Several suggestions for Dynamics for Children's Day – October 12th.
O Children's Day is a date celebrated annually in the month of October, but precisely on the 12th, in this post I bring you several suggestions for dynamic children's day. This date celebrates the children's rights and adolescents, a right that was granted in 1989 when the united nations adopted the convention on the rights of the child. ratified, must ensure all children without distinction of race, color, sex, language, religion, ethnic origin - Access to certain rights basic.
See too:DOWNLOAD IN PDF - GAME DYNAMICS AND PLAY WORKBOOK
Index
Children's Day Dynamics: Pass hat:
Children's Day Dynamics: Egg in the spoon:
Children's Day Dynamics: Fishing with a sieve.
Children's Day Dynamics: Where's my date?
Children's Day Dynamics: Pezinhos Dance.
Children's Day Dynamics: Frogs in a row.
Children's Day Dynamics: I found my father wearing shoes.
Children's Day Dynamics: The foot of the chair.
Participants form a circle and march to the beat of the music, one after the other like hats on, minus one. Hats must be passed to the companion who marches in front. When the music suddenly stops, one will be without a hat and the one must leave the circle, carrying a hat. The last one who manages to keep his hat will be the winner. You can play the game with only one hat in the circle. The participant who keeps the hat on his head when the music stops will leave the circle.
A child is chosen and blindfolded. A stick is placed in her hand, while the others form a circle around her. The blind man points with his stick and asks: "Are you My Lost Sheep?" The person appointed must take the stick and bring it close to your mouth and bleat it, disguising your voice, but if recognized it should take the place of the blind. Each time this happens, players change places so that their position is not recognized.
A circle with a person in the center. The participant who is going shopping will go around the circle and stop in front of one of the participants and say, for example: “I'm going to Mexico. purchase?" Immediately, it will count to ten and before it ends, the competitor you are talking to will have to mention three things that start with M (like butter, medicines, socks). If you can't do this, then it will take the place of the shopper. You can mention any place and the purchased things will have to start with the initial of the place name.
Jesus used Nature for his illustrations. Divide the class into three or four groups. Each group must be given an identical list of articles that must be found. No one can leave the designated area.
Suggestions: seeds, clover, grass stalk, tree leaf, bird feathers, wands, pieces of paper. Specify a time limit of plus or minus 3 to 5 minutes. The group that gets the most items is the winner.
Make some squares on the floor in a big circle. One square for each child minus one that will be the “left over”. Each player will stay inside their square until they receive a touch of what is left, as it is circling and saying, “Follow me to Samaria”. What has been touched puts its hand on the "leftover" and follows it. As the others are touched and the line is increased and joined by the hands on the shoulders, the leader can shout: "The Romans are coming". So everyone runs to their squares. What is left without a square is “left over”.
Each participant is provided with two sheets of newspaper. Every step in the race must be taken on top of the newspapers. In this way he puts a leaf on the ground, steps on it; put the other on the ground, step on top; takes the first one that was left behind, bringing it forward again, and so on until it reaches the target. (Go through the entire stipulated route).
Pin a figure or object to the back of two young people with a pin so that they can mutually discover what is on their back. Each one will try to see first what his partner has on his back, trying to prevent the other from seeing his. Reward the first to find out.
Formation: In a circle, sitting in the classroom or at ease.
"__ Attention" - 3 claps
“__ Concentration” _ 3 clapping
“__ Say the name” _ 3 clapping
“__ Name of” _ 3 claps
“__ A fruit” _ 3 palms
“__ That you” _ 3 clapping
“__ Likes best” _ 3 claps
Right after the order indicated by the leader, each child will say the name of a fruit and clap 3 hands, which will be accompanied by the whole group.
After all the children have said the name of a fruit, the leader or another child, without intercession, continues the game, giving a new order.
May be remembered: names of cities, neighborhoods, countries, geographic features, people from the Bible, colors, animals, foods, desserts, etc. Those who make mistakes will pay gifts.
Formation: Around a large circle are the children.
Development: The leader orders In or Out and all children carry out the orders by jumping with their feet together in or out of the circle. From time to time the teacher repeats the same order. Children who make mistakes are temporarily eliminated, that is, until they are replaced by others who committed the same mistake.
Formation: This game requires a relatively flat, delimited space. At least six children play. A child (chameleon) is placed, turned with eyes covered by the hands. The other children are placed at ease, at a distance of about ten meters.
Development: At the start of the game, the children ask in chorus the one with their back turned: “Chameleon, what color?”. The chameleon responds by saying a color, for example blue. As soon as the color is said, in this example, blue, the chameleon turns and starts running after his colleagues, who flee. When fleeing, the children look for an object of the chosen color and touch it in order to get rid of it. In this case, the chameleon cannot hunt them. He can only hunt those children who haven't gotten rid of them yet, that is, haven't touched the chosen color. If the chameleon touches someone before it is freed, that chameleon becomes the new chameleon. If the chameleon is unable to hunt anyone, it continues in this role.
Objective: This dynamic can be considered an exercise in integration, however, it is more suitable for groups that already know each other, aiming at leisure and relaxation.
Procedures:
1. Guide so that everyone is seated in a circle;
2. Distribute slips and pencils to each participant;
3. Each person will write on their slip something that the neighbor on the right did. It can be anything: imitating someone, singing a song, imitating an animal, etc;
4. They must sign their name on the slips
5. The facilitator collects all slips;
6. After collecting the slips, he gives the motto: “Whatever you want for yourself, you shouldn't want for others… Therefore, what you wrote on your slip, you're going to execute it! (no one can refuse to participate)
7. Start by volunteers, until everyone has completed
Preparation: Circle; children sitting on the floor, in the center is a child blindfolded.
Development: At the leader's signal, one of the members of the circle asks the question: “__ Who am I?” The blindfolded child indicates the
voice direction and responds: “__so and so”. If you get it right, choose your replacement.
Preparation: A group of children arranged in circles (side by side without holding hands) form the cage. The other group, whose elements represent animals, disperses across the terrain. The teacher will use a whistle or bell.
Development: At the teacher's signal, the animals start running, now entering and now leaving the cage. With a new whistle, the children in the circle join hands, closing the cage and thus trapping those who remained inside the circle. These will then form part of it, joining those that form the cage. Then the game restarts until all animals have been trapped.
Formation: In a circle. A child in the center with eyes closed.
Development: A child in the circle will pull the ear (slowly) of the partner in the center making as little noise as possible,
returning to your place. Then he asks: “__Advinha who he is”. The child in the middle should open his eyes and guess who pulled his ear. If no
succeed, it will take its place.
Participants in a circle. The first invents an action – scratches his head, snaps his fingers, etc. The second, repeats the action of the first and adds one more - like imitates a sheep. The third will repeat what the 1st and 2nd did and add one more and so on. Poor last one, you have to remember everything and still close with a flourish.
Formation: Children dispersed at will, one highlighted: “the plane”.
Development: At a given signal, the highlighted element goes in pursuit of colleagues imitating a plane. Anyone who is in danger of being caught, stops balancing on one foot and raises his arms laterally, making the figure of an airplane. The pursuer cannot catch him while he is in this position. When the plane manages to catch a child it will replace him.
Material: A scarf
Preparation: Two parallel lines 8 to 10 m apart. The center of the field where the scarf is placed is marked.
Formation: Players will form two parties arranged behind the line. All will be numbered. Each party with the same numbers.
Development: The teacher will shout a number and the players called will run to the center, will aim to catch the handkerchief and return to their row. In case one manages to catch the handkerchief, the other must chase and touch him before he can reach the row.
Points: The player who manages to catch the handkerchief and return to the row without being touched will reach two points for his party.
Material: 3 balls
Formation: Children arranged in 3 columns. In front of each column, at a distance of approximately 1 meter from the first place, will be the “captain” of each team. this one will hold the ball
Development: At a given signal, the captain will throw the ball to the first of his column who will return it and then lower it. The captain will throw the ball to the second in the column who will act as the first and so on. The last child in the column upon receiving the ball will shout “alive”, scoring for their team.
Material: Cook's cap
Formation: Children sitting or standing in a circle
Development: A child is chosen to be the “cook” and make the soup. He receives the chef's cap and walks around the circle choosing children to represent the various vegetables, meat, pasta, etc. These should follow you until the cook says: “__The soup is ready”. At this point, everyone runs to take a place on the wheel. The child who cannot enter the circle will take the place of the cook.
Preparation: The children form a circle holding hands, one in the center of the wheel.
Development: At the start signal, the center player walks around the circle (inside having hands raised). Suddenly he bends down and hits the hands of two of the circle's companions, who run off in the opposite direction. Meanwhile, whoever “cuts the cake” takes possession of one of the vacant seats. The first to finish the lap enters through the empty seat, goes to the center of the roda and says quickly: “__meal cake, I'm already here”, while the last one to arrive occupies the place left vacant in the roda.
Material: A ball
Formation: Children form a column with the exception of two that at a certain height of the column form the basket (holding hands holding arms high). The first in the column receives the ball.
Development: The child tries to throw the ball into the “basket”. When you get it right, you'll put yourself at the end of the line. If you make a mistake, change places with one of the
companions forming the basket. After all the children have an opportunity, the leader can move the basket a little farther away from the
group. Children who are basketed more than 3 times pay a gift or leave the game. The three who finish last win.
Material: A scarf
Formation: Holding hands the children form a circle. Inside this will remain a player blindfolded.
Development: The circle rotates to the right or to the left. When the center player puts his foot on the ground, the circle stops rotating. The child in the center points to a player and the player will say: “__Bom dia”. The one in the center will have to recognize him by his voice, saying his name. If you make a mistake, you will still have the right to present two more names. If you get it right, the one that was appointed will occupy the center and the other will replace it on the wheel, otherwise, the game will continue until the one in the center, stopping again the circle correctly mentioning the name of the companion.
Formation: Draw two parallel lines with a reasonable distance between them. The children of both teams will stand behind each team with an equal number of members.
Development: After the match, one of the children from the team chosen to leave, runs and passes his hand over the outstretched hands of the “enemies”. Suddenly he pats the palm of one of them (the challenged one) and runs back to his place. The challenged must run after the challenger. If he manages to catch him before he reaches his field, he will be taken as a prisoner to his party, and the team that loses the player will nominate another to make a new challenge to the enemy. If you can't catch it, the challenger will stay in his place while the challenged will be responsible for making a new challenge. After the allotted time for the game is over, the class with the highest number of prisoners wins.
Formation: Form columns of about ten children, each holding the waist of the partner in front.
Development: The first player tries to catch the last one in the column, who tries to avoid being caught. If successful, the first player in the
column swaps places with the last.
Preparation: The children are placed on wheels, holding hands, all facing the center. A couple of players are left out.
Development: At the start signal, the pair displaced around the circle suddenly touch the joined hands of two fellows in the circle. Those
they run away, holding hands, in the opposite direction from the pair that challenged them. Each pair then tries, turning the wheel on their side,
occupy the now vacant seats in the circle. Those who can't, go outside. Will restart the race around the wheel in order to trigger two more
kids. The couple who do not keep their hands in hand forfeits the right to occupy the empty seats.
Material: One coin
Preparation: Draw two lines about 20 meters apart on the ground. The pikes. In the center, the parties – Cara or Coroa – with an equal number of players, in 2 rows, facing each other.
Development: The teacher will toss the coin in the air and the players will wait for the fall to see which face will face up – Heads or Tails. The teacher will announce it aloud and the party group corresponding to the announced face will flee to their pikes (his rear) pursued by the players of the other party. Those who are reached will be incorporated into the opposing party, starting to act together with the new comrades. Again the two parties will approach the center and the teacher will flip the coin.
Victory: The party that, at the end of the set time, has the greatest number of children will be the winner.
Formation: Joining the hands two by two, the children will form “burrows” sheltering each one a “rabbit”. There will always be a "bunny" without a cap and a "little dog"
Development: Pursued by the puppy, the bunny will lodge in one of the dens from which the occupant will immediately withdraw to give him the address. The dislodged bunny will run away so as not to be reached by the puppy and will displace another bunny, whose shelter will take over. When the dog catches the bunny, the roles are reversed and the game will continue uninterrupted.
Formation: Groups of 3 children, two form the "burrow" and shelter a "bunny" in the center with hands held and arms outstretched. The various burrows with their bunnies are dispersed on the ground, far from each other, leaving spaces for the races. There's a little bunny left in the center of the land.
Development: At the leader's order: “__Coelhinho leaves the hole”, the bunnies change places. The untouched bunny seeks to find a home. The remaining bunny continues the game.
Preparation: Children in groups of 3. Two holding hands form the “house” and one inside, the “cat”.
Development: Starting the houses revolve around the cats, to the sound of lively music. When the song is over, the cats go to the center to form a circle with the homeless cat. Then they repeat the same song, and in the end all the cats run in search of a house. Whoever is left homeless goes to the center to restart the game.
Formation: Draw two parallel lines on the ground (start and finish). Children lined up behind the starting line.
Development: The starting order is given with the word: “__Emas e Patos”. Screaming Emus children run normally and screaming Ducks these should be in a squatting position with arms bent and hands on their chests imitating ducks. The leader varies the orders to his liking. The child who first reaches the finish line will be the winner.
Preparation: Children sit in circles choosing one to start.
Development: At the start signal, the chosen player exclaims: "Ha!" to which the following completes: “Ha!, Ha!”, and the third person says: “Ha!, Ha!, Ha!” and so on. Even before completing the entire circle, the group will be in the mood to laugh, but not can do it, because whoever laughs pays a gift, winning after a few minutes, whoever manages to keep up Really.
Preparation: Initially, the children form pairs, the “brothers”, which are arranged in two columns. After each one has taken
knowing your “brother”, each column will form a circle, with a distance of approximately two meters.
Development: The two circles rotate while the children happily sing praise. At a signal given by the leader (whistle or palm) the circles are broken up and each child looks for his brother. Finding him they must both hold hands and bend down. The last one to do so will be temporarily eliminated. The game goes on, forming the two primitive circles again.
Formation: Mark as many circles on the floor as there are children, except one. At a distance of 10 to 15 meters the children, holding hands, form a wheel turning to the right or to the left, singing a praise.
Development: At the sign “__ Go home”, they jump their hands, stop singing, each looking for their “little house”, that is, the circle. The one that's left will be in the center of the wheel, starting the game over. At the signal she will run along with the others. Anyone who is homeless 3 times pays a gift.
Preparation: Children form a circle and are numbered 1 to 4.
Development: The leader will say a number out loud. The children of the number called will run around the circle looking for each one to catch their colleague, who is in front. Those who are reached will be immediately eliminated and those who manage to reach the primitive places will return to occupy them. Once the race is over, a new number will be called, thus continuing the game.
Formation: Children in circles numbered from one to as many children in a circle.
Development: The middle child will say two numbers from 1 to 30 (assuming she has 30 children), being that the numbers mentioned must change places, in this interval, "Juquinha" will try to enter one of these places. Whoever doesn't get a place will stay in the center.
Material: Corks (or matchboxes, or pebbles)
Preparation: Numbered children in a circle inside which several odd numbered corks are placed on the floor.
Development: The teacher calls 2 consecutive numbers and the two children immediately go out in opposite directions. Running, he goes around the circle, and when they complete the circle, they enter it from their own places. They will then try to catch the corks as quickly as possible.
Victory: It will be up to whoever manages to gather the greatest number of corks.
Material: 1 scarf or 1 bell (or rattle, rattle, or a tin with stones).
Formation: Children holding hands, in a circle, limiting the space where 2 companions should be: “Jacó” with blindfolded eyes and “Raquel” with a rattle pose.
Development: Rachel sounds the bell, attracting Jacob who tries to catch her. Raquel dodges or runs, eluding her companion who, always guided by the sound of the bell, chases her. When Raquel is reached, the two will choose their replacements and return to the circle.
Material: 1 rope
Formation: The children stand in a circle and another one remains in the center, holding a rope at the end of which is attached a weight that will be the “mouse”.
Development: At the beginning of the game, the child in the center must turn the rope at the feet of the participants, who must jump, not letting the mouse touch them. The child must let the mouse catch him, he is removed from the game. The game will end when there is only one child left in the circle, the one who will be the winner.
hula hoop
In a wide space, distribute hula hoops to the children so that they can try different ways to turn them around the body without dropping them.
FLY PIPES
This is a toy from China, made with colored tissue paper. Children can make their kites at school or bring them ready-made.
Elevate them in a wide environment without high voltage wires or trees nearby, making movements of pulling or releasing the line, depending on the intensity of the wind.
FIVE MARY
The player will have five small bags made of cloth and filled with sand. He should take four bags and throw them on the floor leaving only one in his hand. The one that will be in your hand should be thrown upwards and, while in the air, you should quickly grab one of those on the ground. In the next move, the child will have to throw a bag up and try to get two off the floor at once, continue like this until the last bag.
Children's Day Dynamics: STEAL MALHA
The teacher divides the students into groups and marks each child in the group's hand with a color. After that, it divides the students into two teams that will be positioned one on each side. Between the two teams will be, on the floor, a cloth (the mesh). Upon hearing the command from the teacher, who will speak the name of a color, the children who have the color spoken by the teacher marked on their hands run to try to “steal” the fabric. The team that picks up the mesh from the ground more often wins.
WAKE UP BEAR
One child from the group is chosen to be the “bear” who will be sleeping inside a large circle drawn on the floor. The other children should approach the bear very slowly and shout: Wake up bear!!! When they are in front of you. At that moment, the bear gets up and runs after the other children. Whoever is caught, also becomes a bear.
CAT AND MOUSE
A circle is formed in which everyone stands with their legs apart. One child will be outside and will be the cat, another will be inside the wheel and will be the mouse. The cat tries to enter the wheel and the children close their legs to prevent it from entering. When she gets inside, the mouse runs away. The two should be passing between the legs of colleagues. When the mouse is caught, both must be replaced.
RUN DAY
With the children sitting in a circle, one is chosen to start the game. This should run with a handkerchief around the group, who should keep their eyes closed, singing the song. At the end, while the children are sitting in a circle with their eyes closed, the one carrying the handkerchief chooses one and leaves the handkerchief behind. The one who receives the handkerchief gets up and runs after the person who left it, who must sit in the chosen child's seat. When sitting down, the game restarts.
NEWSPAPER DANCE
Two over there, two over here… The kids dance taking care not to tear the newspaper
AGE From 5 years old.
WHAT DEVELOPS Socialization, body expression and perception of space.
MATERIAL Newspaper, stereo, CDs or cassette tapes with music of different rhythms.
ORGANIZATION In pairs.
HOW TO PLAY Move chairs and tables away and spread the sheets of newspaper on the floor. Each pair is on top of a sheet. Put the music on and the kids start dancing. It is not worth getting off the paper or tearing it. If that happens, the pair leaves the game. Whoever fulfills the objective wins. If some children don't want to dance out of shyness, invite them to be judges with you and make sure their peers don't break the rules. One way to increase activity is to vary the musical rhythms by playing slower songs and more agitated ones.
Children's Day Dynamics: BUILDING GROUPS
One detail will determine who is part of the team.
AGE From 6 years old.
WHAT DEVELOPS Agility
of movements, attention,
concentration and socialization.
Free ORGANIZATION.
HOW TO PLAY Students should form groups according to a rule you establish. You say:
“Attention, I want a group with everyone who is wearing shorts” or “A team with short hair and another with long hair”. And the children run to gather. The activity can be increased if each group is given a task. For example: "Those in white shirts should put a phone book on my desk."
This game can also be done to determine the formation of groups for school work. The activity lasts as long as the class is interested.
LITTLE BEAR
What the child does with the stuffed animal will have to do with the classmate
AGE From 5 years old.
WHAT DEVELOPS Socialization and affection.
MATERIAL A teddy bear.
ORGANIZATION Teacher and students stand in a circle.
HOW TO PLAY The teddy bear passes from hand to hand. Every child must do something with it. For example: kissing, hugging, tickling. It is not worth repeating or attacking. Once everyone is finished, explain that each person will have to do what they did with the teddy bear with the classmate on the right. If a student threw the teddy bear in the air, he just pretends to do the same with his friend. It can be increased if each group is given a task. For example: "Those in white shirts should put a phone book on my desk."
This game can also be done to determine the formation of groups for school work. The activity lasts as long as the class is interested.
Children's Day Dynamics: RACE
Children wrap themselves in a long string. When all are united, it's time to unfold
AGE From 6 years old.
WHAT IT DEVELOPS Agility of movements, attention, concentration and team spirit.
MATERIAL Rolls of string.
ORGANIZATION Everyone sitting at their desks arranged in rows. The ideal is to have the same number of participants in each queue.
HOW TO PLAY The first in each row receives a roll of string. When you give the signal, he stands up, wraps the string twice around his waist, hands the scroll to his colleague behind, and sits down. The second takes the spool, gets up and does the same. As soon as the last one finishes winding itself, it starts the opposite movement: it unrolls the cord from the waist, winds the thread on the roll and passes it to the colleague in front. The game goes on until everyone is unrolled. The team that puts the roll laid out on their table first wins.
WHAT DEVELOPS Cooperation and visual perception.
MATERIAL Classroom objects.
ORGANIZATION The children are all in the center of the room.
HOW TO PLAY Move tables and chairs away and outline a square or circle in the middle of the room where children should be. Randomly distribute folders, papers, maps, books and other materials used in everyday life in each corner. Choose a letter from the alphabet and have the class look for things whose name starts with that letter and bring it to you. The corner with the most requested objects wins. It is important that you know which corner each object was placed in, as that is the only way to determine the winner. After a few rounds, ask students to leave and redistribute materials in corners. When they come back, it will take them longer to find what you asked for. If the group is large, form teams. At the end of the game, ask the class to help tidy up the room.
RIBBON RACE
Children wrap themselves in a long string. When all are united, it's time to unfold
AGE From 6 years old.
WHAT IT DEVELOPS Agility of movements, attention, concentration and team spirit.
MATERIAL Rolls of string.
ORGANIZATION Everyone sitting at their desks arranged in rows. The ideal is to have the same number of participants in each queue.
HOW TO PLAY The first in each row receives a roll of string. When you give the signal, he stands up, wraps the string twice around his waist, hands the scroll to his colleague behind, and sits down. The second takes the spool, gets up and does the same. As soon as the last one finishes winding itself, it starts the opposite movement: it unrolls the cord from the waist, winds the thread on the roll and passes it to the colleague in front. The game goes on until everyone is unrolled. The team that puts the roll laid out on their table first wins.
WINNING CORNER
The winner is one of the corners of the class, where various objects are gathered
AGE From 6 years old.
WHAT DEVELOPS Cooperation and visual perception.
MATERIAL Classroom objects.
ORGANIZATION The children are all in the center of the room.
HOW TO PLAY Move tables and chairs away and outline a square or circle in the middle of the room where children should be. Randomly distribute folders, papers, maps, books and other materials used in everyday life in each corner. Choose a letter from the alphabet and have the class look for things whose name starts with that letter and bring it to you. The corner with the most requested objects wins. It is important that you know which corner each object was placed in, as that is the only way to determine the winner. After a few rounds, ask students to leave and redistribute materials in corners. When they come back, it will take them longer to find what you asked for. If the group is large, form teams. At the end of the game, ask the class to help tidy up the room.
Children's Day Dynamics: MUSIC IN LYRIC
The text is meaningless. Do not need! What matters here is to create a very lively choreography
AGE From 7 years old.
WHAT DEVELOPS Auditory perception, creativity, motor coordination and socialization.
MATERIAL Paper and pen or pencil.
ORGANIZATION The class is divided into groups.
HOW TO PLAY Ask students to create a sequence of moves based on the text below. Then they can invent a melody.
MIS CLOF DARA DARA SHOOT LIRO / CLI CLE CLOF DARA DARA SHOOT THERE / IT'S TCHUNG, IT'S TCHUNG, IT'S TCHUNG / BIRI BIRI SENG CATAFARIUNG / IT'S TCHUNG IT'S TCHUNG IT'S TCHUNG / BIRI BIRI SENG
IF I WERE…
Here students let their imaginations go by saying what they would like to be
AGE From 7 years old.
WHAT DEVELOPS Identity.
MATERIAL Questions written on a paper and pencil or pen.
ORGANIZATION Children are in pairs.
HOW TO PLAY One of the children in each pair starts by asking their partner questions. If you were a fruit, it would be… If you were a movie, a song, a toy, a place, an outfit, a word… She jots down the answers and asks why. Afterwards, whoever did the interview answers the questions of the colleague. After this stage, the group forms a circle and tells the others what they discovered about their friend. The game ends when everyone speaks.
WIRELESS PHONE
Age: from 5 years old
Participants: 5 or more
Rule:
Arrange players sitting next to each other in a row.
The first player says a phrase/message in the ear of the next teammate. Each participant after receiving the message speaks as low as possible in the ear of the next colleague until the last one will speak out loud what they received. The message often arrives completely different!!!
Children's Day Dynamics: I WENT TO THE FAIR
Age: from 5 years old
Participants: 2 or more
Rule:
A player says out loud: I went to the fair and bought... for example "apple". The next player repeats the sentence of the first player adding other goods purchased for example: "potato", the third player repeats the goods that previous players said and adds one more, whoever doesn't repeat goods and remembers all that were won. spoken.
OVEN MOUTH
First a person is elected as “the lord”, this person will give the orders in the game, the other participants will only have to follow their orders. The order consists of finding a certain object, if the child cannot find and bring the requested object she is obligated to pay a gift that can be singing or dancing a song, imitating an animal or any other thing.
Sir: – Oven Mouth
Children: – Oven!
Sir: – Do what I say?
Children: – I do
Sir: – If you don't?
Children: – Have cake.
So the Lord tells the children to get an object.
FROM HAVANA A BOAT CAME
A player says out loud: “From Havana came a boat loaded with…” and adds the name of a product that can be transported by boat. Example: orange.
The next player must say the name of another commodity that starts with the same letter as the first, for example: “From Havana came a boat loaded with pencils”.
When a player cannot remember any product that was not mentioned, he will be eliminated.
After someone is eliminated the last player starts the game with another letter.
I climbed the rosebush
Two children tap the rope, while the others line up on opposite sides of the rope. Enter two at a time, one from each row. They start jumping while reciting the verses alternately:
Child 1: Oh, there.
Child 2: What do you have?
Child 1: Miss you.
Child 2: Whose?
Child 1: The carnation, the rose and nobody else.
Child 2: I climbed the rosebush,
Child 1: I went down the branch,
Child 2: So-and-so (speaks a name) help me, otherwise I'll fall.
Child 2 goes out and whoever was called comes in. The game continues until everyone has participated.
little fire
The children who hit the rope recite, while another jumps:
salad, salad
well seasoned
With salt, with pepper
Fire, little fire.
When they say the word “little fire”, they start hitting the rope faster and faster. Whoever can jump the longest without hitting the rope wins.
snake
Two children hold the rope very close to the ground, making undulations up and down. The other children line up and jump the “snake”, without finding the rope, which is shaken faster and faster. The undulations get higher and higher and whoever bumps into the rope is disqualified. Whoever “survives” more time wins.
horse game
MATERIAL:
– 1 EGG BOX (for tray)
– 4 PLASTIC BOTTLE CAPS OF DIFFERENT COLORS
– DRAWING THE OUTLINE OF THE HORSEBACK MADE OF PAPER (THE NUMBER OF HORSES DEPENDS ON THE NUMBER OF TRAYS YOU MAKE!).
– MAKE 1 PAPER DICE ON THE DATA FACES MUST BE THE COLORS OF THE CAPS USED
RULES:
EACH STUDENT CHOOSES WHICH LITTLE CAP COLOR THEY WANT
ONE STUDENT AT A TIME THROWS THE DICE AND THE COLOR THAT FALLS, IT'S THE HORSE THAT WILL WALK
THE STUDENT WHO REACHES THE END FIRST WIN
It is very important, the first time that children try to work alone, however, without being forced to do so. You of course need to keep an eye on them as they like to put things in their mouths. Especially when working with balloons, cotton, newspapers and small items. Don't expect a super-production or that the work is perfect and with a good finish.
When practicing creative activities, increasingly exercising motor coordination, you will see that they will improve their techniques and the final result of what they create.
Repetition of activities is also very important for children. What for an adult may seem repetitive, for children it is always an adventure and they find new things to experience.
Try, after two weeks that you have presented a certain activity, make it available to kids the same kind of material you've applied before and you'll see how much progress they show accomplish.
An idea for toddlers
If you know how to knit, make a glove, if you don't buy one and attach a little bell to the ends of each finger! You can also draw a face on your fingers and if you want more sew wool that will be the hair of the faces. They will love it!
Adventures for little kids
A tunnel for children to crawl inside can be made with large cardboard, cardboard, different types of rugs, different types of pillows and balls, blow buoys or little animals, balloons, quilts and padded. You try to show them first how they should act to play and they will learn quickly. Crawling under the tunnel, playing with balloons, building towers with pillows, etc.
For the beginning, the use of materials in abundance may be exaggerated. Maybe start with some cardboard and then just give them balloons and so on. One game at a time.
Children exercising in the room
Pay attention to children's games It's always good to have a gym mat or padded quilt so that children can play and exercise there.
Plastic basin or pool
For each group of children, two small plastic swimming pools would be ideal. You can fill it with blow balloons (half shriveled so they don't pop), newspaper (kids love to tear them up), cotton (good quality - so they can sit on top and feel the soft texture). Butter paper makes a pleasant noise to hear when crumpling. Always observing them so that they do not swallow unwanted objects.
In autumn it is possible to find materials such as: chestnuts, leaves, which can also be in this small pool, so that children can get inside and develop their senses.
When the weather is warm, you can put this pool outside and fill it with water. Put empty yoghurt pots, plastic spoons, buckets inside and let them play there. Always watching them.
Music with home materials
Egg carton, beverage cans, spoons, chopsticks or wooden rods, etc. they can be transformed into musical instruments. Get creative!
stuffing objects
Give the children different cans, empty yogurt cups, cardboards, plastic bottles, etc. They will be able to fill these objects with sand, and in the summer they can play outside or also using water. Start yourself by demonstrating how you can build a tower, a mountain, etc. out of sand, they will soon be doing the same.
knowing the shapes
Cut out different shapes in cardboard boxes (home products) or shoe boxes: circle, triangle, rectangle, etc.
Give the children corks, wooden blocks to assemble, pieces of thick paper and ask them to put them in the little holes (of different shapes) in the boxes.
toilet paper rolls
Give them some empty toilet paper rolls or kitchen rolls and they can play with them, making them roll, squeezing them, the strongest can even tear them, they can also step on up!
If the children are a little older, they can already paint the rollers with finger paint or even glue little colored papers that can be torn on top
stuffed bags
One thing that can be done quickly is to make stuffed cloth bags or even stuffed washable gloves.
Fill them with cotton, rice, dried peas, nuts, put little bells on each finger of the glove, etc. Children of this age like to feel the touch and hear the sound that objects make.
Children's Day Dynamics: Texture Panels
On a cardboard glue a paper sandpaper, aluminum foil, fabric, cotton, buttons, cork, forming two panels. Let the children feel the different textures.
You can hide them under a cloth and the older children will be able to guess which panel it is.
cloth snake
Sew a long snake made from scraps of fabric and fill it with cotton. Children will love to feel it with their hand. You can use other materials to fill it.
film container
You can also fill a plastic pot of photographic film with dried peas, rice, bells, pebbles. Then, just close it well and for safety, seal it with the help of insulating tape or crepe.
Children's Day Dynamics: Cardboard
You can paint a cardboard with finger paints.
A cardboard box can become a house. Just cut the doors and windows. Of course this box should be big.
With cardboard, the youngest child can rehearse cutouts (with blunt scissors) and can make stars, Easter eggs (to serve as mobiles after being painted), etc.
Remember that when they work with finger paint, they should wear old clothing or an apron and the floor or table should be covered with newspaper.
learning to store toys
Let the children keep the toys they used in class. They can put them in an empty cardboard box. Can by: paper balls, cotton, balls, etc. When everything is inside everyone sings a song and if there is time they put everything on the floor again and again they start saving and then singing.
Aluminum foil mirror
You can stick a sheet of aluminum foil on the floor so that children crawling around can look at their reflection. The little ones like to look at themselves in the mirror.
Children's Day Dynamics: Balloon Pillows
With a double-sided quilt, the kind you put upholstery inside, you can make a big balloon pillow. Just put several air balloons on the quilts (half empty so they don't burst) and then the children can crawl and roll over.
play in the sand
When they are out, give the children cups, watering cans, water and spoons and let them play freely.
Children's Day Dynamics: Rip and paste
Let the children tear up different types of paper: Newspapers, transparent, colored, gold papers and then glue them onto cardboard or paper.
Fabric and wool
Glue tissue scraps of different shapes and sizes. To glue wool, greater dexterity is needed, as the child will need to secure it with the help of other fingers so that it is fixed on the paper.
empty egg cartons
They are also good for children to tear or to be used to make papier mache – which serves as a great resource for making various toys: chickens, fruits, masks, etc.
Children can also play by putting materials inside the egg box: crumpled paper, cork, etc. However, be careful not to take small objects in their mouths.
tear and cut
Old catalogs or newspapers can be great material for children to play at tearing up. When they are older, they can practice cutting the figures. (remember with blunt scissors)
sand and glue
The sand can be very well mixed with the glue, so apply this mixture in cans and decorate it with sea shells, etc.
pull ship
With an egg box we can build a pull ship. With this, children can paint it with finger paint. Put a string at one end and the boat is ready.
Pasta necklace
With a string and several noodles it is possible to make a necklace! The bigger ones will train their motor coordination and will love the final result.
AGE: 7 years old. Specific goals: Hearing, attention. MATERIAL: Scarves. SETTING: Living room, court, patio. Formation: circles. Organization: students in circles going two to the center; one will be the dog and the other the cat. Close their eyes. Execution: every time the dog barks, the cat will meow and the dog will try to catch it. If you succeed, others will go to the center.
AGE: 9 years onwards. SEX: Both. Specific goals: Develop the sense of smell. MATERIAL: Fruits, perfumes, lotions, etc. Formation: circles. Organization: Students in circles, one going to the center blindfolded. Execution: the teacher will give the students at the center something to smell the perfume and will say: – you will have to recognize this aroma among others that I am going to give you. Then it will give other things (fruit, bleach, etc.). This should identify when they give you to smell something that has the same smell as the first.
AGE: All. Specific objectives: Development-perspective. SETTING: Outdoor, lounge. Formation: circle. Organization: students sitting in a circle. In the center, a blindfolded colleague. Execution: A fellow member of the circle will stand up, touch the little blind man and sit down again. From the movements made, the blind man will try to guess who touched him.
AGE: 9 years old. Specific objectives: Attention, insight. MATERIAL: Ball. SETTING: Patio, lawn. Formation: circle. Organization: Students in a circle, legs crossed, one student sitting in the center blindfolded. Execution: the teammates pass the ball among themselves and at the teacher's signal they put their hands behind them, hiding the ball. The student in the center opens his eyes and points out the one who imagines he has the ball. If you make a mistake, repeat the game.
AGE: 8 years onwards. Specific goals: Develop imagination. MATERIAL: A bottle. LOCATION: Living room, patio. Formation: circle. Organization: students in a circle, the teacher in the center. Execution: the teacher rotates the bottle on the ground and when it stops it will point towards a student. The student must go to the center and perform a task determined by the class or teacher.
AGE: 9 years onwards. Specific goals: Emotional control. MATERIAL: Apple. LOCATION: Court, patio. Formation: ranks. Organization: in rows, with apples hanging in front of them. Execution: at the signal, try to bite the corresponding apple, without holding it, within a specified time. The row with the highest number of points per bite, or the one that bites the apple first, or the one that eats the apple first wins.
AGE: 7 years old. Specific objectives: Attention, listening. MATERIAL: Any object. SETTING: patio, lawn. Formation: circle. Organization: students in circles. One sitting in the center with eyes blindfolded, which will be the dog. Near you will be an object “the bone”. Execution: given the signal, the teacher will indicate one of the students in the circle who will cautiously try to pick up the bone. Perceiving the noise, the dog will bark and indicate the side of the noise. When setting the direction, the teacher will indicate another student. If one succeeds and is not guessed, take the sales and try to guess.
AGE: 7 years onwards. Specific objectives: Attention, agility. MATERIAL: Balls. SETTING: Court, lawn, patio. Formation: circle. Organization: in a circle, with two students facing each other, in possession of a ball. One ball will be designated “MICO”. Execution: at the start signal, the students who have the ball pass it to their partner on the left, who quickly does the same, and so on. The balls are passed, the objective is to make one ball reach the other, that is, that the “cheek” is caught and everyone prevents this from happening in their hands. Whoever drops the ball must retrieve it by himself and return to his place to start passing it again. Each time the tamarin is caught, the game is interrupted and the student who allows it will remain in the center until replaced.
Specific objectives: Motor coordination, rhythm, attention. SETTING: Outdoor and living room. Formation: circle. Organization: pupils numbered successively forming a circle in the “sitting” position. Everyone starts the game by tapping twice and snapping their fingers once on their right hand and once on their left. Execution: a student by snapping the fingers of his right hand says his number and by snapping his left hand, he calls a number corresponding to a fellow student. The one who is called will continue the game by saying his number and calling another one. Whoever makes a mistake and whoever calls the number that has already left, will also leave.
AGE: 7 years old. Specific objectives: Attention. LOCATION: Room, court. Formation: circle. Organization: students in a circle. Execution: the teacher asks if certain animals fly. If they fly, students must respond: fly and make gestures with their arms. E.g.: Chicken fly? Bird flies? Elephant fly? The student who makes a mistake will pay a gift at the end.
AGE: All. Specific objectives: Attention and prompt reaction. SETTING: Outdoor and living room. Formation: circles. Organization: Students in circles in a seated position. Execution: students numbering successively, but arriving at number 7 should say: PUM, replacing them. The student who takes time to speak or does not replace the number with Pum will leave the game every time he makes a mistake. The game is renumbered by the student placed on your right.
AGE: All. Specific objectives: Memory, insight, observation. SETTING: Outdoor and living room. Formation: circles. Organization: a student is asked to leave the place and some modifications are made. Execution: when the student returns, the group will start counting, increasing or decreasing the intensity of the chant as it approaches or moves away from what has changed.
AGE: 7 years onwards. Specific goals: Develop the senses, memory. SETTING: Courtyard and court. Formation: row. Execution: the first turning to the next and saying: “Here goes the goose”. The second will say, "What goose?" To which the first responds: “The goose”. The second says: … ah … the goose. The question will be repeated and so on. So runs all the ranks.
AGE: 6 years onwards. Specific goals: Rhythm, attention. MATERIAL: Lemon. LOCATION: Court, patio, living room, lawn. Formation: circle. Organization: Students sitting in a circle, holding one, holding a lemon. Execution: Students will start the game by singing: My lemon, my lemon… at the same time passing the lemon to their classmates. At the end of the song, the student who is in possession of the lemon will be eliminated.
AGE: All. Specific goals: Memory, tact. MATERIAL: Pencils, staples, coins, chalk, etc. Formation: standing, forming a circle, hands behind. Execution: The entertainer will hand a student one object after another to be passed on. After all the objects are passed, everyone will sit down and quickly write the name of the objects that pass through their hands. The winner will be whoever writes the most names of objects in a given time.
AGE: 7 years onwards. SEX: Both. Specific objectives: Education of the senses. MATERIAL: Scarf. LOCATION: Court or patio. Formation: circles. Organization: Students standing in a circle. One in the middle blindfolded. Execution: the students in the circle will walk and, being one pointed out, will say: Good morning! If the blindfolded student identifies the voice of the classmate, it will change places with it.
AGE: 7 years onwards. SEX: Both Specific Objectives: Prompt reaction and attention. MATERIAL: Disco, cassette player LOCATION: Outdoor and lounge. Formation: in standing circles. Execution: the class moves to the sound of the music. When this stops, they must form groups of 5 or 3, previously determined. Those who are left are trapped inside the circle. It ends when only one prisoner remains in the circle.
AGE: All. Specific objectives: Cunning, speed, agility. MATERIAL: Balls. SETTING: Outdoor. Formation: two columns in fundamental position. The first of each team with a ball. Execution: The first in each column throws the ball as far as possible into the fire ground. This done, everyone should run to reform the column behind the ball thrown by the opposite column. The column that reforms first will win.
AGE: 9 years old. Specific objectives: Sport initiation (hand and basketball). MATERIAL: Ball. LOCATION: Court. Formation: ranks. Organization: 2 rows facing each other forming 2 teams A and B. First student in each row with a ball. Execution: At the signal, the student in possession of the ball runs towards the one at the other end of the row. At this moment there are exchanges of places. The first is last and starts the ball passing to the other. When the 1st arrives, he stays last and starts passing the ball to the other. When the 1st, 1st possession of the ball arrives. Whoever executes the task first will win.
AGE: 10 years old. SEX: Both. Specific objectives: Ability to pass the ball, dexterity, sports initiation (handball and basketball). MATERIAL: Balls, bows. SETTING: Court, patio, lawn. Formation: rows (students in demarcated circles or within arcs). Organization: 2 rows facing each other, separated by a certain distance, forming 2 teams A and B. Two students from each team will be assigned to take a place, a little away from the ends, in the central fight that separates the ranks. Execution: at the signal, the student number 1 of each team will pass the ball to number 2 and this one to 3; 3 to 4… The last in possession of the ball will run towards #1. At this moment, the others change places and the last one takes the 1st place. The exercise is restarted, until reaching the starting position. MISTAKES: leaving your place when passing or receiving the ball, dropping the ball, leaving your place before the neighbor leaves yours.
AGE: 7 years old. SEX: Both. Specific objectives: To be oriented in space in relation to objects and people. LOCATION: Court, patio. Formation: groups of 3. Organization: three students seated: 1 fugitive and 2 catchers. Execution: the fugitive will get up, take 5 steps and run, being chased by others who will try to touch him. Touching the pursued, the 3 will sit down and restart the activity by switching roles.
AGE: 9 years onwards. Specific goals: Sense of orientation, courage, hearing acuity. MATERIAL: Scarf, little bell. LOCATION: Room, court. Formation: circle. Organization: Students in a circle, holding hands to limit the space where 2 companions will run. Jacob with blindfolded eyes and Rachel with a little bell. Execution: at the start signal, Raquel will run inside the circle with the bell ringing. Jacob (will rise) will try to catch her. When caught, the two choose replacements.
AGE: 7 to 9 years old. SEX: Both. Specific goals: Motor skill, speed, attention. MATERIAL: Ball. LOCATION: Court. Training: free. Organization: free kicks on the court, a student in possession of the ball will be the hunter, will go hunting and start chasing, trying to touch a colleague with the ball. What is caught will be the hunting dog and will help the hunter by making exchanges of passes in order to get closer to the hunt. The game will continue until everyone is hunted down.
AGE: All. Specific Objectives: Speed. MATERIAL: 25cm long stick. SETTING: Outdoor. Formation: columns. Organization: 2 columns facing each other about 10 meters apart, with the first student holding a stick. Execution: at the signal, they will run, describing in circles around the field when they reach their column, they will pass the baton to their partner and so on. The column that completes the exercise first will win. Note: students can first do the same in brisk walking.
AGE: 7 to 9 years old. Specific objectives: Attention, speed, agility. LOCATION: Court. Formation: rows ahead of a row at 10 meters, the front must be another student with her back, it will be the “bear”. Execution: The students in the row will shout “run, you bear”. The bear will leave his place and come after you (his colleagues). These will try to run to the side where the bear was, without, however, being caught. The ones the bear catches will be the teddy bears that will help the bear catch.
AGE: 8 years onwards. Specific goals: Agility, dexterity, reflex. MATERIAL: Ball. SETTING: Court, lawn. Formation: 2 concentric circles. Organization: students in the center circle will be #1 and outsiders #2. A ball in the center. Execution: at the signal, the numbers 2 will run in a circle, and when they reach their pair, they pass between their partner's legs and try to catch the ball. The one who gets will receive 5 points and will change places.
AGE: 7 to 9 years old. Specific objectives: Motor skill, team spirit, reflex. MATERIAL: Tennis ball – preferably. LOCATION: Court. Formation: 2 columns. Organization: 2 students from each team in the corners of the court. Execution: at the signal, the teacher will start from the center of the court, throwing the ball into the air; opens two opponents. They will exchange passes between their teammates who are scattered on the court. You will count points each time the ball reaches your teammates' hands.
AGE: All. Specific objectives: Attention, agility. MATERIAL: Chair, cassette player. SETTING: Outdoor, lounge. Formation: Chairs in rows in pairs, back to back. Organization: the number of chairs will be less than the number of participants. Execution: to the sound of music, students will walk around the chairs. When this stops, everyone will try to sit down. What's left will come out and a chair will be removed. The last to sit will win.
AGE: 8 years onwards. Specific goals: Agility, dexterity, attention. SETTING: Court, lawn. Formation: 2 columns. Organization: two columns facing each other at the ends of the court being team A and B. Between the columns there will be 8 students with wide lateral distance. Execution: at the signal, the 1st student of each team must pass between the partner's legs describing a zig-zag. They will return to the column leaving the following. The team that completes the task first will win.
AGE: 7 years onwards. Specific goals: Balance, dexterity and reflex. LOCATION: Court. Formation: circle. Organization: Students numbered 3 by 3, one standing alone in the center of the circle. Execution: at the signal, it will say one of the three numbers (1, 2, 3) and all students corresponding to the called number must quickly change each other. The student at the center during this move must occupy one of the seats. Whoever doesn't get to the place, leaves and goes to the center.
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