Pre k sight word games


Sight Words Go Fish | Sight Words: Teach Your Child to Read

  1. Overview
  2. Materials
  3. Activity
  4. Confidence Builder
  1. Assessment
  2. Printable Go Fish Cards
  3. Questions and Answers

Sight Words Go Fish is a vocabulary-themed variation of the classic Go Fish card game, for 2-4 players. Introducing this game is easiest when the children already have experience playing the traditional Go Fish game, because they will already understand the game dynamics and can focus their attention on the reading aspect. This is of particular importance for younger children, who can get overwhelmed with having to learn a new game and new words at the same time.

The goal is to collect more pairs of matching cards than anyone else. Children must read the sight word on the card they wish to play and be able to read the words that are requested by other players. It is another fun way to give children extensive exposure to a variety of sight words.

Image: Sight Words Go Fish

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For Sight Words Go Fish, you will make and use a set of cards with various word pairs. The number of pairs depends on how many words you select when creating the cards. You can also remove some pairs from your deck of cards to make it a more manageable size.

Use our Go Fish Card Generator to create a set of cards and print them out, preferably on heavy-duty cardstock paper. You will want to use a mix of newer words that the children have not yet mastered and familiar words that could use some review.

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These instructions are for a game with 3-4 players. Sight Words Go Fish can also be played easily with just two players.

Video: How to Play Sight Words Go Fish

Deal 5 cards to each player (7 cards each if there are only 2 players), then place the remaining cards face down in the middle of the circle formed by the players. All the players look at their cards but do not reveal them to each other.

Player A takes the first turn. Player A selects one of her cards and reads the word on it out loud, moving her index finger from left to right underneath the letters as she reads. (An adult should demonstrate this reading technique at the start of the game to teach or remind children how best to read the word.)

Player A then selects another player and asks him, “Player C, do you have any cards with the word BEFORE?” If Player C has a card with that word, he must say “Yes, I have a card with the word BEFORE,” and hand it to Player A, who then gets another turn. If any player struggles with reading or pronouncing a word, take a moment to go through the sight words correction to reinforce the correct pronunciation.

If Player C does not have any of the requested card, he shouts, “Go Fish!” Player A must then draw a card from the stack. If the drawn card has the word she was looking for, she shows the card and gets to take another turn. Otherwise, her turn ends, and the child who said “Go Fish” gets the next turn.

If a player collects both cards of a particular word pair, he puts them in a face-up stack in front of him. The game continues until someone has no cards left or the face-down stack runs out. The winner is the player with the most pairs of matching cards.

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To make the game a little easier, especially for a younger child, simply use fewer pairs of cards.

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Observe the game, whether it’s watching your own child in your 2-player game or observing a group of students in a 4-player game. Make note of which words the children have mastered, and which ones are still a bit of a struggle. Be on the lookout for individual children who are struggling with several of the words.

A child is considered to have mastered the sight words in this activity when she can consistently recognize and read all the word cards in her hand, with confidence and without any noticeable hesitation.

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Create your own custom Go Fish Cards or use some of our pre-made templates below.

6.1 Blank Go Fish Card Templates

  • Blank Go Fish Card Templates (Write in your own words)

6.2 Dolch Sight Words Go Fish Cards

  • Pre-K Dolch Words (40 words)
  • Kindergarten Dolch Words (52 words)
  • 1st Grade Dolch Words (41 words)
  • 2nd Grade Dolch Words (46 words)
  • 3rd Grade Dolch Words(41 words)
  • Noun Dolch Words (95 words)

6.3 Fry Sight Words Go Fish Cards

  • 1st 100 Fry Words (100 words)
  • 2nd 100 Fry Words (100 words)
  • 3rd 100 Fry Words (100 words)
  • 4th 100 Fry Words (100 words)
  • 5th 100 Fry Words (100 words)
  • 6th 100 Fry Words (100 words)
  • 7th 100 Fry Words (100 words)
  • 8th 100 Fry Words (100 words)
  • 9th 100 Fry Words (100 words)
  • 10th 100 Fry Words (100 words)

6.

4 Top 150 Written Words Go Fish Cards
  • 1st 50 Words (50 words)
  • 2nd 50 Words (50 words)
  • 3rd 50 Words (50 words)

To download a template, right-click and select Save As.

These materials are provided under the Creative Commons Attribution 3.0 Unported License. Essentially, this means you can do whatever you want with the resources, provided you leave the attribution hallmark on the resources. You may use these materials in the classroom, at home, as part of a for-profit tutoring business, or for any other purpose. (Except starting forest fires. That’s bad.) You do not need to contact us for permission to use the materials. We want you to use them!

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Sight Words Boom! | Sight Words: Teach Your Child to Read

  1. Overview
  2. Materials
  3. Activity
  4. Confidence Builder
  1. Variation
  2. Printable Boom! Cards
  3. Questions and Answers

Sight Words Boom! is a vocabulary-themed game for one or more players. Children will collect cards by correctly reading the sight words printed on them. But watch out for the BOOM cards! Draw a BOOM card, and you lose all the cards you collected and have to start over.

Image: Sight Words Boom!

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  • Sight Words Boom! cards

Create Boom! cards with our Boom! Card Creator and print the cards out on cardstock paper. Each sheet will have eight sight word cards and one BOOM card. Cut apart the cards along the dotted lines.

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Shuffle the cards and put them in a face-down stack. Player A draws a card from the stack and reads the word on it out loud, moving her index finger from left to right underneath the letters as she reads. (An adult should demonstrate this reading technique at the start of the game to teach or remind children how best to read the word.)

If she reads the word correctly, she gets to keep the card. Then Player B takes a turn (if there are multiple players). If Player A does not read the word correctly, Player B gets a chance to read that word and collect a card.

NOTE: If there is a word that no player can read correctly, the adult should set the card aside as a reminder to work on that word in the next day’s lesson.

The BOOM cards are what make this game fun and exciting! If a child draws a BOOM card, she loses all the cards she has collected. On her next turn she can start collecting new cards. The lost cards (including the BOOM card) should be shuffled and added to the bottom of the face-down stack.

Keep playing until all the cards in the face-down stack have been collected. The winner is the player with the most cards.

If there is only one player, she plays to see how many cards she can collect before losing them to a BOOM card. She can play repeatedly, trying to beat her previous record.

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If the child is easily discouraged when she loses her cards, simply play with fewer BOOM cards.

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Set a timer for anywhere from one to five minutes. Challenge the players to read as many words and collect as many cards as they can before the time runs out. But they still have to watch out for the BOOM cards!

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Create your own custom Boom! cards or use some of our pre-made templates below.

6.1 Blank Boom! Card Templates

  • Blank Boom! Card Templates (Write in your own words)

6.2 Dolch Sight Words Boom! Cards

  • Pre-K Dolch Words (40 words)
  • Kindergarten Dolch Words (52 words)
  • 1st Grade Dolch Words (41 words)
  • 2nd Grade Dolch Words (46 words)
  • 3rd Grade Dolch Words (41 words)
  • Noun Dolch Words (95 words)

6.

3 Fry Sight Words Boom! Cards
  • 1st 100 Fry Words (100 words)
  • 2nd 100 Fry Words (100 words)
  • 3rd 100 Fry Words (100 words)
  • 4th 100 Fry Words (100 words)
  • 5th 100 Fry Words (100 words)
  • 6th 100 Fry Words (100 words)
  • 7th 100 Fry Words (100 words)
  • 8th 100 Fry Words (100 words)
  • 9th 100 Fry Words (100 words)
  • 10th 100 Fry Words (100 words)

6.4 Top 150 Written Words Boom! Cards

  • 1st 50 Words (50 words)
  • 2nd 50 Words (50 words)
  • 3rd 50 Words (50 words)

To download a template, right-click and select Save As.

These materials are provided under the Creative Commons Attribution 3.0 Unported License. Essentially, this means you can do whatever you want with the resources, provided you leave the attribution hallmark on the resources. You may use these materials in the classroom, at home, as part of a for-profit tutoring business, or for any other purpose. (Except starting forest fires. That’s bad.) You do not need to contact us for permission to use the materials. We want you to use them!

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Leave a Reply

Word games • Arzamas

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Children's room ArzamasMaterials

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"Hat", "telegrams", "MPS" and other games that require almost nothing but company and a desire to have a good time

Author Lev Gankin

Primer “A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Oral games

Associations

Game for a big company. The host briefly leaves the room, during which time the rest decide which of those present they will guess (this may be the host himself). Upon returning, the player asks the others questions - what flower do you associate this person with, what vehicle, what part of the body, what kitchen utensils, etc. - in order to understand who is hidden. Questions can be very different - this is not limited by anything other than the imagination of the players. Since associations are an individual matter and an exact match may not happen here, it is customary to give the guesser two or three attempts. If the company is small, you can expand the circle of mutual acquaintances who are not present at that moment in the room, although the classic version of "associations" is still a hermetic game.

Game of P

A game for a company of four people, an interesting variation on the "hat" theme (see below), but does not require any special accessories. One player guesses a word to another, which he must explain to the others, but he can only use words starting with the letter "p" (any, except for the same root). That is, the word "house" will have to be explained, for example, as follows: "I built - I live." If you couldn’t guess right away, you can throw up additional associations: “building, premises, space, the simplest concept ...” And at the end add, for example, “Perignon” - by association with Dom Perignon champagne. If the guessers are close to winning, then the facilitator will need comments like “about”, “approximately”, “almost right” - or, in the opposite situation: “bad, wait!”. Usually, after the word is guessed, the explainer comes up with a new word and whispers it into the ear of the guesser - he becomes the next leader.

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Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Say the Same Thing

An upbeat and fast-paced game for two, named after a video clip by the inventive rock band OK Go, from which many people learned about it (the musicians even developed a mobile application that helps to play it from a distance, although it is currently unavailable). The meaning of the game is that on the count of one-two-three each of the players pronounces a randomly chosen word. Further, the goal of the players is, with the help of successive associations, to come to a common denominator: for the next time, two or three, both pronounce a word that is somehow connected with the previous two, and so on until the desired coincidence occurs. Suppose the first player said the word "house" and the second player said the word "sausage"; in theory, they can coincide very soon, if on the second move after one-two-three both say "store". But if one says “shop”, and the other says “refrigerator” (why not a sausage house?), then the game can drag on, especially since it’s impossible to repeat - neither the store nor the refrigerator will fit, and you will have to think, say, before "refrigerator" or "IKEI". If the original words are far from each other (for example, "curb" and "weightlessness"), then the gameplay becomes completely unpredictable.

Characters

A game for the company (the ideal number of players is from four to ten), which requires from the participants not only good imagination, but also, preferably, a little bit of acting skills. As usual, one of the players briefly leaves the room, and while he is gone, the rest come up with a word, the number of letters in which matches the number of participants remaining in the room. Next, the letters are distributed among the players, and a character is invented for each of them (therefore, words that contain "b", "s" or "b" do not fit). Until the word is guessed, the players behave in accordance with the chosen character - the leader's task is to understand exactly what characters his partners portray and restore the hidden word. Imagine, for example, that a company consists of seven people. One leaves, the rest come up with a six-letter word "old man" and distribute roles among themselves: the first, say, will be with indoor, the second - t erpel, the third - a secondary, the fourth - p asylum, the fifth - and mane and sixth - to ovary. The returning player is greeted by a cacophony of voices - the company "lives" their roles until they are unraveled, and the host asks the players questions that help reveal their image. The only condition is that as soon as the presenter pronounces the correct character - for example, guesses the insidious one - he must admit that his incognito has been revealed and announce the number of his letter (in the word "old man" - the sixth).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Recognize the song

A game for a company of four to five people. The host leaves, and the remaining players choose a well-known song and distribute its words among themselves - each word. For example, the song “Let there always be sun” is guessed: one player gets the word “let”, the second - “always”, the third - “will be”, the fourth - “sun”. The host returns and begins to ask questions - the most varied and unexpected: "What is your favorite city?", "Where does the Volga flow?", "What to do and who is to blame?". The task of the respondents is to use their own word in the answer and try to do it in such a way that it does not stand out too much; you need to answer quickly and not very extensively, but not necessarily truthfully. Answers to questions in this case can be, for example, “It’s hard for me to choose one city, but let today it will be Rio de Janeiro" or "Volga - into the Caspian, but this does not happen always , every third year it flows into the Black". The presenter must catch which word is superfluous in the answer and guess the song. They often play with lines from poetry rather than from songs.

Tip

A game for four people divided into pairs (in principle, there can be three or four pairs). The mechanics is extremely simple: the first player from the first pair whispers a word (a common noun in the singular) into the ear of the first player from the second pair, then they must take turns calling their associations with this word (in the same form - common nouns; cognate words cannot be used ). After each association, the teammate of the player who voiced it calls out his word, trying to guess if it was originally guessed - and so on, until the problem is solved by someone; at the same time, all associations already sounded in the game can be used in the future, adding one new one at each move. For example, suppose there are players A and B on one team, and C and D on the other. Player A whispers the word "old man" into player C's ear. Player C says aloud to his partner D: "age". If D immediately answers "old man", then the pair of C and D scores a point, but if he says, for example, "youth", then the move goes to player A, who, using the word "age" suggested by C (but discarding the irrelevant to the case "youth" from D), says to his partner B: "age, man." Now B will probably guess the old man - and his team with A will already earn a point. But if he says "teenager" (thinking that it is about the age when boys turn into men), then C, to whom the move suddenly returned, will say " age, man, eightieth birthday”, and here, probably, “old man” will be guessed. In one of the variants of the game, it is also allowed to "shout": this means that, having suddenly guessed what was meant, the player can shout out the option not on his turn. If he guessed right, his team will get a point, but if he rushed to conclusions, the team will lose a point. They usually play up to five points.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
IPU

Game for a big company. Here we are forced to warn readers that, having seen this text in full, you will never be able to drive again - the game is one-time.

Spoiler →

First, the player who gets to drive leaves the room. When he returns, he must find out what MPS means - all that is known in advance is that the bearer of this mysterious abbreviation is present in the room right now. To find out the correct answer, the driver can ask other players questions, the answers to which should be formulated as “yes” or “no”: “Does he have blond hair?”, “Does he have blue eyes?”, “Is this a man?”, “He in jeans?", "Does he have a beard?"; moreover, each question is asked to a specific player, and not to all at once. Most likely, it will quickly become clear that there is simply no person in the room who meets all the criteria; Accordingly, the question arises, according to what principle the players give answers. "Opening" this principle will help answer the main question - what is MPS. The Ministry of Railways is not the Ministry of Communications at all, but m oh p equal s seated (that is, each player always describes the person sitting to his right). Another option is COP, to then about answered n last (that is, everyone talks about who answered the previous question).

Contact

A simple game that can be played with a group of three or more people. One thinks of a word (noun, common noun, singular) and calls its first letter aloud, the task of the others is to guess the word, remembering other words with this letter, asking questions about them and checking if the presenter guessed. The facilitator's task is not to reveal the next letters in the word to the players for as long as possible. For example, a word with the letter "d" is guessed. One of the players asks the question: “Is this by chance not the place where we live?” This is where the fun begins: the host must figure out as quickly as possible what the player means and say “No, this is not“ house ”” (well, or, if it was a“ house ”, honestly admit it). But in parallel, other players also think the same thing, and if they understand what “house” means before the leader, then they say: “contact” or “there is contact”, and start counting up to ten in chorus (while the count is going on, the presenter still has a chance to escape and guess what it is about!), and then they call the word. If at least two matched, that is, at the expense of ten they said “house” in chorus, the presenter must reveal the next letter, and the new guesser version will already begin with the now known letters “d” + the next one. If it was not possible to beat the host on this question, then the guessers offer a new option. Of course, it makes sense to complicate the definitions, and not ask everything directly - so the question about "home" would sound better like "Is this not where the sun rises?" (with a reference to the famous song "House of the Rising Sun" by The Animals). Usually, the one who eventually gets to the searched word (names it or asks a question leading to victory) becomes the next leader.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons

Writing games

Encyclopedia

Not the fastest, but extremely exciting game for a company of four people - you will need pens, paper and some kind of encyclopedic dictionary (preferably not limited thematically - that is, TSB is better than a conditional "biological encyclopedia"). The host finds a word in the encyclopedia that is unknown to anyone present (here it remains to rely on their honesty - but cheating in this game is uninteresting and unproductive). The task of each of the players is to write an encyclopedic definition of this word, inventing its meaning from the head and, if possible, disguising the text as a real small encyclopedic article. The presenter, meanwhile, carefully rewrites the real definition from the encyclopedia. After that, the “articles” are shuffled and read out by the presenter in random order, including the real one, and the players vote for which option seems most convincing to them. In the end, the votes are counted and points are distributed. Any player receives a point for correctly guessing the real definition and one more point for each vote given by other participants to his own version. After that, the sheets are distributed back and a new word is played out - there should be about 6-10 of them in total. You can also play this game in teams: come up with imaginary definitions collectively. The game "poems" is arranged in a similar way - but instead of a compound word, the host selects two lines from some little-known poem in advance and invites the participants to add quatrains.

Game from Inglourious Basterds

A game for a company of any size that many knew before the Quentin Tarantino film, but it does not have a single name. Each player invents a role for his neighbor (usually it is some famous person), writes it on a piece of paper and sticks the piece of paper on his neighbor's forehead: accordingly, everyone sees what role someone has, but does not know who they are. The task of the participants is, with the help of leading questions, the answers to which are formulated as “yes” or “no” (“Am I a historical figure?”, “Am I a cultural figure?”, “Am I a famous athlete?”), to find out who exactly they are. In this form, however, the game exhausts itself rather quickly, so you can come up with completely different themes and instead of famous people play, for example, in professions (including exotic ones - "carousel", "taxidermist"), in film and literary heroes (you can mix them with real celebrities, but it’s better to agree on this in advance), food (one player will be risotto, and the other, say, green cabbage soup) and even just items.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Bulls and cows

A game for two: one participant thinks of a word, and it is agreed in advance how many letters should be in it (usually 4-5). The task of the second is to guess this word by naming other four- or five-letter words; if some letters of the named word are in the hidden one, they are called cows, and if they have the same place inside the word, then these are bulls. Let's imagine that the word "eccentric" is conceived. If the guesser says “dot”, then he receives an answer from the second player: “three cows” (that is, the letters “h”, “k” and “a”, which are in both “eccentric” and “dot”, but in different places). If he then says "head of head", he will no longer get three cows, but two cows and one bull - since the letter "a" in both "eccentric" and "head" is in the fourth position. As a result, sooner or later, it is possible to guess the word, and the players can change places: now the first one will guess the word and count the bulls and cows, and the second one will name his options and track the extent to which they coincide with the one guessed. You can also complicate the process by simultaneously guessing your own word and guessing the opponent's word.

Intellect

Writing game for the company (but you can also play together), consisting of three rounds, each for five minutes. In the first, players randomly type thirteen letters (for example, blindly poking a book page with their finger) and then form words from them, and only long ones - from five letters. In the second round, you need to choose a syllable and remember as many words as possible that begin with it, you can use single-root ones (for example, if the syllable "house" is selected, then the words "house", "domra", "domain", "domain", "brownie", "housewife", etc.). Finally, in the third round, the syllable is taken again, but now you need to remember not ordinary words, but the names of famous people of the past and present in which it appears, and not necessarily at the beginning - that is, both Karamzin and McCartney will fit the syllable "kar" , and, for example, Hamilcar. An important detail: since this round provokes the most disputes and scams, game participants can ask each other to prove that this person is really a celebrity, and here you need to remember at least the profession and country. Typical dialogue: "What, you don't know Hamilcar? But this is a Carthaginian commander!” After each round, points are counted: if a particular word is the same for all players, it is simply crossed out, in other cases, players are awarded as many points for it as the opponents could not remember it. In the first round, you can still add points for especially long words. Based on the results of the rounds, it is necessary to determine who took the first, second, third and other places, and add up these places at the end of the game. The goal is to get the smallest number at the output (for example, if you were the winners of all three rounds, then you will get the number 3 - 1 + 1 + 1, and you are the champion; less cannot be purely mathematical).

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Frame

A game for any number of people, which was invented by one of the creators of the Kaissa chess program and the author of the anagram search program Alexander Bitman. First, the players choose several consonants - this will be the frame, the skeleton of the word. Then the time is recorded (two or three minutes), and the players begin to “stretch” vowels (as well as “й”, “ь”, “ъ”) onto the frame to make existing words. Consonants can be used in any order, but only once, and vowels can be added in any number. For example, players choose the letters "t", "m", "n" - then the words "fog", "cloak", "mantle", "coin", "darkness", "ataman", "dumbness" and other. The winner is the one who can come up with more words (as usual, these should be common nouns in the singular). The game can be played even with one letter, for example, "l". The words “silt”, “lay”, “yula”, “aloe”, “spruce” are formed around it, and if we agree that the letter can be doubled, “alley” and “lily”. If the standard "framework" is mastered, then the task may be to compose a whole phrase with one consonant: a textbook example from the book by Evgeny Gik - "Bobby, kill the boy and beat the woman at the baobab."

Chain of words

Game for any number of players. Many people know it under the name "How to make an elephant out of a fly", and it was invented by the writer and mathematician Lewis Carroll, the author of "Alice". The “chain” is based on metagram words, that is, words that differ by only one letter. The task of the players is to turn one word into another with the least number of intermediate links. For example, let's make a "goat" from a "fox": FOX - LINDE - PAW - KAPA - KARA - KORA - GOAT. It is interesting to give tasks with a plot: so that the “day” turns into “night”, the “river” becomes the “sea”. The well-known chain, where the "elephant" grows out of the "fly", is obtained in 16 moves: FLY - MURA - TURA - TARA - KARA - KARE - CAFE - KAFR - MURDER - KAYUK - HOOK - URIK - LESSON - TERM - DRAIN - STON - ELEPHANT (example of Evgeny Gik). For training, you can compete in the search for metagrams for any word. For example, the word "tone" gives "sleep", "background", "current", "tom", "tan" and so on - whoever scores more options wins.

Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia Commons
Hat

A game for a company of four people, requiring simple equipment: pens, paper and a “hat” (an ordinary plastic bag will do). Sheets of paper need to be torn into small pieces and distributed to the players, the number of pieces depends on how many people are playing: the larger the company, the less for each. Players write words on pieces of paper (one for each piece of paper) and throw them into the "hat". There are also options here - you can play just with words (noun, common noun, singular), or you can play with famous people or literary characters. Then the participants are divided into teams - two or more people each; the task of each - in 20 seconds (or 30, or a minute - the timing can be set at your own choice) to explain to your teammates the largest number of words arbitrarily pulled out of the "hat", without using the same root. If the driver could not explain a word, it returns to the hat and will be played by the other team. At the end of the game, the words guessed by different representatives of the same team are summed up, their number is counted, and the team that has more pieces of paper is awarded the victory. A popular version of the game: everything is the same, but in the first round the players explain the words (or describe the characters) orally, in the second round they show in pantomime, in the third round they explain the same words in one word. And recently a board game has appeared, where you need not only to explain and show, but also to draw.

Telegrams

Game for any number of players. The players choose a word, for each letter of which they will need to come up with a part of the telegram - the first letter will be the beginning of the first word, the second - the second, and so on. For example, the word "fork" is selected. Then the following message can become a telegram: “The camel is healed. I'm flying a crocodile. Aibolit". Another round of the game is the addition of genres. Each player gets the task to write not one, but several telegrams from the same word - business, congratulatory, romantic (the types of messages are agreed in advance). Telegrams are read aloud, the next word is chosen.

even more different games for one or a company

Home games

Shadow theater, crafts and paper dolls from children's books and magazines of the XIX-XX centuries Ring and other games

Games from classic books

What do the heroes of the works of Nabokov, Lindgren and Milne play

A children's course on where games, jokes, horror stories and memes come from and why we need them

Children's room

Special project

Children's room Arzamas

Sources

  • Balandin B. B. Big book of intellectual games and entertaining questions for smart people and smart girls.

    M., 2008.

  • Bocharova A. G., Goreva T. M., Okun V. Ya. 500 wonderful children's games.

    M., 1999.

  • Geek E. Ya. Entertaining mathematical games.

    M., 1987.

  • Fedin S. N. The best games with words.

    M., 2001.

  • Firsova L. M. Games and entertainment. Book 1.

    M., 1989.

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Word games for the development of the imagination of preschoolers

A child's cognitive interest develops much more actively and quickly through the game because a person by nature likes to play, and there are a lot of motives in any game.

The game itself is quite an emotional action, and it is able to revive even the most dry information. And the involvement of all participants in the game in an active process makes the information received by a preschooler in the game process more memorable and receptive.

In the game, in addition, many mental processes of the participants in the game activity are activated: this is attention, and memorization, and interest, and perception, and thinking. And of course, through an interesting didactic game, you can significantly develop the imagination of preschool children.

Didactic game "What would happen if ..."

Purpose: to develop the imagination of children, encouraging them to express their thoughts about the event

Option 1. Fantastic hypotheses

Game progress

The teacher expresses a hypothesis, and the children develop it.

For example:

What would happen if there was no night ...

What would happen if trees could fly . ..

What would happen if houses were on wheels ...

And the like…

Option 2. Consequences of events

Game progress

The teacher tells about some event, and the child continues, foreseeing the consequences.

For example:

The cat found sunflower seeds ...

The bear came to the yard ...

Option 3. What does not happen in the world

Game progress

The teacher invites the child to draw something that does not really happen, and come up with a story according to the content of the depicted picture. Why could this happen? What will happen next?

For example:

A snowman is standing among the flowers, as he dreamed of seeing summer and asked the wizard to take him to warmer climes, etc.

Game "Tales in reverse"

Children, at the suggestion of the teacher, change known fairy tale plots and compose a new fairy tale - vice versa.

For example, how the strict Kolobok terrorizes the inhabitants of the forest and deceives the Chanterelle.

Or the boy may not be the size of a finger, but a giant ...

Or the evil Cinderella insults her sisters and argues with her stepmother.

Or the gullible Wolf may find himself in the net of treacherous kids.

Nonsense Stories Game

Purpose: to teach children to define the thesis of thinking with insert constructions I think, I know, it seems to me, in my opinion; deny inappropriate phenomena, using phrases because.

Game progress

After listening to the absurd stories, the children identify the inconsistencies they have noticed. Whoever names the most wins.

Examples of such stories:

1. The sun shines brightly in summer, so the children went for a walk. They made a hill out of the snow and started sledding. Then they made a snowman out of sand. That's how much fun the kids had!

2. Autumn has come because the green leaves have begun to fall. The children went on an excursion to the lake. There they saw a lot of interesting things. Two perches and a crayfish were sitting on the shore of the lake. When the children got closer, they fell right into the water. A lot of birch trees grew by the lake, and mushrooms hid among green leaves on their branches. The children jumped up and plucked several boletus boletus. That's how much interesting they saw on the tour!

Let's Dream Together

Find words that are usually not used together. They must be applied in one story. Let's say it's two words "mouse" and "wardrobe". Now, with various prepositions and alliances, we connect the invented words: mouse on the closet (under, behind, in front of, because of, behind, through). We choose the most successful combination and develop it further.

Word game "Fantastic Tale"

Children are offered words, on the basis of which they must come up with some kind of story. For example, they call five words from one fairy tale, and the sixth word is someone else's.

Option 1

First, the child tells a well-known fairy tale, and towards the end or already at the end, the adult introduces a new character.

Option 2.

Together with the set of pictures, an unfamiliar object is introduced, which is not in this fairy tale.

Fairy Tales Salad «

You can "play" and mix different fairy tales, introducing into their content a character from any story, cartoon, life.

Rolling, rolling Kolobok, and towards him - Pinocchio with Chicken Ryaba. Pinocchio and says:

- Let's go to the Land of Fools, I'll bury you there, Kolobochek. A loaf will grow - such a height, such a width ...

Or:

Thumbelina met Kolobok, when the Wolf suddenly appeared. What happened next?

"Fantastic hypotheses"

The technology of such hypotheses is quite simple. It takes the form of a question: “What would happen if ...?

Sample question

What would happen if all the adults disappeared?

What would happen if the sun suddenly disappeared?

What would happen if a crocodile came to us?

What would happen if there were no trees and flowers?

"Why is this word called that?"

Purpose: to consolidate the ability of children to compose a story-reflection from three structural and semantic parts; use complex sentences with subordinate causes, consequences in the evidence part of the story-reflection.


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