Writing games for grade 1
Writing Games for 1st Graders Online
Writing Games for 1st Graders Online - SplashLearnFilter
GRADE
CONTENT TYPE
- Measurement (14)
- Comparing Measurements (8)
- Compare Lengths (8)
- Data Handling (6)
- Organize and Interpret Data (6)
- Time (10)
- Analog Clock (2)
- Time in Half Hours (4)
- Time in Hours (4)
- Money (10)
- Identify Coins (7)
- Counting Money (3)
- Count Money with Coins (3)
- Word Problems (27)
- Addition and Subtraction Word Problems (27)
- Addition Word Problems (21)
- Addition Word Problems within 10 (6)
- Addition Word Problems within 20 (5)
- Addition Word Problems within 100 (10)
- Add to Compare Word Problems (6)
- Subtraction Word Problems (12)
- Subtraction Word Problems within 10 (3)
- Subtraction Word Problems within 100 (9)
- Subtract to Compare Word Problems (6)
- Addition (140)
- Addition Facts (45)
- Fluently Add within 20 (11)
- Equal Expressions (3)
- Fluently Add within 10 (34)
- Addition Strategies (86)
- Addition Strategies within 100 (19)
- Addition Strategies within 20 (35)
- Count On Strategy (4)
- Make 10 Strategy (6)
- Add Three Whole Numbers (7)
- Doubles and Near Doubles Strategy to Add (15)
- Doubles Facts (3)
- Add with 10 (3)
- Addition Strategies within 10 (32)
- Count On to Add Strategy (15)
- Compose and Decompose Numbers (17)
- Number Bonds (17)
- Introduction to Addition (9)
- Addition Properties (6)
- Add Using Models (3)
- Subtraction (71)
- Subtraction Strategies (21)
- Subtraction Strategies within 20 (10)
- Count Back Strategy within 20 (6)
- Doubles and Near Doubles Strategy to Subtract (4)
- Subtraction Strategies within 10 (11)
- Count Back Strategy within 10 (5)
- Relate Addition and Subtraction within 10 (6)
- Introduction to Subtraction (4)
- Subtract using Models (4)
- Subtraction Facts (41)
- Fluently Subtract within 20 (7)
- Fluently Subtract within 10 (34)
- Subtraction Without Regrouping (5)
- Subtract within 100 without Regrouping (5)
- Subtract Multiples of 10 (5)
- Geometry (24)
- Shapes (24)
- 2d Shapes (18)
- Partition 2D Shapes (4)
- 3d Shapes (6)
- Identify 3D Shapes (6)
- Number Sense (56)
- Counting (14)
- Number Sequence (14)
- Number Sequence Within 100 (5)
- Number Sequence Within 120 (4)
- Number Sequence Within 50 (5)
- Compare and Order Numbers (12)
- Compare Numbers (6)
- Compare Numbers within 100 (6)
- Order Numbers (6)
- Order Numbers within 10 (3)
- Order Numbers within 20 (3)
- Place Value (30)
- Read and Write Numbers (30)
- Unit Form (5)
- Numbers up to 10 (5)
- Numbers up to 20 (6)
- Numbers up to 50 (7)
- Numbers up to 100 (7)
- Writing (20)
- Writing Sight Words (20)
- Reading (593)
- Phonics (293)
- Reading Words (169)
- Blending (169)
- CCVC and CCVCC Words (28)
- CVCC and CCVCC Words (46)
- Words With Vowel Teams (50)
- Words With Bossy R (45)
- Long Vowel Sounds (75)
- Long A Vowel Sound (15)
- Long E Vowel Sound (17)
- Long I Vowel Sound (15)
- Long O Vowel Sound (15)
- Long U Vowel Sound (13)
- Soft Sounds (2)
- Words with Soft C (1)
- Words with Soft G (1)
- Vowel Teams (15)
- Words with AI and AY (3)
- Words with EA and EE (3)
- Words with OA and OW (3)
- Words with IE and Y (3)
- Words with UE and UI (1)
- Words with OO (2)
- Ending Consonant Blends (23)
- LK Blend (3)
- MP Blend (3)
- ST Blend (3)
- SK Blend (3)
- NK Blend (3)
- ND Blend (3)
- LT Blend (3)
- LF Blend (3)
- CK Blend (5)
- NG Blend (4)
- Magic - E (12)
- Words with Long U (3)
- Words with Long A (3)
- Words with Long O (3)
- Words with Long I (3)
- Rhyming Words (37)
- Initial Consonant Blends (21)
- L Family (12)
- SL Blend (3)
- CL Blend (3)
- PL Blend (3)
- BL Blend (5)
- GL Blend (3)
- FL Blend (5)
- R Family (9)
- PR Blend (3)
- TR Blend (3)
- GR Blend (3)
- CR Blend (3)
- FR Blend (3)
- Bossy R (15)
- Words with AR (3)
- Words with OR (3)
- Words with IR (3)
- Words with UR (3)
- Words with ER (3)
- Sight Words (300)
- All Sight Words (300)
- Dolch Sight Words (150)
- Fry Sight Words (84)
Writing Sight Words Games for 1st Graders
View all 20 games-
Writing Sight Words
Learn to Write the Sight Words: your, some & very Game
Children must learn to write the sight words: your, some & very.
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Writing Sight Words
Learn to Write the Sight Words: front, take, will, does & with Game
Children must learn to write the sight words: front, take, will, does & with.
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Writing Sight Words
Learn to Write the Sight Words: front, could & first Game
Children must learn to write the sight words: front, could & first.
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Writing Sight Words
Learn to Write the Sight Words: over, goes, but, how & after Game
Children must learn to write the sight words: over, goes, but, how & after.
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All Writing Games for 1st Graders
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Writing Sight Words
Learn to Write the Sight Words: your, some & very Game
Children must learn to write the sight words: your, some & very.
1 RF.1.3.G
VIEW DETAILS
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Writing Sight Words
Learn to Write the Sight Words: front, take, will, does & with Game
Children must learn to write the sight words: front, take, will, does & with.
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Writing Sight Words
Learn to Write the Sight Words: front, could & first Game
Children must learn to write the sight words: front, could & first.
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Writing Sight Words
Learn to Write the Sight Words: over, goes, but, how & after Game
Children must learn to write the sight words: over, goes, but, how & after.
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Writing Sight Words
Learn to Write the Sight Words: had, right, who, been & into Game
Children must learn to write the sight words: had, right, who, been & into.
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Writing Sight Words
Learn to Write the Sight Words: only, why & about Game
Children must learn to write the sight words: only, why & about.
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Writing Sight Words
Learn to Write the Sight Words: which, found, these, made & other Game
Children must learn to write the sight words: which, found, these, made & other.
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Writing Sight Words
Learn to Write the Sight Words: just, any & again Game
Children must learn to write the sight words: just, any & again.
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Writing Sight Words
Learn to Write the Sight Words: know, before, then, things & may Game
Children must learn to write the sight words: know, before, then, things & many.
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Writing Sight Words
Learn to Write the Sight Words: each, when, going & its Game
Learn to write the sight words: each, when, going & its.
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Writing Sight Words
Learn to Write the Sight Words: think, use, would, mother & tell Game
Children must learn to write the sight words: think, use, would, mother & tell.
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Writing Sight Words
Learn to Write the Sight Words: read, five, house, also & seven Game
Children must learn to write the sight words: read, five, house, also & seven.
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Writing Sight Words
Learn to Write the Sight Words: write, should, little, walk & got Game
Children must learn to write the sight words: write, should, little, walk & got.
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Writing Sight Words
Learn to Write the Sight Words: ask, laugh, than & say Game
Children must learn to write the sight words: ask, laugh, than & say.
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Writing Sight Words
Learn to Write the Sight Words: more, eight, another & most Game
Children must learn to write the sight words: more, eight, another & most.
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Writing Sight Words
Learn to Write the Sight Words: those, push, friend, every & let Game
Children must learn to write the sight words: those, push, friend, every & let.
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Writing Sight Words
Learn to Write the Sight Words: back, off, even, around & must Game
Children must learn to write the sight words: back, off, even, around & must.
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Writing Sight Words
Learn to Write the Sight Words: much, both, once, upon & ten Game
Children must learn to write the sight words: much, both, once, upon & ten.
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Writing Sight Words
Learn to Write the Sight Words: pull, stop, same, try & full Game
Children must learn to write the sight words: pull, stop, name, try & full.
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Writing Sight Words
Learn to Write the Sight Words: often, Sunday, together, told Game
Children must learn to write the sight words: often, Sunday, together & told.
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Teaching 1st graders the skill of writing is no walk in the park. Most kids dislike the practice of writing and find it repetitive. Teachers and parents are in constant search of stimulating ways in which they can keep the learning fun and informative at the same time. At SplashLearn, you can choose from a wide range of games and activities that can nudge your child to master the skills of literacy.
These interactive games help in strengthening the skill of spelling and writing sight words. The knowledge of sight words builds your child’s comprehension and fluency skills. The game makes use of colorful audiovisual learning aids to keep your child engaged. The player moves around and comes across different sight words jumbled up on the screen. The child has to arrange the other letters of the words on the screen in the correct sequence.
Such games help your child get well-acquainted with sight words and build their vocabulary.
Fun Writing Games for 1st GradersHere is a list of some super-exciting and knowledge-enriching games and activities that can push your kids towards learning without their parents’ or teachers’ pressure.
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Placards
This activity involves using placards as a learning aid where the teacher or parent can get different placards and play the fun game of identification with kids. The child has to identify the character, animal, person, etc., shown in the placard and write it down on a piece of paper.
This game helps in building the vocabulary of your child and also improves their identification and memory skills.
In a NutshellLearning a skill that we enjoy is always unique and something that stays with us forever. Educational activities are now as enjoyable as learning other skills such as dancing, singing, painting, swimming, etc.
The game-based learning programs and activities introduced by SplashLearn have given learning a different turn. Get your child on board with these interactive and visually appealing games and activities by signing up at SplashLearn.
Is there something we missed out on? Write to us at help@splashlearn. com with your feedback and comments. We love to hear from you and improve the learning experience for your kids.
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Writing Activities for Your First Grader
Try these writing ideas at home
List maker
Ask your child to help you make a grocery list or a "to-do" list for weekend chores. Your child can dictate the list as you write, to model the process. Then switch roles, and ask your child to write the list as you dictate.
Family letters
Help your child write letters to relatives and friends. These may include thank you notes or just a special note to say hello. Be sure to send your child a letter or card once in awhile too so that she is reminded of how special it is to get a letter in the mail. And consider finding a pen pal for your child.
Family stories
Ask your child to draw a picture of a family activity and then write a sentence about it below the picture. Encourage your child to say the sentence and write letters to match the sounds in each word. Then have your child read what she wrote. Display the story on the refrigerator or a bulletin board — and celebrate the work!
Reader's theater
Encourage your child to read her stories out loud. Listen carefully with patience, and give positive feedback about her ideas and her writing!
Bookmaker
Turn your child's writing into books! Paste her drawings and writings on pieces of construction paper. For each book, make a cover out of heavier paper or cardboard, and add special art, a title, and her name as author. Punch holes in the pages and cover, and bind the book together with yarn or ribbon.
Field notes
Encourage your child to take notes on trips or outings, and to describe what she saw, using all of her senses. This could include a description of a walk outside, a ride in a car or a bus, or other events that lend themselves to note taking.
Message board
Hang a family message board in the kitchen and leave notes there for your child. Encourage your child to write a message back and post it to the board.
Label it
Young children love to name things! Ask your child to write out labels for the rooms and objects in your house. Don't worry about invented spellings! Help your child safely tape them up for temporary display. See a real-life example in this blog post, Using but confusing, with laundry.
Make practice fun!
Give your child opportunities to practice writing by helping her sign birthday cards and make lists. As your child gets older, write together — have your child help you with the writing you do, including writing letters, shopping lists, and messages.
Young reporter
Encourage your child to take notes on trips or outings, and to describe what she saw. This could include a description of nature walks, a boat ride, a car trip, or other events that lend themselves to note-taking.
Writing to remember
If your child likes a particular song, suggest that she learn the words by writing them down. Also encourage copying favorite poems or quotations from books and plays.
Reader's theater
Encourage your child to read her stories out loud. Listen carefully without interrupting, and give her positive feedback about her ideas and her writing!
Play a game with pictures
Photos and images are great story sparkers. Do a web search and find a few interesting images. Or cut out pictures from magazines. The pictures can be realistic, such as a photo of students on a playground. Or they can be fantastical images, such as a superhero flying in space. Glue a couple images into a notebook. Then ask your child to write about one of them. You can prompt her, asking her to include what she sees, what the people are thinking, what will happen next—or just let her imagination run free.
Make an “I can” book
As your child learns to write, she’ll also be learning other new skills. Making an “I Can” book will let her practice writing skills and keep track of her other accomplishments. Staple together a bunch of blank sheets of paper to make a book. As your child reaches a new milestone, such as learning to tie her shoes or hit a baseball, she can draw a picture on a new page of the book. Younger kids can then write, “I can tie my shoes.” Older kids can write a few sentences about what they’ve accomplished.
Create a family scrapbook
A family scrapbook is a great way to save memories and jump-start your child’s writing. Use an inexpensive photo album to keep souvenirs of things you do together. This can include photos, ticket stubs, and found objects, like pretty leaves. Your child can begin by writing the date and a line about where you were and what you did. Then, you can work together to write a more detailed summary. Don’t forget to include funny or even annoying moments!
Foster a love of writing with your first grader
This video is from Home Reading Helper, a resource for parents to elevate children’s reading at home provided by Read Charlotte. Find more video, parent activities, printables, and other resources at Home Reading Helper.
Collection "Desk Games"
Desk Games
There are also such varieties "sit-down games" like desk games. Such games are designed to remove muscle tension, switch the child's attention, give the opportunity to rest from difficult intellectual activity.
Teachers can successfully use finger games. These games are given in the book by M. Ruzina "Country finger games", as well as in other publications.
So that the game at the desk does not turn into constant entertainment for students, the teacher clearly formulates the rule to start and end the game on a certain signal.
For a hyperactive child, similar games are a very good relaxation during the lesson. After such physical culture minutes and kneading games, he is again ready to concentrate and complete study assignments.
"Sea Waves" (Lyutova E.K., Monina G.B.)
Purpose: to teach children to switch attention from one type of activity to another, contribute to the reduction of muscle voltage. nine0005
At the signal of the teacher "Calm" all the kids in the class freeze. At the signal "Waves" the children queues line up behind their desks. The students sitting behind the first stand up first. desks. After 2-3 seconds, those who sit at the second desks rise, etc. As soon as the turn reaches the inhabitants of the last desks, they get up and that's it. clap their hands together, after which the children who got up first (after the first desks), sit down, etc. At the signal of the teacher "Storm" the nature of the action and the sequence of their execution is repeated, with the only difference that the children do not wait 2-3 seconds, but stand one after another immediately. Need to finish the game the Calm team. nine0005
"Catching mosquitoes" (Lyutova E.K., Monina G.B.)
Purpose: to relieve muscle tension from the hands hands, to enable hyperactive children to move in a free rhythm and pace.
Tell the children: "Let's pretend that summer came, I opened the window and a lot of things flew into our class (group) mosquitoes. At the command "Start!" you will catch mosquitoes. Like this! The teacher at a slow or medium pace makes chaotic movements in the air, clenching and unclenching fists at the same time. Either sequentially or simultaneously. Every the child will "catch mosquitoes" at his own pace and rhythm, not touching those who sit nearby. On command "Stop!" you sit like this: the teacher shows how to sit down (at his discretion). Ready? "Begin!"... "Stop!" Well done. Tired. Lower relaxed legs down, shake your palms several times. Let the hands rest. Now back to work!"
Play is considered only suitable for children younger age. This is absolutely not true. Through games and through games more older students and adults who have difficulty concentrating and control of impulsivity, I can improve these qualities.
When it comes to play, age is not is a limitation. Games develop many psychological and personal qualities. You just need to have a clear idea of what qualities are needed in development.
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,0003 Games in the school corridor at recess
Green, red, yellow
Children stand in circle, teacher with three circles - in the middle. The teacher gives commands: "Stop! Get ready! Let's go!", while raising the corresponding circle. Students who make a mistake are out of the game
Change numbers
Playing stand in a circle shoulder to shoulder and are calculated in numerical order. AT the center is the driver. He loudly calls any number. Called numbers should quickly change places, and the driver tries to take one of the free places. The one left without a seat becomes the driver.
Russian folk game
"Burners".
The players stand up pairs one after the other. Ahead at a distance of two steps is
driver - burner. Chanting players say the words:
Burn, burn clear,
So that it does not go out.
Stay at the hem,
Look at the field,
Trumpeters are going there
Let them eat kalachi.
Look at the sky:
The stars are burning,
The cranes are screaming:
run away.
One, two, do not crow,
And run like fire!
After the last words, the children standing in the last pair run from both sides along
columns. Burner trying to tarnish one of them. If the running players managed to take a friend
a friend by the hand, before the burner spots one of them, they are in front of the first
pair, and the burner lights up again. The game is repeated. If the burner succeeds in spotting one of the
runners in a pair, then he stands with him in front of the column, and the one who is left without a partner burns.
Rules of the game. The burner must not look back. He catches up with fleeing players
as soon as only they will run past him. nine0005
Russian folk game
"Cat and a mouse.
Players stand in two rows facing each other, join hands, forming a small
passage - a hole. AT cats are in one row, mice are in the other. The first pair starts the game: the cat
catches the mouse, and the mouse running around the players. At a dangerous moment, the mouse can hide in the corridor
, formed by the clasped hands of the players. As soon as the cat has caught the mouse,
the players stand in row. The second pair starts the game. The game continues until the cats are
catch everyone mice.
Rules of the game. Kotu you can't run into a hole. The cat and mice should not run far from
holes.
Russian folk game
"Zarnitsa".
Children get up in circle, hands are held behind the back, and one of the players - dawn - walks behind with a ribbon
and says:
Zarya-lightning,
Red Maiden,
Walked across the field,
Dropped the keys,
Golden keys,
Ribbons blue,
Twisted rings,
Went for water!
With latest with words, the leader carefully puts the ribbon on the shoulder of one of the
players, who, noticing this, he quickly takes the tape, and they both run in different directions along the circle
. The one who will be left without a place, it becomes a dawn. The game is repeated.
Rules of the game. Runners must not cross the circle. The players do not turn around,
while the driver chooses who to put on the shoulder ribbon
GOLD GATE
Description of the game
In the game "Golden Gate" two players stand opposite each other and, holding hands, hands up. Get "gates". The rest of the kids get up behind a friend and put their hands on the shoulders of the one walking in front, or simply take up hands. The resulting chain must pass under the gate.
"Gate" pronounce:
Golden Gate
They don't always let you through!
First time saying goodbye
The second one is forbidden,
And for the third time
We won't let you through!
After these words, the “collars” abruptly drop their hands, and those children who turned out to be caught, they also become "gates". Gradually the number of "gates" increases and the chain decreases. The game ends when all the children become gates.
Rules of the game
Two players stand opposite each other and, holding hands, raise their hands up. Get "gates".
Other children stand one after another and put their hands on the shoulders of the person walking in front, or simply join hands. The resulting chain must pass under the gate. nine0005
children who were caught, they also become “gates”. Gradually quantity "gate" increases, and the chain decreases.
Game ends when all children become "gates"
CONES, ACORNS, NUTS
Description of the game
Children stand in threes and, holding hands, form a circle. Each of the three has name: "cones", "acorns", "nuts". The leader is outside the circle. The host pronounces the word "nuts" (or "cones", "acorns"), and all players who have this name, change places, and the leader tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place, he takes the place of the leader. nine0005
Rules of the game
Children get up in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.
The leader says the word "nuts" (or "bumps", "acorns"), and all players who have this name, change places, and the leader tries to take someone's place. If this he succeeds, then he becomes a nut ("acorn", "bump"), and the one who was left without places, takes the place of the leader.
COTTONS
Cottons - cheerful attention and reaction game for a large group of children. This child's play is good Suitable for use during breaks in elementary school.
Description of the game
Players stand in a circle. Each player receives a serial number.
All players together begin to clap rhythmically: twice in their hands, twice in knees. At the same time, one of the players says his number by clapping his hands, for example - “five-five”, and for claps on the knees - the number of any other player. nine0217 A player who did not have time to give his number or called the number of an already eliminated participant is out of the game.
The last two remaining players win.
Rules of the game
Players stand in circle.
Each player assigned a serial number.
All together they begin to clap rhythmically: twice on their hands, twice on their knees.
Clapping hands the player calls his number, and, clapping his knees - the number of any other participant standing in a circle.
Collection of "quiet" games in the classroom
WHO IS THIS?
Quantity players : any
Optional: paper, pens
Take each piece of paper and draw a head on top - a person, an animal, a bird. Fold the sheet over so that the drawing was not visible - only the tip of the neck. And pass the drawing to a neighbor. At each participant in the game turned out to be a new sheet with an image that he did not saw. Everyone draws the upper body, "hides" the drawing again and handed over to a neighbor in order to finish the limbs on the new sheet received. AND now expand all the drawings and see what creatures are depicted on them. nine0005
SPINS players : any
optional : 20 sticks (pencils will do of the same length)
From the sticks must be folded into messy pile on the table. Alternately, one at a time, the players pull out of the pile 10 sticks so as not to stir others. Whoever succeeds, wins.
RING
Number of players: any
Optional: ring
puts
into the fist of another player. You need to guess who has the ring in his hand.
I NEVER NEVER. players: 7-15 people
extra : chips by number of participants (large beans, matches, or other small identical items)
This game will help people get better to know each other.
The first player says: “I never not...". Then he names what he has never done in his life (playing on honesty). For example:
- did not see a crocodile
- did not go to the sea
- did not wear boots, etc.
Suppose the player said "I never eaten pineapple. All players who have eaten pineapples must give him one chip. Then the turn passes to another player, and he calls what never did. The task of each player is to name something that he has never did, and all or most of those present did. nine0005
Game ends in a certain number of circles. Whoever gets the most wins chips. Number players : any
additionally : any talisman
Teacher picks up talisman and begins acquaintance. "Let me introduce myself: Masha ... Height ... Weight ... Volumes… Foot size… Education…" Presentation varies by content what the teacher wants to hear. If the goal is to learn something interesting from hobbies of children, then the teacher talks about his hobbies in the same age, if the goal is the content of future activities, the educator tells about what he did in a health camp at the same age; if the goal - to understand the internal state of the child, then the teacher talks about his experiences at this age. The talisman is given to the narrator. nine0005
The facilitator sets the theme, rhythm, content, directs and regulates the course of the game.
Word games • Arzamas
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Children's room ArzamasMaterialsMaterials
Arzamas for classes with schoolchildren! A selection of materials for teachers and parents
Everything you can do in an online lesson or just for fun
Cartoons are festival winners. Part 2
Fairy tales, parables, experiments and absurdity
Guide to Yasnaya Polyana
Leo Tolstoy’s favorite bench, greenhouse, stable and other places of the writer’s museum-estate that are worth seeing with children
Kharsm052 , Zabolotsky and Vladimirov about cats, tigers, fishermen and boys named Petya
Migrants: how to fight for your rights with the help of music
Hip-hop, carnival, talking drums and other non-obvious ways
Old records: fairy tales of the peoples of the world
Listening and analyzing Japanese, Italian, Scandinavian and Russian fairy tales
Video: ISS commander asks a scientist about space
Lecture 40 kilometers
How to make a movie
Horror film, comedy and melodrama at home
The most unusual animation techniques
VR, cartoons from sunbeams, jelly and spices
Play the percussion instruments of the world
Learn how the gong, marimba, and drum work, and gather your own orchestra
How to put on a play
Shadow theatre, reading and other options for home performances for children
Solve Soviet puzzles
1920-70s22 cartoons for the little ones
What to watch if you are under six
From "Wild Dog Dingo" to "Timur and his team"
What you need to know about the main Soviet books for children and adolescents
A guide to children's poetry of the twentieth century
From Agnia Barto to Mikhail Yasnov: children's poems in Russian
10 books by artists
Pages from tracing paper, and Milanese binding — the border between reality and fantasy
How to choose a modern children's book
"Like Pippi, only about love": explaining new books through old ones
Word games
"Hat", "telegrams", "MPS" and other old and new games
Games from classic books
What the heroes of the works of Nabokov, Lindgren and Milne play
Plasticine animation: Russian school
From "Plasticine Crow" up to plasticine "Sausage"
Cartoons - winners of the festivals
"Brave Mom", "My Strange Grandfather", "Very Lonely Rooster" and others
Non-fiction for children
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How children's rhymes work "and other games that require almost nothing but company and the desire to have a good time
Author Lev Gankin
Primer “A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia CommonsOral 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. nine0005
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. nine0005
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Primer "A. B. C. Trim, alphabet enchanté. Illustrations by Bertal. France, 1861 Wikimedia CommonsSay 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. nine0005
Characters
A game for the company (the ideal number of players is from four to ten), which requires from the participants not only a 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). nine0005 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. nine0005 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 oy p right s seated (that is, each player always describes the person sitting to his right). Another option is COP, to then to answered to 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. nine0005 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. nine0005
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. nine0005 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. nine0005
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). nine0005 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." nine0005
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. nine0005 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. nine0005
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. nine0005
even more different games for one or company
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Sources
- Balandin B.
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