzing: “Tra-ta-ta, beware, step aside.”

The game "Guess what's in the hand."

Purpose: To teach to recognize the named object using one of the analyzers.

Material: replicas of fruits and vegetables.

Game action: running to the teacher with an object recognized by touch.

Game rule: you can’t look at what is in your hand, you need to recognize the object by touch.

DESCRIPTION: Children stand in a circle with their hands behind their backs. The teacher lays vegetables and fruits in the hands of the children. Then he shows one of the vegetables, fruits. Children who have identified the same vegetable or fruit in themselves, on a signal, run up to the teacher.

The game "Wonderful bag".

Purpose: to learn to recognize an object using one of the analyzers, to fix the names of vegetables.

DESCRIPTION: The teacher shows the children a wonderful bag and offers to determine what is there; taking it by touch, without looking into the bag, say that you took it. When the children take turns completing the task, the teacher asks: “Where do vegetables grow?”

The game "Guess whose tail."

Purpose: to develop the ability to analyze, consolidate the ability to distinguish and name animals.

Material: Carved images of muzzles and tails of various animals.

DESCRIPTION: The teacher distributes the painted muzzles of animals to the children, and then in turn shows the drawn tails. Children should name “their” animal and choose a suitable tail for it.

Lotto with modeling elements "Who is wearing what".

Purpose: To consolidate the ability of children to systematize animals according to the cover of the body (feathers, scales, wool). Develop the habit of using models.

Material: Large maps depicting models of the animal's body cover (feather, scales, wool). Then the presenter takes out one small picture depicting birds, fish, animals. Children cover empty squares with them in accordance with the model on their map. The one who first closes all the squares on his card wins.

The game "Through the brook".

Purpose: To develop in children a sense of balance, attention.

Material: Board (width 25-30 cm, length 2 m), colored patches, multi-colored cubes.

DESCRIPTION: A board is placed on the floor (ground). This is a bridge over a stream.

The child is invited to carefully walk along the bridge to the other side, reminding that the stream is deep and one must walk very carefully so as not to wet the feet. Children cross to the other side and find themselves in a beautiful fairy-tale meadow, where they play and pick flowers (multi-colored cubes located on the floor, colored shreds). At the signal "Home", the children run along the bridge one at a time. First, the baby needs to be helped to pass, and then he goes on his own.

Crow game.

Goal: Development of auditory attention, the ability to move in accordance with the spoken words; exercise in correct pronunciation sound "R"; teach children to speak either loudly or quietly.

DESCRIPTION: Children - crows stand in the middle of the room and perform movements in accordance with the text that the teacher says in a singsong voice. The words "Kar-kar-kar" are pronounced by all children.

Here under the green tree

Crows jump merrily

Children run around the room waving their arms like wings

"Kar-kar-kar" ( loud)

All day they screamed

The boys weren't allowed to sleep.

Children speak loudly, repeating after the teacher.

"Kar-kar-kar" (loud)

only fall silent at night

And they all fall asleep together

Same

"Kar-kar-kar" (quiet)

The children speak softly. They squat down. Hand under the cheek - fall asleep.

The game is played after observing the crow.

The game "Sparrows and the cat."

Purpose: To teach children to jump gently, bending their knees, run without hitting each other, dodge the catcher, run away quickly, find their place. Teach children to be careful, taking up space not to push.

DESCRIPTION: children stand on high benches or cubes (10-12 cm high) placed on the floor on one side of the playground or room - these are sparrows on the roof. On the other side of the playground, away from the children, a cunning cat is sitting - he is sleeping. "Sparrows fly out onto the road!" - the teacher says, and the children jump off the benches, scatter in different directions.

The cat wakes up - he stretches, - says "meow-meow" and runs to catch the sparrows that are hiding on the roof. The cat takes the caught sparrows to his house.

Instructions for carrying out: Benches and cubes should be laid out away from one another so that it is convenient for children to stand and jump off without interfering with each other. The teacher makes sure that the children, jumping down, land softly, show how to do it.

The game "Sun and rain".

Purpose: To teach children to walk and run in all directions, without bumping into each other; teach them to act on the signal of the teacher.

DESCRIPTION: The children sit on chairs. The teacher says: “Sunshine! Go for a walk." Children walk and run around the playground. After the words "Rain! Hurry home!” they run to their places. When the teacher says “Sunshine!” again, the game is repeated.

Instructions for conducting: At first a small number of children participate in the game, then 10-12 people can be involved. Instead of chair houses, you can use a large colorful umbrella, under which children hide at the signal “Rain!”. During the walk, you can invite children to collect flowers, jump, walk in pairs. When repeating, the game can be complicated by placing houses in different places on the site (room). Children must remember their house and, at a signal, run to it.

The game "Shaggy dog".

Purpose: To teach children to move in accordance with the text of the poem, quickly change direction, run, trying not to get caught by the catcher and not to push.

DESCRIPTION: Children stand on one side of the hall or playground. One child, located on the opposite side, on the carpet, depicts a dog. The children in a crowd slowly approach him, and the teacher at this time says:

Here lies the shaggy dog,

Burying your nose in your paws.

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see what happens?

Children approach the dog. As soon as the teacher finishes reading the poem, the dog jumps up and barks loudly. The children run away, the dog chases after them and tries to catch someone and take them to him. When all the children hide, the dog returns to its place and again lies on the mat.

Instructions for carrying out: The space between the dog and the children should be large. The teacher makes sure that the children do not touch the dog when approaching him and do not push each other, running away from him.

The game "Birds in the nest".

Purpose: To teach children to walk and run in all directions without bumping into each other. Teach them to act quickly, at the signal of the teacher, to help each other.

DESCRIPTION: Children sit on chairs placed in the corners of the room - these are nests. At the signal of the educator, all the birds fly out to the middle of the room, scatter in different directions, squat, looking for food, fly again, waving their arms - wings. At the signal of the teacher "Birds in the nests!" the children return to their seats.

Instructions for conducting: The teacher makes sure that the children - birds act on a signal, fly away from the nest as far as possible and return only to their nest.

For nests, you can use large hoops laid on the floor, and in the street it can be circles drawn on the ground in which children squat. The teacher teaches children to be attentive while running, to give way to the one running towards them so as not to collide.

Game "Duck".

Purpose: to consolidate knowledge about the habits of a duck. Learn to imitate the movements of ducklings.

DESCRIPTION: The teacher shows toys - a big duck and little ducklings, examines them with children, talks about the fact that ducks love to swim. A duck always swims ahead, followed by ducklings. Reads a poem about a duck:

meadow duck,

gray, field,

Where did you spend the night?

Under a bush, under a birch.

Itself, duck, I go,

I take my children

I'll swim myself, duck,

I will take my children.

After these words, the ducklings stand behind the duck in a column and, shifting from foot to foot, swim around the room.

The game "Find what I'll show."

Purpose: To teach children to find objects by similarity.

DESCRIPTION: The teacher brings two trays with the same set of vegetables. Shows one of the items and puts it under a napkin, offers to find the same on another tray, remember what it is called.

The game "Guess what you ate."

Purpose: To teach children to guess vegetables and fruits to taste, to stimulate the development of imagination.

DESCRIPTION: The teacher offers to taste (with closed eyes) a magical treat - a piece of carrot, apple, lemon, onion, etc. and say that he ate. Find the same one on the table.

The game "Find a leaf, which I will show."

Purpose: Find objects by similarity; their difference in size6 is longer, shorter; wide narrow.

DESCRIPTION: During the walk, the teacher shows the children a sheet and offers to find the same one. Selected leaves are compared in shape, how they are similar and how they differ. The teacher leaves each leaf from different trees and says: “The wind blew. The leaves flew like this. Show me how they flew!” Those children are running to the teacher, circling, in whose hands they have the same sheet as the teacher.

Game "What's gone"

Purpose: to develop visual memory, to consolidate knowledge about indoor plants.

DESCRIPTION: 2-3 indoor plants well known to children are placed on the table; the children look and name them, then close their eyes, and the teacher removes one plant. Children must guess which plant is gone.

The game "What is it for?"

Purpose: to consolidate children's knowledge about tools.

DESCRIPTION: Each child has a picture on the table with a picture of garden tools(bucket, watering can, rake, pitchfork, chopper, etc.). The child takes a picture and tells what it is for.

The game "The postman brought the package."

Purpose: to develop the ability to describe objects and recognize them by description.

Game action: Drawing up riddles about vegetables.

Material: The teacher puts vegetables and fruits one by one into paper bags, and then places them in a box.

DESCRIPTION: the teacher brings a box to the group and says that the postman brought the package. The parcel contains various fruits and vegetables. Children take packages out of the box, look into them and describe what the postman brought them. The rest of the children guess.

The game "Where that ripens."

Purpose: To learn to use knowledge about plants, to compare the fruits of a tree with its leaves.

DESCRIPTION. Two branches are laid out on the flannelograph: on one - the fruits and leaves of one tree (apple tree), on the other - the fruits and leaves of different plants (for example, gooseberry leaves, and the fruits are pears).

The teacher asks the question: “Which fruits will ripen and which will not?” Children correct the mistakes made in drawing up the drawing.

The game "Who will gather faster." (Models - garden, garden).

Purpose: To teach children to group vegetables and fruits, to bring up the speed of reaction to the word of the educator, endurance, discipline.

Game rule: Collect vegetables and fruits only in accordance with the mark - the icon on the basket (the picture “Apple” is glued on one, and “cucumber” on the other). The team that quickly collects all the items in the basket wins and does not make a mistake.

Game actions: Search for items, team competition.

DESCRIPTION. Turning to the children, the teacher reminds them that they already know many vegetables and fruits.

“And now we will compete - whose team will most likely harvest. Here in this basket (points to the basket “Apple” or the “Garden” model) you need to collect fruits, and in this one (where the cucumber is drawn - the “Garden” model) vegetables. Whoever thinks they have collected everything will raise the basket like this. We will all check later if they have forgotten anything in the garden or in the garden.

The teacher, together with the children, lays vegetables and fruits on the floor (or on the plot).

Two teams are selected: vegetable growers and gardeners (two or three people each). At the signal of the teacher (cotton), the children collect vegetables and fruits in the appropriate baskets. The team that first raises the basket wins (you need to check if the players made a mistake, if the wrong vegetable or fruit got into the basket).

After that, the winning team is announced. The game continues with other teams.

The game "Run to the tree!"

Purpose: To consolidate children's knowledge about the trees that grow on the site kindergarten; learn to quickly navigate in them, find the right tree.

Game rule: You can run up to a tree only at the signal of the driver: “One, two, three - run to the tree!” Who made a mistake and ran up to the wrong tree, gives his phantom, which at the end of the game must win back.

DESCRIPTION. Going for a walk on the site, the teacher reminds the children that there are a lot of trees. Then he says: “Do you guys know what the names of the trees that grow on our site are called, and how they differ from each other? We will find out about this when we play the game "Run to the tree!" Whoever makes a mistake and runs up to the wrong tree, he gives the phantom, and then at the end must win it back.

Didactic game "Guess where I live."

Purpose: to help children understand the principles of the relationship of animals with living conditions in natural areas; form ecological ideas; develop respect for all living things.

Game progress: On the tables in front of each child are laid out cards with symbols natural climatic zones. The teacher shows cards with the image of animals and says that they are lost. We need to help the animal to get home. But for this you need to know where he lives, describe his habitat. Animals must be representatives of different climatic zones: squirrel, camel, reindeer, etc. Children find cards and place animals on them. Animals are happy that they have found their home. The teacher can activate the activity of children by placing the animal on the “wrong” card.

The game "What is good and what is bad."

Purpose: To clarify children's ideas about environmentally correct behavior.

Material: Story pictures (children plant trees, water flowers; children break tree branches, tear flowers; children make a birdhouse; children destroy a bird's nest; a boy shoots birds with a slingshot). Cards of dark and bright color - for each child.

Game progress: The teacher shows the picture. Children tell what is shown on it, then, at the request of the teacher, they evaluate the actions of the characters - they raise a card of light (if the assessment is positive) or dark.

The game "Name the baby."

Purpose: Exercise in naming the offspring of birds; improve the ability to quickly activate knowledge; develop attention, memory, associative thinking.

Game rules: The chick is named by the child who received the token. After completing the task, he passes it to another player; answering incorrectly, leaves the circle and passes the chip to the driver.

Game actions: Drawing up a pair of "mother - baby".

Organization of the game: the children stand in a circle - hands with open palms behind their backs. The driver walks around the circle and at the command of the educator “Stop!” puts a chip in the palm of the player next to him. The player must name a pair.

Ecological games can be used in work with children of middle and senior preschool age. Ecological games contribute to the acquisition of knowledge about the objects and phenomena of nature, form the skills of careful handling of the surrounding nature.

Suggested ecology games contain Interesting Facts about the life of plants, including medicinal ones, and animals, questions about nature, contributing to the development of curiosity. Most environmental games are aimed at consolidating children's knowledge about various types of animals and plants, conditions, their habitat, nutritional habits, as well as developing auditory and visual attention, thinking and memory.

Through ecological games, children get acquainted with the concept of "food chain", get an idea about the food chains in the forest.

Ecology games for preschoolers

Ecological game "GREEN CARDS"

Purpose: to train children in accordance with the simplest animal food chains in nature.

Material: a set of 36 playing cards, each is painted with reverse side in green, and on the front - illustrations various plants and animals, which are compiled in such a way that in the end there are 18 pairs (the animal is food for it).

Course of the game: from two to six children take part in the game. Each child is given 6 cards. It is checked in advance whether there are any among them that can be paired. With the correct move of the child, the cards are postponed. The number of cards is constantly replenished to six until they run out. The winner is the one who first leaves the game or who has fewer cards left.

Ecological game "Zoological Stadium"

Purpose of the game: to consolidate children's knowledge about different types of animals, their food, habitat in nature.

Material: tablet, on which two treadmills are depicted in a circle, start, finish and nine moves; in the center of the stadium there are six sectors with illustrations of animals: one - a squirrel, two - a bee, 3 - swallows, 4 - a bear, 5 - an ant, 6 - a starling.

Separate cards show illustrations of food for these animals and their shelters (hollow, beehive, den, anthill, birdhouse, etc.). The set also includes a dice to determine the move.

Game progress: two children participate in the game. With the help of a cube, they alternately determine the sector with the task and make three moves: the first is to name the animal, the second is to determine the food for this animal, the third is to name its refuge in nature. The one who reaches the finish line first wins.

Ecological basket

Aibolit Pharmacy"

Purpose of the game: to continue to form children's ideas about medicinal plants and their use by humans, exercise in their recognition in illustrations.

Material: a flat basket with a red-green cross on one side, a set of illustrations of medicinal plants (St. John's wort, plantain, nettle, wild rose, chamomile, etc.).

Game progress: the teacher makes riddles about medicinal plants for the children. The child finds an illustration in the basket, names the plant and explains why it is called the "Green Doctor".

Similar games can be played on such topics as: "Mushrooms", Edible-inedible mushrooms, "Berries", "Meadow flowers", etc.

Ecological game "LESNIK"

Purpose: to consolidate children's knowledge about the rules of human behavior in the forest; exercise in recognizing environmental warning signs.

Material: a set of triangular environmental warning signs depicting forest objects (anthill, berries, lily of the valley, edible and inedible mushroom, cobweb, butterfly, birdhouse, bird's nest, fire, hedgehog, etc.).

Game progress: children take turns playing the role of a forester, who chooses one of the environmental signs lying upside down on the table and introduces the participants in the game to the forest objects that this sign represents; tells how to behave in the forest, being close to these objects.

Ecological game "WALK IN THE FOREST"

Purpose: to form the correct attitude towards forest dwellers, to expand children's knowledge of the rules of behavior in the forest, to exercise in recognizing warning and prohibition environmental signs.

Material: tablet with the image of a forest clearing with several paths with warning signs; a set of prohibitory environmental signs in an envelope (for example, do not pick lilies of the valley; do not trample mushrooms, berries; do not break tree branches; do not destroy anthills; do not make fires; do not catch butterflies; do not shout; do not turn on loud music; do not destroy bird nests, etc. .; silhouettes of children that can be moved along the paths).

Game progress: a group of children who go to the forest for a walk can participate in the game. At the first stage, you should lead the children along the path, tell what is on it, put up appropriate environmental signs that help to follow the rules of behavior in the forest.

At the second stage, children travel on their own along forest paths, where various environmental signs are placed. Players must explain the rules of behavior in the forest using them. For the correct answer - a chip. The winner is the one who collects the maximum number of chips.

Ecological game "BIRDS PYRAMID"

Purpose: to continue to form in children knowledge about the simplest bird food chains in nature, to consolidate knowledge about the conditions necessary for the growth of plants and animal life.

Material:

The first option is planar: set of cards different color(blue, yellow, black, red), simulating the conditions necessary for the growth of plants and animal life; sets of three cards with various illustrations of plants and birds (for example, pine - pinecone - woodpecker).

The second option is three-dimensional: a set of seven cubes, where the first-fourth cubes are of different colors, indicating the conditions necessary for the life of plants and animals; fifth - plants; the sixth is bird food; seventh - birds (for example: spruce - fir cone - crossbill; mountain ash - rowan berries - bullfinch; algae - snail - duck; oak - acorns - jay; grass - grasshopper - stork).

Game progress: by analogy with the Forest Ecological Tower. However, when drawing up a pyramid, it is necessary to pay attention to the following rules: multi-colored cubes are placed horizontally, and three cubes with illustrations of plants and animals are placed vertically, one on one, on this horizontal line, in order to show food chains in nature.

"ECOLOGICAL TOWER" FOREST "

Purpose: to introduce children to the concept of "food chain" and to give an idea of ​​food chains in the forest.

The first option is planar: a set of cards with four illustrations each (for example, a forest - a plant - a herbivore - a predator);

The second option is three-dimensional: four cubes of different sizes, on each side of which there are illustrations of a forest (forest - mushroom - squirrel - marten; forest - berries - hedgehog - fox; forest - flower - bee - bear; forest - acorns - wild boar - wolf; forest - birch - Maybug - hedgehog; forest - pine cone - woodpecker - eagle owl, etc.)

Game progress: at the first stage, the children play together with the teacher, they start the game with any cube.

Educator: "This is a mushroom, where does it grow?" (In the forest.) “Which of the animals eats mushrooms in the forest?” (Squirrel.) "Does she have enemies?" (Marten.) Next, the child is invited to make a food chain from the named objects and explain his choice. Show that if you remove one of the components of the food chain (for example, a mushroom), then the whole chain breaks up.

In the second stage, children play on their own. They are invited to make their own ecological tower.

At the third stage, competition games are organized: who will quickly make a tower, in which, for example, there is a hedgehog or a wolf.

Game "Sun"

Target: continue to consolidate children's knowledge about animals and their habitat.

Material: a set of task cards and wooden clothespins of different colors.

The task card is a circle divided into 6–8 sectors. In each sector - a picture (for example: a mole, an octopus, a fish, a whale, a cow, a dog). In the center of the circle is the main symbol that defines the theme of the game (for example: a drop symbolizing water). The symbol helps children understand the task without the help of an adult.

Game progress. A drop is depicted in the center of the circle, the child must find animals for which water is a “home”, a habitat (the “Sorceress-Water” lesson block).

Didactic game "Find what to show"

Subject: Fruit.

Equipment: Arrange identical sets of vegetables and fruits on two trays. Cover one (for the teacher) with a napkin.

Game progress: The teacher shows for a short time one of the items hidden under the napkin and removes it again, then invites the children: “Find the same one on another tray and remember what it is called.” Children take turns doing the task until all the fruits and vegetables hidden under the napkin have been named.

Note. In the future, the game can be complicated by adding vegetables and fruits that are similar in shape but differ in color. For example: beets, turnips; lemon, potato; tomato, apple, etc.

Didactic game "Find what I'll call"

Subject: Fruits.

First option.

Equipment: Spread vegetables and fruits on the table so that their size and shape are clearly visible. For the game, it is better to take fruits and vegetables of the same size, but different colors (several apples), different sizes with a constant color.

Game progress. The teacher offers one of the children: "Find a small carrot and show it to everyone." Or: “Find a yellow apple, show it to the children”; "Roll the apple and tell me what shape it is." The child finds an object, shows it to the other children, tries to determine the shape. If the child finds it difficult, the teacher can name a bright distinguishing feature of this fruit or vegetable. For example: “Show me the yellow turnip.

Second option.
Vegetables and fruits are placed in vases of various shapes - spherical, oval, elongated. In this case, the shape of the vase should correspond to the shape of the object hidden in it. Children are looking for the named object. You can't look at all the vases.

Third option.
The game is equipped and played in the same way as in the first two versions. Here the task is solved - to fix the coloring of objects in the memory of preschoolers.
Fruits and vegetables are laid out (hidden) in vases of different colors in accordance with the color of the object.

Didactic game "Guess what you ate"

Subject: Fruits.

didactic task. Find out the subject with the help of one of the analyzers.

Equipment. Pick up fruits and vegetables that are different to taste. Wash them, peel them, then cut them into small pieces. On the table in the room where the children are sitting, the same objects are laid out for comparison and control.

Rules of the game. You can't look at what's put in your mouth. You have to chew with your eyes closed, and then say what it is.

Game progress. Having prepared vegetables and fruits (cut into pieces), the teacher brings them into the group room and treats one of the children, after asking him to close his eyes. Then he says: “Chew well, now tell me what you ate. Find one on the table."

After all the children have completed the task, the teacher treats all the children with fruits and vegetables.

Note. In the future, you can invite children to name the word taste sensations. The question should be asked in such a way that in cases of difficulty, children can choose an appropriate name to determine the taste: "How did it feel in your mouth?" (Sweet, sour, bitter).

Didactic game "What has changed?"

Theme: Houseplants

didactic task. Find items by similarity.

Equipment. Identical plants (3 - 4 each) are arranged on two tables.

Rules of the game. You can show a recognized plant only at the signal of the educator, after listening to its description.

Game progress. The teacher shows the plant on one of the tables, describes its characteristic features, and then invites the child to find the same on another table. (You can ask the children to find the same plants in the group room.).

The game is repeated with each of the plants on the tables.

Didactic game "Find a plant by name"

Subject: Indoor plants.

First option.

didactic task. Find a plant by word-name.

Rule. You can’t see where the plant is hidden.

Game progress. The teacher calls the indoor plant in the group room, and the children must find it. First, the teacher gives a task to all the children: “Who will quickly find a plant in our group room that I will name?” Then he asks some children to complete the task. If it is difficult for children to find the named plant in a large area of ​​​​the room among many others, the game can be played by analogy with the previous ones, that is, put the selected plants on the table. Then the search for a plant in the room will become a complicated version of the game.

Second option.
You can play a game using a toy that the teacher or one of the children will hide (see the game “Where did the nesting doll hide?”), But instead of describing the houseplant near which the toy is hidden, you can only give its name.

Didactic game "Find the same"

Subject: Indoor plants.

didactic task. Find items by similarity.

Rule. It is impossible to look at how the teacher swaps plants.

Equipment. 3-4 identical plants are placed on two tables in a certain sequence, for example, flowering geranium, ficus, fragrant geranium, asparagus.

Game progress. The teacher asks the children to consider well how the plants stand and close their eyes. At this time, he swaps the plants on the same table. And then he asks the children to rearrange the pots as they stood before, comparing their arrangement with the order of the plants on another table.

After some repetitions, the game can be played with one set of plants (without visual control).

Didactic game "Find a leaf, which I will show"

Subject: Trees.

didactic task. Find items by similarity.

Rule. Run (“fly”) on command is possible only for those who have the same stock in their hands as the teacher showed.

Game progress. During the walk, the teacher shows the children a sheet and offers to find the same one. The selected leaves are compared in shape, note how they are similar and how they differ. The teacher leaves each leaf from different trees (maple, oak, ash, etc.). Then the teacher raises, for example, a maple leaf and says: “The wind blew. The leaves flew like this. Show how they flew. Children, in whose hands maple leaves, are spinning, and at the command of the teacher they stop.

The game is repeated with different leaves.

Didactic game "Find the same leaf in the bouquet"

Subject: Trees.

didactic task. Find an item by similarity.

Rule. Raise the sheet after the teacher calls and shows it.

Equipment. Pick up the same bouquets of 3 - 4 different leaves. The game is played while walking.

Game progress. The teacher distributes bouquets to the children, the same leaves for herself. Then he shows them some leaf, for example, a maple one, and offers: “One, two, three - show such a leaf!” Children raise their hand with a new sheet of glue.

The game is repeated several times with the rest of the leaves of the bouquet.

Didactic game "Such a leaf, fly to me"

Subject: Trees.

didactic task. Find items by similarity.

Rule. You can run to the teacher only on a signal and only with the same sheet as the teacher has in his hand.

Equipment. Pick up leaves of oak, maple, mountain ash (or other trees common in the area) that are sharply different in shape.

Game progress. The teacher raises, for example, a maple leaf and says: “Whoever has the same leaf, come to me!”
Children examine the leaves received from the teacher, who have the same in their hands, run to the teacher. If the child is wrong, the teacher gives him his sheet for comparison.

Didactic game "Find a leaf"

Subject: Trees.

didactic task. Find the part of the whole.

Rule. You can search for a leaf on the ground after the words of the teacher.

Game progress. The teacher asks the children to carefully examine the leaves on a low tree. “Now try to find the same ones on the ground,” says the teacher. - One, two, three - look! Who found it, quickly come to me. Children with leaves run to the teacher.

Didactic game "Who will quickly find a birch, spruce, oak"

Subject: Trees.

didactic task. Find a tree by name.

Rule. You can run to the named tree only on the command “Run!”.

Game progress. The teacher calls a tree well known to the children, which has bright distinctive features, and asks to find it, for example: “Who will find the birch faster? One, two, three - run to the birch! Children must find a tree and run to any birch growing in the area where the game is being played.

Didactic game "Find a leaf, like on a tree"

Subject: Trees.

didactic task. Find the part of the whole.

Rule. You need to search on the ground only for the same leaves as on the tree indicated by the teacher.

Game progress. The game is played in the fall on the site. The teacher divides the group of children into several subgroups. Everyone offers to take a good look at the leaves on one of the trees, and then find the same ones on the ground.

The teacher says: "Let's see which team will find the right leaves faster." The kids start looking. Then the members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first wins.

Didactic game "Everyone go home!"

Subject: Trees.

Didactic game. Find the whole by its part.

Rule. You can run to your “house” only at the signal of the teacher.

Equipment. Leaves 3 - 5 trees (according to the number of children).

Game progress. The teacher distributes the leaves to the children and says: “Let's imagine that we went on a hike. Each group set up a tent under a tree. You have in your hands the leaves from the tree under which your tents are. We are walking. But suddenly it began to rain. "Everyone go home!" At this signal, children run to their tents, stand next to the tree from which the leaf is.

To check whether the task was completed correctly, the child is offered to compare his leaf with the leaves on the tree to which he ran up.

Note. The game can be played with leaves, fruits and seeds, or only seeds and fruits.

Didactic game "Find a tree by description"

Subject: Trees.

didactic task. Find an item by description.

Rule. You can search for a tree only after the teacher's story.

Game progress. The teacher describes the trees familiar to the children, choosing from them those that have subtle distinguishing features (for example, spruce and pine, mountain ash and acacia).
Children must find what the teacher is talking about.

To make it interesting for the guys to search by description, you can hide something near the tree (or on the tree) they are talking about.

Didactic game "Run to the house, which I will name"

Subject: Trees.

didactic task. Find an item by name.

Rule. You can’t stand near the same tree for a long time.

Game progress. The game is played according to the type of "Traps". One of the children is assigned as a trap, all the rest run away from him and save themselves near the tree named by the teacher, for example, near the birch. Children can run from one birch to another. The one who is caught by the trap becomes the leader.

When the game is repeated, the name of the tree ("house") is changed each time.

Didactic game "Who lives where?"

Theme: Housing

Purpose: to consolidate children's knowledge about dwellings in nature various kinds animals (insects, amphibians, birds, animals).

Material: a tablet, on which various animals are depicted on one side, and their dwellings on the other, for example: a den, a hole, a beehive, a birdhouse, a nest. In the envelope on the back of the tablet there are arrows indicating the number of animals. Instead of arrows, you can draw labyrinths of multi-colored lines.

Game progress: Two or more children take part in the game. They alternately find the proposed animal and determine its dwelling with an arrow or with the help of a labyrinth. If the game actions are correctly performed, the child receives a chip. If the answer is incorrect, the turn passes to the next player. The winner is the one who, by the end of the game, will have large quantity chips.

Didactic game "Who eats what?"

Subject: Food.

Purpose: to consolidate children's knowledge about different types of animal nutrition (insects, amphibians, birds, animals) in nature.

Material: a tablet on which different types of food for various animals are placed in a circle. A moving arrow is fixed in its center; on the reverse side, cards with illustrations of the necessary animals are placed in the envelope.

Game progress: Two or more children participate in the game. Alternately, according to the riddle of the educator, the children find the corresponding picture with the image of the animal and, with the help of an arrow, indicate the type of food that it eats. For the correct answer - a chip. Whoever has the most chips at the end of the game wins.

Didactic game "Find your house"

Subject: Food.

Game progress:

Option 1. Children play one at a time. The child groups the cards with animals into colored fields depending on what they eat. After completing the task, the teacher checks the correctness of the solution and gives the player a penalty chip for each mistake. The one with the fewest wins.

Option 2. Children take turns taking one card with the image of an animal and find a house for it, based on their own knowledge about nutrition different types animals. The winner is the one who collects more chips for the correct execution of the task.

Didactic game "What first, what then?"

Subject: Growth.

Purpose: to consolidate children's knowledge about the main stages of growth and development of living organisms (plants, animals, humans).

Material: a set of cards on which the stages of growth and development of plants or animals (peas, dandelions, strawberries,
frogs, butterflies, etc.), as well as humans (infancy, childhood, adolescence, youth, maturity, old age).

Game progress:

Option 1. The child is invited to lay out the cards in the order of growth and development of a living being (for example, a cabbage butterfly: egg - caterpillar - chrysalis - butterfly) and tell what happened first and what then.

Option 2. The teacher lays out the cards, deliberately making a mistake in their order. Children must correct it and explain the correctness of their decision.

Didactic game "Let's help the plant"

Subject: Growth.

Purpose: to consolidate children's knowledge about the conditions necessary for plant growth (water, light, heat, nutritious soil); exercise in determining the lack of certain conditions for appearance plants.

Material: a set of cards depicting one of the indoor plants (for example, balsam) in good and bad condition (withered, yellowed leaves, light soil in a flowerpot, a frozen plant, etc.); four colored model cards depicting the conditions necessary for plants (yellow for light, red for warmth, blue for water, black for nutrient soil); four cards with a picture of a healthy plant and a simulation of the four conditions it needs.

Game progress:

Option 1. At the beginning of the game, children are introduced to the model cards of the conditions necessary for the growth and development of a plant. Then four cards are examined, showing the same plant in good condition, indicating the same models. Children need to explain the reason for the normal state of the plant.

Option 2. Model cards are laid out on the table in front of the child, and on the typesetting canvas, the teacher writes a story about the plant, for example: “The balsam grew in a pot on the window and rejoiced at the first spring sun. Sun rays warmed up more and more, and the water reserves in the soil became less and less. On Monday morning, the children noticed that the balsam leaves had turned yellow and drooped. What to do?" Invite the children to help the plant: select model cards depicting the conditions necessary for the plant. For the correct answer - a chip. The one who collects the most of them wins.

Didactic game "Forest - home for animals"

Theme: Natural community.

Purpose: to consolidate children's knowledge about the forest as a natural community; to form ideas about the ecological tiers (floors) of a mixed forest and the place of animals in them.

Material: planar model depicting four tiers of mixed forest: 1 - herbaceous cover, 2 - shrubs, 3 - deciduous trees, 4 - coniferous trees. On each of the tiers there are special slots for attaching animal figurines. In the envelope on the reverse side of the tablet there are figures-silhouettes of various animals: insects, amphibians, reptiles, birds, mammals.

Game progress:

Option 1. Children play one at a time, and the rest check the correctness of the task - to settle all the animals on the "floors" depending on their habitat. Whoever makes the fewest mistakes wins.

Option 2. Animal silhouettes are laid out on the table with the reverse side up. Children take turns taking one silhouette at a time, name the animal and determine its place in the forest. In this case, the child must explain the correctness of his own choice. For the correct answer - a chip. If the task is completed incorrectly, then the figurine-silhouette of the animal is placed on the table and the action is repeated by another child.

Didactic game "Ecological pyramid "Birds"

Subject: Birds.

Purpose: to form knowledge about the simplest bird food chains in nature; to consolidate knowledge about the conditions necessary for the growth of plants and animal life.

Material:

1 option, planar: a set of cards of different colors (yellow, blue, red, black), displaying the conditions necessary for the growth of plants and animal life; sets of three cards with various illustrations of plants and birds, for example: pine - pinecone - woodpecker.

Option 2, volumetric: sets of seven cubes, where four cubes are of different colors, based on the conditions necessary for the life of plants and animals; the fifth shows plants; on the sixth - bird food; seventh - birds. For example: mountain ash - rowan berries - bullfinch; spruce - fir cone - crossbill; oak - acorns - jay; algae - snail - duck; grass - grasshopper - stork.

Game progress: Similar to the previous games. However, when drawing up a pyramid, it is necessary to pay attention to the following rules: multi-colored cubes are placed horizontally, and three cubes with illustrations of plants and animals are placed vertically on this horizontal line, one on one, to show the food chains in nature.

Didactic game "Walking in the forest"

Topic: Behavior in the forest.

Purpose: to form the right attitude towards forest dwellers; to expand children's knowledge about the rules of behavior in the forest; exercise in recognizing warning and prohibition environmental signs.

Material: tablet with the image of a forest clearing with several paths with warning signs; silhouettes of children that can be moved along the paths; a set of prohibitory environmental signs in an envelope (“Do not pick lilies of the valley”; “Do not trample on mushrooms, berries”; “Do not break tree branches”; “Do not destroy anthills”; “Do not make fires”; “Do not catch butterflies”; “Do not shout” ; “Do not turn on loud music”; “Do not destroy bird nests”, etc.).

Game progress:

The game can be played by a group of children who go to the "forest" for a walk. At the first stage, the children should be led along the “path”, tell what is on it, put up appropriate environmental signs that help to follow the rules of behavior in the forest.

At the second stage, children travel on their own along the "forest paths", where various environmental signs are placed. The guys should explain the rules of behavior in the forest using them. For the correct answer - a chip. The winner is the one who collects the maximum number of chips.

Didactic game " Food chains in nature "

Purpose: to form children's ideas about food chains and the place in them of different species of animals.

Material:

Option 1: pictures cut into two parts, when compiled, a food chain is formed: an animal and the food it eats, both vegetable and animal.

Option 2: pictures cut into three parts, the food chain includes a plant, a herbivore or omnivore, a predator.

Game progress:

At the first stage cut pictures are presented in such a way that each has its own specific undercut, which differs from the others. According to it, children find parts of the corresponding picture, compose them correctly, get acquainted with the food chain, determine the place of the animal in it, for example: mushroom - squirrel - marten.

At the second stage cut pictures can have the same sub cuts. When compiling such pictures, children show greater independence in determining the place of the animal in the food chain.

Didactic game "Seasons"

Theme: Natural community.

Purpose: to form ideas about the models of the seasons in accordance with the length of daylight hours; show the relationship between daylight hours and phenomena occurring in nature in different seasons.

Material: four plates of different colors corresponding to the seasons (white, red, green, yellow), on which models of the length of daylight hours for each season are presented; pockets for illustrations of natural phenomena characteristic of this season.

Game progress:

Children examine the tablets, determine the season of each in accordance with the color and trajectory of the sun in the sky: in summer - the largest trajectory, in winter - a small one; autumn and spring - equinox. Having determined the season, the children should put illustrations of the natural phenomena of this season into pockets and talk about them.

Didactic game "Ecological Chamomile"

Theme: Natural community.

Purpose: to consolidate children's ideas about characteristic phenomena in animate and inanimate nature in different seasons, their relationship and interdependence.

Material: four circles (centers of chamomile) of different colors (white, green, yellow, red) in accordance with the models of the seasons and a set of petals depicting various phenomena in living and inanimate nature at each season, for example: boats float in a stream in spring, lily of the valley blossomed, birds make nests, etc.

Game progress:

Four children play, each needs to collect chamomile petals of the corresponding season and talk about characteristic phenomena in both inanimate and living nature.

Didactic game "Enchanted letter"

Subject: Fruits and vegetables.

Purpose: to consolidate children's ideas about the characteristic features of vegetables and fruits, their role in maintaining human health; introduce modeling as a way of forming a generalized idea of ​​vegetables and fruits.

Material: five tablets with models characteristic features vegetables and fruits (color, shape, size, method of eating, place of growth); a set of subject-schematic drawings for the nastiness of vegetables and fruits.

Game progress:

Children consider subject-schematic models that reveal the characteristic features of vegetables and fruits.

Option 1. Based on the model samples of the characteristic features of vegetables and fruits, children solve the riddles-drawings of Dr. Aibolit to help him determine which vegetables and fruits are good for human health.

Option 2. Based on model samples, one child makes a riddle-description of a certain vegetable or fruit, the rest of the children guess and tell what role they play in maintaining human health.

Didactic game "FLOWER-SEMITSVETIK"

Theme: Natural Community

Goal: develop thinking; educate positive moral qualities of the individual; to form the communication skills of children with native adults; update joint needs; develop a sense of mutual empathy.

Game progress:

Each family team receives a seven-color flower. The participants of the game conceive seven wishes (parents help to write down the wishes of preschoolers): three wishes are conceived by a child for parents, three - by an adult for a child, one wish will be joint.

Parents and children exchange petals and select desire petals that are really pleasing to them. The team that has the most desired petals, where the alleged desires matched the real ones, wins.

Didactic game "TALK WITH THE FOREST"

Purpose: to develop the creative imagination of children, to enrich speech with definitions; learn to relax.

Game progress:

An extraordinary journey awaits you. We will be transported mentally into the forest. (Children close their eyes, leaning on the backs of chairs, relaxed hands lie on their knees.) Around you in the forest are a variety of flowers, shrubs, trees, herbs.

Stretch your right hand forward and “touch” the tree trunk: what is it like? Now raise your hand and touch the foliage: what is it? Put your hands down and run over the blades of grass: what are they? Smell the flowers, draw in the air with full breasts and keep this freshness in yourself!

Expose your face to the fresh breeze. Listen to the forest sounds - what did you hear?

The children listen silently. Each child in the ear calls the teacher the sound or rustle presented to him.

Didactic game "WHAT FRUITS, ON WHICH TREE GROW"

Purpose: to activate the names of plants and their fruits in the speech of children; exercise in the practical assimilation of the constructions of the prepositional case and the agreement of nouns with the verb and adjective in gender, number, case.

Task 1. Recognize the plant by its fruits and complete the sentence.

Acorns grow on ... (oak).
Apples grow on ... (apple tree).
Cones grow on ... (spruce and pine).
Clusters of rowan grow on ... (rowan).
Nuts grow on ... (hazel).

Task 2. Remember the name of the fruits of plants and complete the sentence.

A lot has ripened on the oak ... (acorns).
Children took ripe apple trees ... (apples).
The tops of the fir trees were bent under the weight of many ... (cones).
On the scattered mountain ash, bright lights burned ... (clusters of berries).

Task 3. Draw a line from a plant to its fruits and make a sentence (carried out with subject pictures).

  • acorn bump bunches of berries
  • hazel apple oak
  • walnut apple tree

Task 4. The same with pictures of plants and their leaves.

Didactic game "GNOMES IN THE FOREST"

Purpose: by means of pantomime to depict characteristic movements in a certain situation, focusing only on the words of the teacher and their own ideas.

Game progress:

The teacher invites the children to put on the caps of the gnomes: “Today we will get to know the little magical men - the gnomes, and we will play with them!”

Gnomes live in the forest. Trees grow densely all around, all with thorny branches. The gnomes make their way with difficulty through the thicket, lift the branches, push them apart with great effort. Appeared in the forest in the light: the trees grow thinner and farther apart (the gnomes look around, choose their own way).

Now the gnomes easily slip between the trees (they are flexible, dexterous): where they will pass sideways, where with their backs ... But you need to bend down and crawl under the deck. Somewhere you have to walk on tiptoe along a narrow path.

The gnomes went out into the clearing, and there the mouse was sleeping. The dwarfs quietly step over it, carefully so as not to step on it. Then they saw a bunny - and let's jump with it! Suddenly a gray wolf jumped out from behind the bushes and roared!

The gnomes rushed to hide under the bushes (under the tables) and sit there quietly!

The wolf went on his way, and the gnomes went home: tiptoe along a narrow path; now you have to bend over and crawl under the deck; where they will pass sideways, where the back is. The house is already close: the gnomes are trudging through the thicket with difficulty, lifting the branches, pushing them apart with great effort.

Oh, tired! You need to rest on your chairs! (Children sit down.)

Didactic game "FLOWERS - DOES NOT FLOWER"

Purpose: to develop auditory attention, endurance in children.

Rule: raise your hands only if a flowering object (plant, flower) is named.

Game progress: Children sit in a semicircle and put their hands on their knees.

Educator: I will name the objects, and ask: does it bloom? For example: “Does the apple tree bloom?”, “Poppy blooms?” etc.

If this is indeed the case, then the children should raise their hands up.

If I name a non-flowering object (tree, pine, house, etc.), then my hands should not be raised.

You need to be careful, as I will raise my hands both correctly and incorrectly. Whoever makes a mistake will pay a chip.

The teacher starts the game:
"Rose in bloom?" - and raises his hands.

Children answer: "Blossoms!" and also raise their hands.
"Pine blossoms?" - and raises his hands, and the children should be silent.

Up