Card file plot didactic games with mathematical content. Card file of didactic games in mathematics in the middle group card file in mathematics (middle group) on the topic. Didactic game "Sports family"

Didactic game Snowmen

Rules of the game. You need to carefully look at the picture and indicate how the snowmen differ from each other. Two people play, and the one who points out the most differences in the drawings wins. The first player names some difference, then the second player is given the floor, etc. The game ends when one of the partners cannot name a new difference (not previously noted).

When starting a game, an adult can address a child like this:

“Here is a hare by the river Standing on its hind legs ... In front of him are snowmen With brooms and in hats. The hare looks, he is quiet. It only gnaws at carrots, But what's different about them - He can't understand.

Now look at the picture and help the bunny understand what these snowmen are different. First, look at the hats ... "

Didactic game

"Matryoshka"

Target. The development of attention and observation in children.

Rules of the game. You need to carefully look at the drawings and point out the differences between the matryoshkas. Since it is difficult for a preschooler to compare four objects at once, at first you can play a game of questions, finding out why the child gives just such an answer.

Questions: do matryoshkas have the same hair? Are the scarves the same? Are the legs of nesting dolls the same? Do they have the same eyes? Are the lips the same? Etc.

When you return to the game again, you can offer to indicate the differences without question.

Didactic game

"Boys"

Target. Fix the score and ordinal numbers. Develop ideas: "high", "low", "fat", "thin", "the fattest", "the thinnest", "left", "right", "to the left", "to the right", "between". Teach your child to reason.

Rules of the game. The game is divided into two parts. First, the children must learn the names of the boys, and then answer the questions.

What are the boys' names?

In the same city lived and were inseparable friends: Kolya, Tolya, Misha, Grisha, Tisha and Seva. Look carefully at the picture, take a stick (pointer) and show who's name, if: Seva is the tallest; Misha, Grisha and Tisha are the same height, but Tisha is the fattest of them, and Grisha is the thinnest; Kolya is the shortest boy. You yourself can find out who Tolya's name is. Now show the boys in order: Kolya, Tolya, Misha, Tisha, Grisha, Seva. Now show the boys in this order: Seva, Tisha, Misha, Grisha, Tolya, Kolya. How many boys are there?

Who is standing where?

Now you know the names of the boys, and you can answer the questions: who is to the left of Seva? Who is to the right of Tolya? Who is to the right of Tisha? Who is to the left of Kolya? Who stands between Kolya and Grisha? Who stands between Tisha and Tolya? Who stands between Seva and Misha? Who stands between Tolya and Kolya? What is the name of the first boy on the left? Third? Fifth? sixth? If Seva goes home, how many boys will be left? If Kolya and Tolya go home, how many boys will be left? If their friend Petya approaches these boys, how many boys will there be then?

Didactic game

"Talking on the phone"

Target. Development of spatial representations.

game material. Wand (pointer).

Rules of the game. Armed with a wand and passing it along the wires, you need to find out who is calling whom on the phone: who is calling the cat Leopold, the crocodile Gena, the bun, the wolf.

The game can be started with a story: “In one city, two large houses stood on one site. The cat Leopold, the crocodile Gena, the gingerbread man and the wolf lived in the same house. A fox, a hare, Cheburashka and a mouse lived in another house. One evening the cat Leopold, the crocodile Gena, the gingerbread man and the wolf decided to call their neighbors. Guess who called who."

Didactic game

"Constructor"

Target. Formation of the ability to decompose a complex figure into those that we have. Practice counting to ten.

game material. Multicolored figures.

Rules of the game. Take triangles, squares, rectangles, circles and other necessary shapes from the set and put them on the outlines of the shapes shown on the page. After constructing each item, count how many figures of each type were required.

The game can be started by turning to the children with such verses:

I took a triangle and a square,

He built a house out of them.

And I am very happy about this:

Now a gnome lives there.

square, rectangle, circle,

Another rectangle and two circles...

And my friend will be very happy:

I built the car for a friend.

I took three triangles

And a needle stick.

I laid them lightly

And suddenly got a Christmas tree.

First, choose two circles-wheels,

And between them place a triangle.

Make a steering wheel out of sticks.

And what a miracle - The bike is standing.

Now ride, schoolboy!

Didactic game

"Ants"

Target. Teach children to distinguish colors and sizes. Formation of ideas about the symbolic image of things.

game material. The figures are red and green, large and small squares and triangles.

Rules of the game. You need to take large and small green squares and red triangles and place them near the ants, saying that the big green square is a big black ant, the big red triangle is a big red ant, the small green square is a small black ant, small the red triangle is a small red ant. It is necessary to achieve that the child understands this. Showing the named figures, he must name the corresponding ants.

The game can be started with a story: “In the same forest there lived and were red and black, big and small

ants. Black ants could only walk on black paths, and red ants could only walk on red ones. Large ants walked only through large gates, and small ones only through small ones. And then the ants met near the tree, from where all the paths began. Guess where each ant lives and show him the way.”

Didactic game

"Compare and Complete"

Target. The ability to carry out a visual-mental analysis of the way the figures are located; consolidation of ideas about geometric shapes.

game material. A set of geometric figures.

Rules of the game. Two are playing. Each of the players must carefully examine their plate with the image of geometric shapes, find a pattern in their arrangement, and then fill in the empty cells with question marks, putting the desired figure in them. The winner is the one who correctly and quickly completes the task.

The game can be repeated by placing figures and question marks in a different way.

Didactic game

"Fill the empty cells"

Target. Consolidation of ideas about geometric figures, the ability to compare and compare two groups of figures, to find distinctive features.

game material. Geometric shapes (circles, squares, triangles) of three colors.

Rules of the game. Two are playing. Each player must study the arrangement of the figures in the table, paying attention not only to their shape, but also to the color (complication compared to game 7), find a pattern in their arrangement and fill in the empty cells with question marks. The winner is the one who correctly and quickly completes the task. Players can then exchange signs. You can repeat the game by arranging figures and question marks in a different way in the table.

Didactic game

"Where what figures lie"

Target. Acquaintance with the classification of figures according to two properties (color and shape).

game material. A set of figures.

Rules of the game. Two are playing. Each has a set of figures. Make moves in sequence. Each move consists in the fact that one figure is placed in the corresponding cell of the table. You can also find out how many rows (rows) and how many columns this table has (three rows and four columns), which figures are located in the top row, middle, bottom; in the left column, in the second from the right, in the right column.

For each mistake in the arrangement of figures or answers to questions, a penalty point is credited. The one with the fewest wins.

Didactic game

"Rules of the road"

Target. Formation of ideas about conditional permissive and prohibitory signs, the use of rules, reasoning by the method of exclusion, directions "straight", ".left", "right".

game material. A set of figures in four shapes (circle, square, rectangle, triangle) and three colors (red, yellow, green).

Rules of the game. The figure of the color table 10 shows two variants of the game.

Option 1 . First, all the figures move towards their houses along the same road. But here is the first crossroads on the way. The road forks. Only rectangles can go straight, since there is a permission sign (rectangle) at the beginning of the road. Rectangles cannot go to the right, since at the beginning of this road there is a prohibition sign (a crossed-out rectangle). This means that by eliminating the rectangle, we conclude that all other figures (circles, squares, triangles) can go to the right. Then the road forks again. What pieces can go to the right? What are the left? And at the last crossroads, which figures can go straight, which ones can go right?

After such preparation, the movement of figures to their houses begins. After the end of the movement of the figures, it is necessary to indicate in which of the four houses which figure lives, i.e. find the mistress of each house (A - rectangles, B - circles, C - squares, D - triangles).

Option 2. In the second version of the game, played according to the same rules, only the colors of the pieces (red, yellow, green) are taken into account and their shape is not taken into account.

At the end of the game, the hostess of each house is also indicated here (D - red, E - green, F - yellow).

An example of reasoning by elimination.

IF it is forbidden for red and green figures to pass to house G, then only yellow ones go to it. This means that yellow figures live in house G.

Each mistake during the passage of pieces to their houses is punished with a penalty point. Leading the figures one by one to their houses, the one of the players is considered the winner, who scored the least number of penalty points.

Didactic game

"Third wheel"

Target. To teach children to combine objects into sets according to a certain property. Continued work on fixing the symbolism. Development of memory.

Rules of the game. The page depicts wild animals, domestic animals, wild birds, domestic birds.

The game allows for many options. Take, for example, the large green square (which represents an elephant), the large red triangle (which represents an eagle), and the small red circle (which represents a cow). Place the selected figures in the right places: wild animals can only be placed with wild animals, domestic animals - with domestic animals, wild birds - with wild ones, domestic ones - with domestic animals. Where will the green square go? Red triangle? Little red circle?

Then you can take another batch of animals (tiger, fox, gull, dog, turkey, etc.), designate them with figures from the set and find the right place for them on the page.

The game gradually becomes more complicated: at first, the drawings are supplemented with one animal or one bird, then two, three, and at most four. The difficulty of the solution increases due to the need to remember what the figures represent.

Didactic game

"Distracted Artist"

Target. Development of observation and counting to six.

game material. Numbers 1, 2, 3, 4, 5, 6.

Rules of the game. It is necessary to take the necessary numbers from the set and correct the mistakes of an absent-minded artist. Then you need to count to six, indicating the appropriate number of items. There are five items missing from the picture. One should ask: how many birds cannot be shown in the picture? (6)

You can start the game like this:

"On Basseinaya Street

One artist lived

And sometimes scattered

He was for weeks.

Once, having drawn birds, he absent-mindedly put the wrong numbers on the pictures. Take the necessary numbers from the set and correct the mistakes of an absent-minded artist. Now count to six. How many birds are missing in the picture?

Didactic game

"How? Which?"

Target. Count within ten. Acquaintance with ordinal numbers. Acquaintance with the concepts of "first", "last", "addition" and "subtraction".

game material. Numbers.

Rules of the game. Count the number of objects in each set. Correct mistakes by putting the correct number from the set. Use ordinal numbers: first, second, ... tenth. Fix ordinal numbers by naming objects (for example, the turnip is the first, the grandfather is the second, the grandmother is the third, etc.).

Solve simple problems.

1. A chicken and three chickens were walking in the yard. One chicken got lost. How many chickens are left? And if two chickens run to drink water, how many chickens will be left near the chicken?

2. How many ducklings are around a duck? How many ducklings will be left if one swims in a trough? How many ducklings will be left if two ducklings run away to peck leaves?

3. How many goslings are in the picture? How many goslings will be left if one gosling hides? How many goslings will be left if two goslings run off to peck grass?

4. Grandfather, woman, granddaughter, Bug, cat and mouse pull out the turnip. How many are there? If the cat runs after the mouse, and the Bug runs after the cat, then who will pull the turnip? How many?

Grandfather is the first. The mouse is the last one. If the grandfather leaves and the mouse runs away, how many will remain? Who will be the first? Who is last? If a cat runs after a mouse, how many will be left? Who will be the first? Who is last?

You can create other tasks as well.

Didactic game

"Fix the blanket"

Target. Introduction to geometric shapes. Compiling geometric shapes from data.

game material. Figures.

Rules of the game. Use the figures to close the white "holes". The game can be built in the form of a story.

Once upon a time Pinocchio had a beautiful red blanket on his bed. Once Pinocchio went to the theater of Karabas-Barabas, and at that time the rat Shushara gnawed holes in the blanket. Count how many holes there are in the blanket. Now take your figures and help Pinocchio mend the blanket.

Didactic game

"Distracted Artist"

Target. The development of observation and counting to ten.

game material. Numbers.

Rules of the game. Correct the artist's mistakes by placing the correct numbers from the set next to the disk. Didactic game

"Score"

Target. Development of attention and observation; to teach to distinguish similar objects by size; familiarity with the concepts of "upper", "lower", "medium", "large", "small", "how much".

Rules of the game. The game is divided into three stages.

1. Store. The sheep had a store. Look at the store shelves and answer the questions: How many shelves are there in the store? What is on the bottom (middle, top) shelf? How many cups (large, small) are there in the store? What shelf are the cups on? How many nesting dolls are in the store (large, ma¬

lazy)? What shelf are they on? How many balls (large, small?) are there in the store? Which shelf are they on? What is standing: to the left of the pyramid, to the right of the pyramid, to the left of the jug, to the right of the jug; to the left of the glass, to the right of the glass? What stands between small and large balls?

Every day in the morning, the sheep exhibited the same goods in the store.

2. What did the gray wolf buy? Once, on New Year's Eve, a gray wolf came to the store and bought gifts for his cubs. Look carefully and guess what the wolf bought.

3. What did the hare buy? The next day after the wolf, a hare came to the store and bought New Year's gifts for the rabbits. What did the rabbit buy?

Didactic game

"Traffic light"

Target. Familiarization with the rules of crossing (driving) an intersection regulated by a traffic light.

game material. Red, yellow and green circles, cars, figures of children.

Rules of the game. The game consists of several stages.

1. One of the players sets certain colors of traffic lights (by overlaying red, yellow or green circles), cars and figures of children going in different directions.

2. The second one leads cars through the intersection (along the roadway) or figures of children (along the footpaths) in accordance with the rules of the road.

3. Then the players change roles. Various situations are considered, determined by the colors of traffic lights and the position of cars and pedestrians.

The player who accurately solves all the problems that have arisen during the game or makes fewer mistakes (gaining fewer penalty points) is considered the winner.

Didactic game

"Where is whose house?"

Target. The development of observation. Consolidation of the ideas “higher - lower”, “more - less”, “longer - shorter”, “lighter - heavier”.

game material. Figures.

Rules of the game. Look carefully at the drawing of color table 18. It shows a zoo, a sea and a forest. An elephant and a bear live in the zoo, fish swim in the sea, and a squirrel sits on a tree in the forest. Let's call the zoo, the sea and the forest "houses".

Take from the set: green and yellow circles, yellow triangle, red square, green and red rectangles and place them near the animals where they are drawn (color table 19).

Go back to color chart 18 and place each animal where it can live. For example, a fox can be placed both in a zoo and in a forest.

When the animals are placed, count how many animals fit in each "house".

Answer the questions, who is higher: a giraffe or a bear; elephant or fox; bear or hedgehog? Who is longer: a lion or a fox; bear or hedgehog; elephant or bear? Who is heavier: an elephant or a penguin; giraffe or fox; bear or squirrel? Who is lighter: an elephant or a giraffe; giraffe or penguin; hedgehog or bear?

Didactic game

"Cosmonauts"

Target. Coding of practical actions by numbers.

game material. Polygon, triangles, figurines of astronauts.

Rules of the game. The game is played in several stages.

1. Glue the cut out polygon onto thick cardboard. Poke a hole in the center and insert a pointed stick or match. Rotating the resulting top, we make sure that it falls on the edge where 1 or 2 is written, or on the edge of black or red, where nothing is written.

2. Two astronauts participate in the game. They take turns spinning the top. A roll of 1 means going up one step; drop 2 - rise

two steps; falling out of the red face - rising by three steps, falling out of the black - lowering by two steps (the astronaut forgot

take something and must return).

3. Instead of an astronaut, you can take small red and black triangles and move them up the stairs in accordance with the number of points dropped.

4. First, the astronauts are located on the main platform and rotate the top in turn. If an astronaut was standing on the launch pad and a black line falls out to him, then he remains in place.

5. Six steps lead from the main platform to the first recreation area, from the first recreation area to the second recreation area - another

six steps; from the second rest area to the launch pad - four more steps. To get from the main platform to the starting one, you need to score 16 points.

6. When the astronaut reaches the launch pad, he needs to score four points before the launch of the rocket. The one who flies away on a rocket wins.

Didactic game

"Fill in the Square"

Target. Arranging objects according to various criteria.

game material. A set of geometric figures, different in color and shape.

Rules of the game. The first player puts in the squares, not indicated by numbers, any geometric figures, for example, a red square, a green circle, a yellow square.

The second player must fill in the remaining cells of the square so that in neighboring cells

horizontally (right and left) and vertically (bottom and top) there were figures that differed both in color and in shape.

The original figures can be changed. Players can also change places (roles). The winner is the one who makes fewer mistakes when filling in the places (cells) of the square.

Didactic game

"Piglets and the Gray Wolf"

Target. Development of spatial representations. Repetition of counting and addition.

Rules of the game. The game can be started by telling a fairy tale: “In a certain kingdom - an unknown state - there lived three pig brothers: Nif-Nif, Nuf-Nuf and Naf-Naf. Nif-Nif was very lazy, loved to sleep and play a lot, and built himself a house out of straw. Nuf-Nuf also liked to sleep, but he was not as lazy as Nif-Nif, and he built himself a house out of wood. Naf-Naf was very industrious and built a brick house.

Each of the piglets lived in the forest in his own house. But then autumn came, and an angry and hungry gray wolf came to this forest. He heard that piglets lived in the forest and decided to eat them. (Take a wand and show which path the gray wolf went.)”.

IF the path led to the house of Nif-Nif, then you can continue the tale like this: “So, the gray wolf came to the house of Nif-Nif, who got scared and ran to his brother Nuf-Nuf. The wolf broke Nif-Nif's house, saw that there was no one there, but there were three sticks, got angry, took these sticks and went along the road to Nuf-Nuf. Meanwhile, Nif-Nif and Nuf-Nuf ran to her brother Naf-Naf and hid in a brick house. The wolf approached Nuf-Nuf's house, broke it, saw that there was nothing there, except for two sticks, got even more angry, took these sticks and went to Naf-Naf. When the wolf saw that Naf-Naf's house was made of bricks and that he could not break it, he wept with resentment and anger. I saw that one stick was lying near the house, took it and left the forest hungry. (How many sticks did the wolf take with him?)”.

If the wolf gets to Nuf-Nuf, then the story changes, and the wolf takes two sticks, and then one stick at the house of Naf-Naf.

If the wolf gets immediately to Naf-Naf, then he leaves with one stick. The number of sticks the wolf has is the number of points he scored (6, 3, or 1). It is necessary to ensure that the wolf scores as many points as possible. Didactic game

"There are many examples - one answer"

Target. The study of the composition of numbers, the formation of skills of addition and subtraction within ten.

Rules of the game. The game has two options.

1. Two people play. The host puts a card on the red square with any one-digit number, for example, with the number 8. Numbers are already indicated in the yellow circles. The second player must complete them up to the number 8 and, accordingly, put cards with the numbers 6, 7, 5, 4 in the empty circles. If the player did not make a mistake, then he gets a point. Then the host changes the number in the red square, and the game continues. It may happen that there are few numbers in the red square and it is impossible to fill empty circles according to the indicated rules, then the player must close them with flipped cards. Players can switch roles. The one who scores more points wins.

2. The presenter puts a card with a number on the red square and himself completes the numbers 2, 1, 3, 4 to it, i.e. the host fills in the empty circles, deliberately making mistakes here and there. The second player must check which of the drawn birds and animals made a mistake and correct it. In the red square, you can put cards with the numbers 5, 6, 7, 8, 9, 10. Then the players change roles. The one who finds and corrects the mistakes wins.

Didactic game

"Hurry, don't make a mistake"

Target. To consolidate knowledge of the composition of the numbers of the first ten.

game material. Set of cards with numbers.

Rules of the game. The game begins with the fact that a card with a number greater than five is placed in the central circle. Each of the two players needs to fill in the cells on their half of the drawing, putting on the sign "?" a card with such a number that, when added to the one written in the rectangle, the number that is placed in the circle is obtained. If it is impossible to pick up numbers that satisfy this condition, then the player must close the “extra” example with an inverted card. The winner is the one who quickly and correctly copes with the task. The game can be continued by replacing the numbers in the circle (starting with five).

Didactic game

"Russell Swallows"

Target. Exercise children in the addition of numbers to any given number.

game material. Cut out cards with numbers.

Rules of the game. Two are playing. It is necessary to place swallows in two houses, which sit in rows (horizontally on wires), and then swallows sitting in columns (vertically).

Players choose any row of swallows: either swallows on wires and their corresponding two houses on the left and right, or swallows and their corresponding houses on top and bottom. Then the first player closes his house with a card with a number. The number shows how many birds will live in the house. The second player must resettle the rest of the birds in this row or column. He also closes his house with a card with the corresponding number. It is necessary to sort out all the ways of placing birds. Then the next row or column is selected, and the second player will close his house first, and the first one will show with a card the number of birds that remain. The winner is the one who finds more ways to resettle birds in two houses.

Didactic game

"Color the Flags"

Target. Exercise children in education and counting certain combinations of objects.

game material. Carved green and red stripes, chains of letters K and 3.

Rules of the game. Two are playing. Each player must use five stripes - three red and two green - to lay out flags. Here is one way to form such a flag: KZKKZ. The remaining nine ways must be found. For convenience of comparison, the construction of each flag can be accompanied by a chain of letters K and 3, where the letter K denotes a red stripe, and 3 a green one. So, a flag built on a sample can be denoted by the chain KZKKZ (the sequence of colors is indicated from left to right).

So, each player must find his own ways of forming the flag and designate each of the ways with the appropriate chain of letters. Comparing the chains of letters, it is easy to determine the winner. Whoever finds the most ways wins.

Didactic game

"Chain"

Target. Train children in performing addition and subtraction within ten.

game material. Square cards with numbers and round cards with tasks for adding or subtracting numbers.

Rules of the game. Two are playing. The first player puts a card with any number in an empty square. The second player must fill the remaining squares with cards with numbers, and each circle with a round card with the corresponding addition or subtraction task, so that when moving along the arrows, all tasks are completed correctly. If the second player did not make a mistake when placing a card, then he gets a point, and if he made a mistake, he loses a point. The players then switch roles and the game continues. The one who scores more points wins.

Didactic game

"Wood"

Target. Formation of classifying activity (color table 27 - classification of figures by color, shape and size; color table 28 - by shape, size, color).

game material. Two sets of "Figures" of 24 figures each (four shapes, three colors, sizes). Each figure is the carrier of three important properties: shape, color, size, and in accordance with this, the name of the figure consists of the name of these three properties: red, large rectangle; yellow, small circle; green, large square; red, small triangle, etc. Before using the “Shapes” game material, you need to study it well.

Rules of the game. The figure (color table 27) shows a tree on which the figures should “grow”. To find out on which branch which figure "grows", let's take, for example, green

small rectangle and start moving it from the root of the tree up the branches. Following the color indicator, we must move the figure along the right branch. We came to a fork. Which branch to move on? On the right, which has a rectangle. We reached the next fork. Further, the Christmas trees show that a large figure should move along the left branch, and a small one along the right. So, we will go along the right branch. This is where a small green rectangle should “grow”. We do the same with the rest of the figures.

A set of pieces is divided in half between two players who alternately make their moves. The number of pieces placed by each of the players not where they should “grow up” determines the number of penalty points. The one with the lowest number wins.

The game, conducted on the basis of the drawing of the color table 28, is carried out according to the same rules.

Didactic game

"Growing a tree"

Target. Familiarization of children with the rules (algorithms) that prescribe the implementation of practical actions in a certain sequence.

game material. A set of figures and sticks (stripes).

The rules of the game are represented as a graph consisting of vertices connected in a certain way by arrows. In the drawings, the vertices of the graph are a square, a rectangle, a circle, a triangle, and the arrows emanating from one vertex to another or several indicate what then “grows on our tree”.

Figures 1, 2, 3 show different rules of the game.

Let us give an example of holding a game according to the rule shown in Figure 1.

We tell the children: “We will grow a tree. This is not an ordinary tree. Squares, rectangles, triangles and circles grow on it. But they do not grow somehow, but according to a certain rule. The arrows indicate what grows behind what. Two arrows go from the square: one to the circle, the other to the triangle. This means that after the square the tree branches out, a circle grows on one branch, a triangle grows on the other. A triangle grows from a circle, a rectangle grows from a triangle. (Constructed according to rule 1 branch: circle - triangle - rectangle.)

No arrow comes from the rectangle. This means that nothing grows on this branch outside the rectangle.

After the rules are explained, the game begins. One of the players puts some figure on the table, the other - a strip (arrow) and the next figure in accordance with the rule. Then the move of the first player follows, then the second, and so on until either the tree, in accordance with the rule, stops growing, or the players run out of pieces.

Each mistake is punished with a penalty point. The one with the fewest penalty points wins.

The game is played according to different rules (fig. 1, 2, 3, color table 29), and figure 4 shows the beginning of the tree built according to rule 3 (starting from the square).

Didactic game

"How much together"

Target. The formation in children of ideas about a natural number, the assimilation of the specific meaning of the action of addition.

game material. A set of cards with numbers, a set of geometric shapes.

Rules of the game. Two are playing. The host puts a certain number of figures (circles, triangles, squares) in green and red circles. The second player must count the figures in these circles, fill in the corresponding squares with cards with numbers, put cards with a plus sign between them; between the second and third squares place a card with an "equal" sign.

Then you need to find out the number of all the figures, find the corresponding card and close the third empty square with it. Then the players can switch roles and continue the game. The one who makes the fewest mistakes wins.

Didactic game

"How much is left?"

Target. Development of the skill of counting objects, the ability to correlate quantity and number; the formation in children of a specific meaning of the action of subtraction.

game material. Number cards, geometric shapes set.

Rules of the game. One of the players puts a certain number of objects in a red circle, then in a green one. The second one must count the total number of objects (inside the black line) and close the first square with a card with the corresponding number, put a minus sign between the first and second squares, then count how many objects are removed (they are located in the red circle) , and indicate the number in the next box, put the "equal" sign.

Then determine how many items are left in the green circle, and also note. Place the card with the corresponding number in the third square. Players can switch roles. Whoever makes the fewest mistakes wins.

Didactic game

What pieces are missing?

Target. Exercise children in a consistent analysis of each group of figures, highlighting and generalizing the features inherent in the figures of each of the groups, comparing them, justifying the solution found.

game material. Large geometric shapes (circle, triangle, square) and small (circle, triangle, square) of three colors.

Rules of the game. Two are playing. Having distributed the tablets among themselves, each player must analyze the figure of the first row. Attention is drawn to the fact that in the rows there are large white figures, inside of which there are small figures of three colors. Comparing the second row with the first, it is easy to see that it lacks a large square with a red circle. The empty cell of the third row is filled in the same way. This row is missing a large triangle with a red square.

The second player, reasoning in a similar way, should place a large circle with a small yellow square in the second row, and a large circle with a small red circle in the third row (complication compared to game 8). The winner is the one who quickly and correctly copes with the task. Then the players exchange cards. The game can be repeated by placing figures and question marks in a different way in the table.

Didactic game

"How are the figures arranged?"

Target. Exercise children in the analysis of groups of figures, in establishing patterns in a set of features, in the ability to compare and generalize, in the search for signs of difference between one group of figures from another.

game material. A set of geometric shapes (circles, squares, triangles, rectangles).

Rules of the game. Each player must carefully study the arrangement of the pieces in the three squares of his tablet, see the pattern in the arrangement, and then fill in the empty cells of the last square, continuing the noticed change in the arrangement of the pieces. The first player should see that all the figures in the squares are shifted by one cell clockwise, and the second player should pay attention to the figures standing in the same places, i.e. on the top left are two triangles and one rectangle, and on the bottom right are two rectangles and one triangle. So, at the top left, you need to place a rectangle, and at the bottom right, a triangle. The same regularity is suitable for filling the other two cells.

Didactic game

"The One Hoop Game"

Target. Formation of the concept of the negation of a certain property with the help of the “not” particle, classification by one property.

game material. Hoop (color table 34) and a set of "Figures".

Rules of the game. Before the start of the game, they find out what part of the game sheet is inside the hoop and outside it, set the rules: for example, arrange the pieces so that all the red pieces (and only them) are inside the hoop.

The players alternately put one figure from the available set on the appropriate place.

Each erroneous move is punished with one penalty point.

After the arrangement of all the figures, two questions are asked: what figures lie inside the hoop? (Usually this question does not cause difficulties, since the answer is contained in the condition of the already solved problem.) Which pieces are outside the hoop? (At first, this question causes difficulties.) The supposed answer: “All non-red figures lie outside the hoop” does not appear immediately. Some children answer incorrectly: “Outside the hoop lie square, round ... figures.” In this case, it is necessary to draw their attention to the fact that square, round, etc. lie inside the hoop. pieces, that in this game the shape of the pieces is not taken into account at all. The only important thing is that all the red figures lie inside the hoop and there are no others there. Such an answer: “All the yellow and green figures lie outside the hoop” is essentially correct. Our goal is to express the property of the figures that are outside the hoop in terms of the property of those that lie inside it.

You can invite children to name the property of all the figures lying outside the hoop using one word. Some children guess: "Outside the hoop are all non-red figures." But if the child didn't guess, it doesn't matter. Tell him this answer. In the future, when playing the game in various variants, these difficulties no longer arise.

If all square (or triangular, large, non-yellow, non-circular) figures lie inside the hoop, children can easily call the figures lying outside the hoop non-square (non-triangular, small, yellow, round). The game with one hoop should be repeated 3-5 times before moving on to a more difficult game with two hoops.

Didactic game

"Game with two hoops"

Target. Formation of a logical operation, denoted by the union "and", classification by two properties.

game material. Hoops (color tab. 35) and a set of "Figures".

Rules of the game. The game has several stages.

1. Before starting the game, it is necessary to find out where are the four areas defined on the game sheet by two hoops, namely: inside both hoops; inside the red but outside the green hoop; inside the green but outside the red hoop and outside both hoops (you can circle these areas with a stick or the pointed end of a pencil).

2. Then one of the players calls the rule of the game. For example, arrange the figures so that all red figures are inside the red hoop, and all round ones are inside the green hoop.

3. In accordance with a given rule, the players perform moves in turn, with each move placing one of their pieces in the appropriate place. At first, some children make mistakes.

For example, starting to fill the inner area of ​​the green hoop with round figures (circles), they place all the figures, including the red circles, outside the red hoop. Then all the other red figures are placed inside the red, but outside the green hoop. As a result, the common part of the two hoops is empty. Other children immediately guess that the red circles should lie inside both hoops (inside the green hoop - because they are round, inside the red one - because they are red). If the child did not guess during the first such game, prompt and explain to him. In the future, he will no longer be difficult.

4. After solving a practical problem on the location of the figures, the children answer the questions standard for all variants of the game with two hoops: what figures lie inside both hoops; inside the green but outside the red hoop; inside the red but outside the green hoop; outside of both hoops?

Children's attention is drawn to the fact that the figures must be named using two properties - color and shape.

Experience shows that at the very beginning of playing games with two hoops, questions about the figures inside the green, but outside the red hoop and inside the red, but outside the green, cause some difficulties, so it is necessary to help the children by analyzing the situation: “Remember which figures ¬ry lie inside the green hoop. (Round.) And outside the red hoop! (Non-red.) So, inside the green, but outside the red hoop, all round non-red figures lie.

It is advisable to play the game with two hoops many times, varying the rules of the game.

Game Options

inside the red hoop inside the green hoop

1) all square figures

2) all yellow figures

3) all rectangular figures

4) all small figures

5) all red pieces

6) all round shapes all green shapes

all triangular shapes

all big figures

all round figures

all green pieces

all square shapes

Note. In options 5 and 6, the common part of the two hoops remains empty. It is necessary to find out why there are no figures both red and green, and also there are no figures both round and square.

Didactic game

"Three Hoop Game"

Target. Formation of a logical operation, denoted by the union "and", classification according to three properties.

game material. Game sheets (color tables 36-38) with three intersecting hoops and a set of "Figures".

Rules of the game. The game with three intersecting hoops is the most difficult in the series of games with hoops.

Two color tables (36, 37) are devoted to preparing for the game. First of all, it turns out how to name each of the formed eight regions (the first is inside the three hoops, the second is inside the red and black, but outside the green ..., the eighth is outside all the hoops).

Then it turns out by what rule the figures are located.

In the figure of color table 36, inside the red hoop - all red figures, inside the black - all small figures (squares, circles, rectangles and triangles), and inside the green - all squares.

After that, it turns out which figures lie in each of the eight areas formed by three hoops: in the first - a red, small square (red - because it lies inside the red hoop, where all the red figures lie, small - because it lies inside the black hoop , where all the small figures lie, and the square - because it lies inside the green hoop, where all the squares lie); in the second - red, small non-square figures (the latter - because they lie outside the green hoop); in the third - small non-red squares; in the fourth - large red squares; in the fifth - large red non-square figures; in the sixth - small non-red non-square figures; in the seventh - large non-red squares; in the eighth - non-red, rather large (large) non-square figures.

The following question is also expedient: what figures got inside at least one hoop? (Red, or small, or squares.).

Similarly, the situation depicted in the figure of color table 37 is studied (all large figures are located inside the red hoop, all round ones are inside the black hoop, all green ones are inside the green hoop, etc.).

Color table 38 shows a game sheet for a game with three hoops. This game can be played by two or three people (father, mother and son (daughter), teacher and two children).

The rule of the game is established (it concerns the location of the pieces): for example, place the pieces so that all red figures are inside the red hoop, all triangles are inside the green hoop, and all large ones are inside the black hoop.

Then each of the players in turn takes one figure from the set of figures laid out on the table and puts it in its proper place. The game continues until the entire set of 24 pieces is exhausted.

During the first, and perhaps the second, play of the game, difficulties may arise in the correct determination of the place for each piece. In this case, it is necessary to find out what properties the piece has and where it should lie in accordance with the rule of the game.

Each mistake in the arrangement of pieces is punished by one penalty point.

After solving a practical problem on the location of the pieces, each of the players asks the other a question: what pieces lie in one of the eight areas formed by three hoops (inside three hoops, inside red and green, but outside black, etc.)? Those who make mistakes are punished with penalty points. The one with the fewest penalty points wins.

The game with three hoops can be repeated many times by varying the rule of the game, that is, by changing the arrangement of the pieces.

Of interest are also such rules under which certain areas turn out to be empty: for example, if you arrange the figures so that all red figures are inside the red hoop, all green ones are inside the green one, and all yellow ones are inside the black one; another option: inside red - all round, inside green - all squares, and inside black - all red, etc.

In these variants of the game, it is necessary to answer the questions: why did certain areas remain empty? This is important for the formation of evidence-based thinking style in children.

Didactic game

“How many? How much more?"

Target. Formation of skills of addition and subtraction.

game material. A set of figures, cards with numbers and signs "+", "-", "=".

Rules of the game. Two are playing. One places several shapes, such as triangles, inside the green hoop and several other shapes, such as squares, inside the red but outside the green hoop.

The second should lay out the answers to the questions from the cards: how many figures are there in total? How many more squares than triangles (or vice versa)?

Then the players change roles. The game can be repeated many times, varying the conditions.

You can organize the game in the opposite direction, that is, one of the players lays out from the cards, for example, the entry 4 + 5 = 9, and the second should place the corresponding numbers of figures inside the hoops.

The one who makes the most mistakes loses.

Didactic game

"Factory"

Target. Formation of ideas about the action and the composition (successive execution) of actions.

Game machine figure. For example, a girl launched a yellow circle into a machine that only changes the color of the figure, and a boy put a red rectangle at the exit. He made a mistake. A red circle will come out of the car

Then the players change roles. In the second and third rows, machines are depicted, from the th material. A set of figures.

Rules of the game. In our "factory" there are "machines" that change the color of a figure (first from the left in the top row), shape (middle in the top row) or size (first from the right in the top row).

The game involves figures of two colors and two shapes: for example, yellow and red circles and rectangles (large and small).

Two are playing. One of the players puts some figure on the arrow leading to the car. The second one must put on the output arrow the transformed color and shape, shape and color (these two pairs of machines will always give the same results, since the order of the actions does not matter here), color and size, shape and size, color and color, shape, and shape (it is interesting to find that the last two pairs of machines do not change anything, since essentially two mutual actions are performed).

Each mistake is punished with a penalty point. The one with the fewest penalty points wins.

Didactic game

"Wonder Bag"

Target. Formation of ideas about random and reliable events (outcome of experience), preparation for the perception of probability, solving corresponding problems.

game material. A bag sewn from an opaque material, balls or cardboard circles of the same diameter (5 or 6 cm) in two colors, for example, red and yellow.

Rules of the game. The game is played in several stages.

1. Two red and two yellow balls (circles) are placed in the bag. A series of experiments is carried out to remove one, then two balls. Playing in turn, without looking into the bag, they take out two balls, determine their color, put them back in the bag and mix them. After a sufficient number of repetitions of these experiments, it turns out that if you take them out of the bag without looking into it, two balls, they can be both red, or both yellow, or one red and one yellow. In the figure of the color table 41, only one outcome of the experiment is indicated: one red and one yellow ball. At the end of this series of experiments, you need to put circles in two empty boxes corresponding to the rest of the possible outcomes.

2. Next, experiments are carried out to take out three balls (circles). It is easy to see that in this case only two outcomes are possible: either two red balls and one yellow ball will be taken out, or one red and two yellow ones.

After these experiments, it is proposed to solve the following problem: "How many balls need to be taken out of the bag to be sure that at least one of the balls taken out will be red!".

Initially, of course, there may be some difficulties. An additional clarification of the condition of the problem is required, which means “at least one” (there may be more than one red, but one is required). However, many children quickly guess that there are three balls to take out.

In this case, the question is appropriate: “Why is it enough to take out exactly three balls!”. If the children find it difficult to answer, then it is advisable to ask: “If you take out two balls, why can't you be sure that at least one of them will turn out to be red! (Because they can both turn out to be yellow.) Why, if you take out three balls, you can predict in advance that at least one of the balls taken out will turn out to be red! (Because all three marbles cannot be yellow, there are only two yellow ones in the bag.)

Another version of the problem can be proposed: “How many balls (circles) must be taken out of the bag to be sure that at least one of the balls taken out will be yellow!”.

It is important that children discover the perfect similarity of these tasks (essentially the same task).

Mathematical thinking includes the ability to find the same problem in different formulations.

3. In the next reference to this game, the situation becomes somewhat more complicated. Three red and three yellow balls are placed in the bag (circle, color table 42).

The experiments on taking out two balls are repeated. Then experiments are carried out to take out three balls. All possible outcomes are clarified: all three balls drawn are red, two red and one yellow, one red and two yellow, all yellow. The figure of the color table 42 shows only one of the outcomes - one yellow and two red circles. It is necessary to put in three empty boxes in circles the remaining possible outcomes.

Then a problem is posed similar to the problem for a bag with two red and two yellow balls: "How many balls must be taken out so that it can be predicted that at least one of the balls taken out will be red (or yellow)!".

Some children already guess that four balls need to be taken out, and to justify their decision, they reason in the same way as when solving a simpler problem.

If difficulties arise, you need to help the children with the help of leading questions similar to those formulated above.

4. Of interest is also such a variant of the game when there is an unequal number of red and yellow balls in the bag: for example, two red and three yellow or three red and two yellow.

Now it is proposed to solve two similar problems: “How many balls must be taken out to be sure that at least one of them will be red?”, “How many balls must be taken out to be sure that at least one of them turn out to be yellow? These tasks have different solutions. However, to substantiate the answer, the same reasoning is required as in the previous problems.

Didactic game

"Find All Roads"

Target. The development of combinatorial abilities in children.

game material. Two multi-colored round chips, cut out chains of letters P and B.

Rules of the game. Two are playing. Each player must move a chip from the lower left corner (star) to the upper right (flag), but on one condition: from each cell you can only move to the right or up. A step is a transition from one cell to another. Each path will contain exactly three steps to the right and two steps up. In order not to go astray in the calculation, you can accompany each advance towards the goal with a chain of letters P and B. The letter P means a step to the right, and the letter B means a step up. For example, the path of the chip shown in the figure can be denoted by a chain of letters PPBPB. By comparing chains of letters P and B, repetitions can be avoided. The winner is the one who finds all the roads (and there are ten of them).

Didactic game

"Where is whose house?"

Target. Compare numbers, exercise children in the ability to determine the direction of movement (right, left, straight).

game material. Set of cards with numbers.

Rules of the game. The adult is leading. At the direction of the child, he spreads the numbers among the houses. At each fork, the child must indicate which path - right or left - should be turned. If the figure turns onto the forbidden path or passes along the wrong path where the condition is met, then the child loses a point. The facilitator may note that in this case the figure got lost. If the fork is passed correctly, then the player receives a point. The child wins when he scores at least ten points. Players can change roles, the conditions at the forks can also be changed.

Didactic game

"Where do they live?"

Target. Learn how to compare numbers.

game material. Numbers.

Rules of the game. You need to place the numbers in their "houses". Only numbers less than 1 (0) can get into house A; in house B - from the remaining ones - the number is less than 3 (1 and 2); to house B - from the remaining ones - numbers less than 5 (3 and 4); in the house G - numbers greater than 6 (7 and 8) and in the house D - the number that was left without a house (6).

You can offer other options for this game. For example, you can take the numbers from the set and put 3 instead of 1 in front of house A, put 1 instead of 5 in front of house B, etc. Then invite the children to tell where the numbers now live.

Didactic game

"Computing Machines I"

Target. Formation of skills of oral calculations, creation of prerequisites for preparing children for the assimilation of such computer science ideas as an algorithm, a flowchart, computers.

game material. Cards with numbers.

Rules of the game. Two are playing. One of the participants plays the role of a computer, the other offers a task to the machine. Computing machines are block diagrams with empty inputs and outputs and an indication of the actions they perform. For example, figure A of color table 47 shows the simplest computer that can perform only one action - adding one. If one of the participants in the game sets some number at the input of the machine, for example 3, placing a card with the corresponding number in the yellow circle, then the other participant, acting as a computer, must put a card with the result at the output (red circle) , i.e. number 4. Players can change roles, the one who made fewer mistakes wins. The computer is gradually becoming more complex. Figure B of color table 47 shows a machine that sequentially performs the action of adding one twice. The organization of the game is the same as in the previous case. A computer that performs two steps of adding one can be replaced by another that performs only one action (Fig. B). Comparing the machines in figure B and C, we conclude that these machines act on numbers in the same way. Games with cars in figures D, E, E are organized similarly.

Didactic game

"Computing Machines 2"

Target. Exercise children in performing arithmetic operations within ten, in comparing numbers; creation of prerequisites for mastering the ideas of informatics: algorithm, block diagram, computer.

game material. Set of cards with numbers.

Rules of the game. Two are playing. The first one is the leader. He explains the conditions of the game, defines tasks. The second plays the role of a computer. For each correctly completed task, he receives one point. For five points he gets a small star, and for five small stars he gets one big star. The game is played in several stages.

1. The presenter submits to the input of the machine (yellow circle) some single-digit number, for example 3; the other, acting as a computer, must first check whether the condition "< 5»: 3 < 5 - «да». Условие вы¬полняется, и он должен продвигаться дальше по стрелке, помеченной словом «да», т. е. к этому чис¬лу прибавить 2, а на выходе машины (красный круг) показать карточку с числом 5. Если же усло¬вие «< 5» не выполняется, то машина продвигается по стрелке, помеченной словом «нет», и вычита¬ет 2.

2. When organizing the game according to Figure A, the leader places a number on the “input”. The second must perform the specified action. In this case, add 3. The game can be modified by replacing the task in the box.

Playing according to figure B, the second player must find out the number that is placed at the "input". The host can change not only the number on the “exit” (in the red circle), but also the task in the box.

When playing according to figure B, it is required to indicate the action that should be performed so that the number indicated at the “output” is obtained from the number at the “input”. The leader can change either the number at the “input”, or at the “output”, or both of these numbers at the same time.

3. The host gives some single-digit number to the "input". The player, acting as a computer, adds two to this number until a number is obtained that is not less than 9, i.e. greater than or equal to 9. This number will be the result, the player will show it on the “output”

machine using a card with the corresponding number.

For example, if the “input” received the number 3, the machine adds the number 2 to it, then checks whether the resulting number (5) is less than 9. Since condition 5< 9 - выполняется («да»), то машина продвигается по стрелке, помеченной словом «да», и опять повторяет то, что уже выполнила раз, т. е. прибавляет к числу 5 число 2 и проверяет, будет ли полученное число 7 меньше 9. Так как ответ на вопрос, выполняется ли условие 7 < 9, - «да», то машина продвигается по стрелке, помеченной сло¬вом «да», т. е. повторяет уже выполненные дваж¬ды действия: прибавляет к числу 7 число 2 и проверяет условие 9 < 9. Так как это условие не вы¬полняется, то машина продвигается по стрелке, по¬меченной словом «нет», в красный круг помещает карточку с числом 9 и останавливается.

Didactic game

"Word Transformation"

Target. Formation of ideas about the various rules of the game, teaching them to strictly follow the rules, preparing children to master the ideas of computer science (algorithm and its presentation in the form of a flowchart).

game material. Squares and circles (any color).

Rules of the game. Games "Transformation of words" model one of the fundamental concepts of mathematics and computer science - the concept of an algorithm, and in one of its mathematically refined versions, known as the "normal Markov algorithm" (after the Soviet mathematician and logician Andrei Andreyevich Markov). Our "words" are unusual. They do not consist of letters, but of circles and squares. You can tell the following fairy tale to children: “Once upon a time, people of one kingdom could only write circles and squares. With the help of long words made of circles and squares, they communicated with each other. Their king became angry and issued a decree: shorten the words according to the following three rules (color table 49):

1. If in this word the square is to the left of the circle, swap them; apply this rule as many times as possible; then move on to the second rule.

2. If two circles are next to each other in the received word, remove them; apply this rule as many times as possible; then move on to the third rule.

3. If there are two squares in the received word, remove them; apply this rule as many times as possible."

The transformation of this word according to these rules is over.

The resulting word is the result of the transformation of the given word.

The figure of the color table 49 shows two examples of the transformation of words according to the given rules. In one example, the result is a word consisting of one circle, in the other, a word consisting of one square.

In other cases, you may still get a word consisting of a circle and a square, or an "empty word" that does not contain a single circle and not a single square.

The hedgehog also wants to learn how to transform words according to the given first, second, third rules.

In Color Chart 50, these same rules (the word conversion algorithm) are presented in a flowchart, indicating exactly what actions and in what order must be performed to convert any long word.

We make a word out of squares and circles (about six to ten figures). This word is given at the beginning of the game. From it, the arrow on the block diagram leads to a rhombus, inside which a question is posed, read like this: “Is there a square in this word that is to the left of the circle?”. If there is, then, moving along the arrow marked with the word “yes”, we come to the first rule, which requires the square and circle to be swapped. And again we return along the arrow to the same question, but related to the received word.

So we apply the first rule as long as the answer to the question is “yes”. As soon as the answer becomes negative, that is, in the received word there is not a single square located to the left of the circle (all circles are located to the left of all the squares), we move along the arrow marked with the word “no”, which The second one leads us to a new question: “Are there two adjacent circles in the received word?”. If there are, then, moving along the arrow marked with the word "yes", we come to the second rule, which prescribes to remove these two circles. Then we move further along the arrow, which returns us to the same question, but already with respect to the new word.

And so we continue the application of the second rule until the answer to the question "yes" follows. As soon as the answer becomes negative, i.e., in the received word there are no longer two adjacent circles, we move along the arrow marked with the word “no”, leading us to the third question: “Are there two adjacent squares. 7. ". If there are, then moving along the arrow marked with the word “yes”, we come to the third rule, which prescribes to remove these two squares.

Then the arrows return us to the question until the answer is yes. As soon as the answer becomes negative, we move along the arrow marked with the word "no", leading us to the end of the game.

Experience shows that after an appropriate explanation on a specific example, six-year-old children master the ability to use block diagrams.

Note. Working with flowcharts has the following features: from each rhombus that includes a condition (or question), two arrows come out (one is marked with the word “yes”, the other with the word “no”), indicating the directions for continuing the game in if this condition is met or not met; from each rectangle that prescribes some kind of action, only one arrow comes out, indicating where to go next.

Didactic game

"Word Transformation"

(according to two rules)

The rules of this game (color table 51) differ from the rules of the previous one in that

the second rule removes three adjacent circles at once, and the third rule removes three adjacent squares.

The course of the game is the same (color table 52).

Didactic game

"Colored Numbers"

Target. The study of the composition of numbers and preparation for understanding the binary code and the positional principle of writing numbers.

game material. Colored stripes and cards with numbers 0 and 1.

Rules of the game. With the help of three strips of different lengths, depicting the numbers 4, 2 and 1 (the number 1 is depicted as a square), the numbers 1, 2, 3, 4 are laid out and it is indicated which strips are used for each of the numbers 1, 2, 3, 4. If a strip of some length (4, 2 or 1) is not used, then 0 is put in the corresponding column, if used - 1. You need to continue filling out the table.

As a result of this task, the numbers 1, 2, 3, 4, 5, 6, 7 will be represented using a special (binary) code consisting of the numbers 0 and 1: 001, 010, 011, 100, 101, PO, 111.

Using the same binary code, you can also represent the properties of the figures.

In this game, information about a figure (shape, color, size) is given in an encoded form using a binary code. The player must recognize the figure by the code or find its code by the figure.

The game involves figures of two shapes and two colors, for example, red and yellow circles and squares.

The game is played in several stages.

1. It is necessary to remember the question: ((Is the figure a circle?). The answer, of course, can be “yes” or “no.” Let’s denote the answer “yes” through 0 and through 1 the answer “years”.

ONE OF THE PLAYERS raises a card on which 0 is written. The other must show the corresponding figure (circle). If the first one showed a card on which 1 is written, then the second should show a figure that is not a circle, that is, a square.

The reverse game is also possible: the first one shows a figure, and the second - a card with the corresponding code.

2. Now to the first question (Is the figure a circle! ) A second question is added: (Is the figure red 2. ". The answer to this question is

the same as the first one, it is denoted by 0 if it is “yes”, and by 1 if it is ((no”.

Consider the possible answers to both questions (remembering the order in which they are asked):

Answer Code Figure

Yes, no 00 Circle, red

Yes, no 01 Circle, non-red

No, yes 10 Non-circle, red

No, no 11 Non-circle, non-red

(square, yellow)

Note. There are cards with codes 00, 01, 10, 1]. One of the players raises a card, the other must show the corresponding figure. Then the players change roles. A reverse game is also played: one shows a figure, the other must find a card with the corresponding code.

From the one who made a mistake, the figures (or cards with the code) are taken away. The one who has pieces (or cards) left wins.

3. To two questions: ((Is the figure a circle! ”and ((Is the figure red!” - the third question: ((Is the figure big!).

The answer to the third question, as well as to the first two, is indicated by 0 if it is “yes”, and by 1 if it is “no”.

All possible combinations of answers to three questions are considered:

Answer Code Figure

Yes Yes Yes

Yes, yes, no Yes, no, yes Yes, no, no No, yes, yes No, yes, no No, no, yes No, no, no 000 001 010 011 100 101 110

111 Circle, red, large

Circle, red, small

Circle, non-red, large

Circle, not red, small

Non-circle, red, large

Non-circle, red, small

Non-circle, non-red, large

Non-circle, non-red, small

The third stage of the game is quite difficult and can cause difficulties for children (perhaps adults as well), since you need to remember the sequence of three questions. In this case, it can be omitted.

Didactic game

"Colored Numbers"

(second option)

Target. The study of the composition of numbers and preparation for understanding the positional principle of writing numbers.

game material. Colored stripes and cards with numbers 0, 1,2.

Rules of the game. There are two green stripes, each of which depicts the number 3 (the length of the strip is three), and two white squares, each of which depicts the number 1. You need to use these strips to depict any number from 1 to 8 and on the right in the table indicate how many stripes of each color are used to represent each number (as is done for the numbers 1, 2, 3, 4).

As a result of filling in the table, we get the representation of numbers from 1 to 8 using a peculiar (ternary) code, consisting of only three digits 0, 1, 2 - 01, 02, 10, 11, 12, 20, 21, 22.

Didactic game

"Knight's move"

Target. Familiarization with the chessboard, with the method of naming the fields of the chessboard (the concept of the coordinate system), with the move of the chess knight. Measuring the development of thinking.

game material. Cut out images of white and black horses. (If you have chess at home, you can use a real chess board and chess horses.)

Rules of the game. At the beginning, the game is played on a part of the chessboard, consisting of nine black and white fields (color table 55).

First of all, children learn to name each cell, each field with their name. To do this, he explains that all the fields of the left column are denoted by the letter A, the middle column - by the letter B, and the right - by the letter C: All fields of the bottom row are marked with the number 1, the middle row - with the number 2, and the top - with the number 3. Thus, each field has a name consisting of a letter indicating which column the field is in and a number indicating which row it is in. It suffices to name a few fields as examples, just as children can easily name the name of each field. An adult shows the children a certain field, and they call his name (A1 - A2 - A3 - B1 - B2 - BZ - B1 - B2 - B3); naming the name of a field, the children show it.

Then they are explained how the chess horse walks: “The chess horse does not walk along neighboring fields, but through one field, and not directly, but obliquely,

for example, from A1 to B2 or BZ, from A2 to B1 or BZ, etc.

One of the players puts the knight on some field, the second calls this field and shows which fields he can move to. After sufficient training, they discover that if the knight is on any square other than B2, it has two moves. If he stands on the B2 field, then he does not have a single move.

Then the game is complicated by the introduction of two knights, black and white, and the statement of the problem: "The white knight knocks out the black one (or vice versa)". It is quite clear that the complexity of this task depends on the initial position of the knights. First, simple problems are offered: for example, the white knight is on the A2 field, the black one is on the BI (B3) field. The winner is the one who quickly guesses how to knock out another knight in one move. Then the game becomes more complicated, a two-move task is proposed: for example, the white knight is on the A1 field, the black one is on the B1 field. This task makes the children think. Some, violating the rules of the game, knock out the knight in one move. Therefore, it is necessary to explain all the time that you need to move only according to the rules of the game, according to the rules of the knight's move. Some guess that two moves are needed (A1 - BZ - B1). Then the game is transferred to a part of the chessboard (color table 56), consisting of 16 fields, on which there are more opportunities for solving multi-move problems in the game of knocking out a knight.

This game is played in the beginning as follows: each of the players plays the role of one of the chess horses. Both knights occupy certain squares, and one of the knights tries to knock out the other. In the future, both horses move, pursuing one another.

The game can also be used to measure the development of children's thinking. To do this, the following game is played: they offer the child to move the horse to the first erroneous move and fix the number of correct moves. Three or four months later, the game is repeated. It again fixes the number of correct moves. The development of the child's thinking achieved during this period is measured by the difference n2n1, where 1x is the number of correct moves at the beginning of the period under study, and n2 is the number of such moves at the end of this period. (However, it must be taken into account that if the child already knows how to play at least a little chess, the described method of measuring the development of thinking is not applicable.)

Didactic game

"Computing Machines III"

Target. Formation of ideas about the algorithm in one of its mathematical refinements (in the form of a “machine”), about the principle of program control of the machine.

game material. Red circles, pointer (machine head), carved in the form of a hand and index finger, machine and program memory (color table 59).

Preparation for the game (color tables 57, 58, 59).

Description of the machine.

The machine consists of a memory and a head.

The memory of the machine is shown as a tape divided into cells (cells). Each cell is either empty or contains a certain sign. As such, we took the red circle.

The head looks at only one memory cell at a time.

The machine can do the following:

a) if the head looks at an empty cell, the machine can put a circle there on command " ";

b) if the head looks at the filled cell, the machine can remove this circle from the memory cell by command "X";

c) on command "-" the head moves to the right by one cell;

d) on command<-» головка сдвигается влево на одну клетку;

e) on command "D", the machine stops, finishing work.

The machine can also stop in those cases when, at the command “ ”, it must put a circle in an already filled cell or, at the command “X”, remove the circle from an empty cell. In these cases, we will say that the machine has “spoiled”, “broke down”.

The machine performs the work strictly following the program.

A program is a finite sequence of commands. Color Chart 57 shows two programs A and B and how the machine works with these programs.

Program A consists of three teams. Three cases (a, b, c) of the execution of this program are shown, differing in the initial state of the memory and the position of the machine head (pointer):

a) before the start of the machine, one circle is stored in memory and the head looks at this filled memory cell. Starting to execute the program, the machine executes instruction number 1. It instructs the head to shift one cell to the right and go to the execution of instruction 2 (at the end of instruction 1, the number of the instruction to which the machine should be executed is indicated). On the second command, the machine fills the empty cell, which the head is looking at, with a circle and proceeds to the execution of the third command, which orders the machine to stop. What is the work done by the machine in this case? Before starting work, one circle was stored in memory, and after the end of work, two, that is, she added one circle;

b) if two circles are stored in the machine's memory before the start of the machine's operation, then after the execution of the same program A there will be three of them. So, here too there is an "addition" of 1.

We can call program A program addition 1;

c) this variant depicts the case when the machine, while executing program A, breaks down. Indeed, if two circles are stored in memory before starting work and the head looks at the left filled cell, then after executing the first command, i.e. shifting to the right by one cell, it again looks at the filled cell. Therefore, when starting to execute the second command, instructing to put a circle in the cell that it is looking at, the machine breaks down.

The task arises to improve (improve) the addition program 1.

Program B. Program B is such an improved program of addition 1. It includes a new command 2 - a conditional transfer of control. This program works like this:

a) before starting work, two circles are stored in memory and the head looks at the left filled cell (note, exactly the same situation when, while executing program A, the machine broke down). On the first command, the head moves one cell to the right and the machine proceeds to execute command 2. Command 2 indicates which command to go to next, depending on whether the head looks at an empty or filled cell. In our case, the head looks at the filled cell, which means that we need to look at the bottom arrow of command 2, marked filled

cell. This arrow indicates that you need to return to command 1. This means that the head moves one cell to the right again and the machine proceeds to execute command 2. Now, since the head is looking at an empty cell, you need to look at the top arrow command 2, which indicates the transition to command 3. At command 3, the machine places a circle in an empty cell, which the head is looking at, and proceeds to execute command 4, i.e. stops.

As you can see, in approximately the same situation, the machine, working according to program A, broke down, and executing program B, successfully completed addition 1;

b) in this case, the operation of the machine according to program B is simulated, if three circles are stored in memory before the start of work, and the head looks at the leftmost filled cell.

The color table 58 shows two subtraction programs 1: program C, the simplest, which, however, does not work in all cases (in the case the machine breaks down), and program D, improved, with a conditional transfer of control command .

Only after you have carefully studied the operation of the machine according to programs A, B, C, D (color tables 57-58), you can proceed to the game (color table 59) using the same programs.

One of the players sets the initial situation, that is, puts several circles in successive memory cells, the machine head against one of the filled cells and indicates one of the programs (A, B, C or D). The second should simulate the operation of the machine according to this program. Then the players change roles.

The winner is the one who, simulating the operation of the machine, makes fewer mistakes.

Mathematics plays an important role in the development of the intellect of a preschooler. And one of the main tasks of the educator is to arouse the interest of the child in this subject. Then the assimilation of knowledge will be successful, which will undoubtedly be useful to the baby in school life. The game will help to captivate the child with mathematics. It develops the cognitive activity of the baby in a relaxed way, gives him the opportunity to develop as a person, teaches him to manage himself.

The goals of the game lesson in mathematics in the preschool educational institution, specific tasks and techniques that are relevant for the middle group

As pedagogicalpractice, kindergarten students show an increased interest in when they are intrigued, surprised by something unusual. Therefore, when thinking over the structure of classes, the teacher should pay attention to the presence of elements of entertainment in them: surprise, search, guessing. With this approach, information becomes interesting for kids, almost magical. This is very important for pupils of the middle group, who still do not separate the game activity from the directly educational one.

Amusement and fascination in any mathematical material bring game elements, which can be in any puzzle, logic exercise, entertainment. The game itself must perform a specific learning task:

  • to interest the child in mathematical material;
  • to deepen his mathematical representations;
  • consolidate acquired knowledge, skills and abilities;
  • learn to apply the acquired knowledge of FEMP in other activities, and in a new environment.

In general, FEMP gaming sessions pursue the following developmental goals:

  • improvement of the child's mental operations, memory, attention and perception;
  • the formation of the ability to build elementary conclusions, to substantiate one's assumptions;
  • development of perseverance, the ability to master strong-willed efforts.

The educational goal of such gaming activities is the development of cognitive interest in mathematics. At the same time, the kids are improving their socialization skills - in a relaxed atmosphere, they learn to communicate with each other and the teacher.

The main game technique in a mathematics lesson in the middle group is the unexpected presentation of a task or exercise on behalf of some fairy-tale character or animal.

Another key technique is a non-standard setting of the problem: the child must find something or guess something. The task of the teacher is to create a kind of intrigue, a contradictory situation that requires the promotion and testing of various hypotheses. Then the children will begin to experiment, which they love to do. For example, kids must guess why a narrow but tall car with animal passengers cannot pass through a wide but low gate. Thus, through research, the concept of height is comprehended.

Such tasks are organically included in the structure of the lesson. For example, a squirrel mom cannot figure out how many mushrooms and berries she needs to bring to her hungry squirrel babies.

The introduction of fairy-tale characters or cute animals into the content of the lesson will undoubtedly arouse a keen interest among the kids.

The lesson can even be completely built in the form of a fairy tale or a journey of some hero. For example, preschoolers have to get to the castle of the evil Koshchei the Immortal. To do this, they have to pass a series of tests. One of them is to measure a certain number of steps to the right or left (within five - according to the program for the middle group).

It will be interesting for preschoolers not just to measure steps to the right or left, but to direct the terrible Koshchei the Immortal to the castle

The introduction of cartoon and fairy-tale characters into the content of classes motivates kids 4-5 years old to master mathematical concepts. These heroes come to visit children (a toy or a picture), bringing with them coloring pictures, geometric shapes, symbolic souvenirs, etc. (there should be as much visibility as possible). As a result, preschoolers awaken a keen interest in mathematics, as well as awareness of their importance.

In a game mathematical lesson, a special function is performed by the integration of cognitive activity into other types, namely: musical, motor (after all, games organized by the teacher may well be mobile or musical) and visual.

The main types of game mathematical classes in the middle group of preschool educational institutions

The variety of game material according to FEMP is the basis for its classification. Games differ in content, the nature of mental operations, the focus on the development of certain skills and abilities.

Depending on the type of intended activity, didactic, mobile and logical games according to FEMP can be distinguished.

Didactic games in mathematics in the middle group: file cabinet (with purposes of application)

A wide variety of didactic games is a universal means of forming mathematical concepts in children of the fifth year of life. At the same time, subject and word games are usually held directly at the educational lesson, while desktop-printed games are appropriate to offer preschoolers in their free time.

Such benefits are appropriate for classes with preschoolers in their free time.

Among the didactic games in mathematics for the middle group, the following groups can be distinguished:

  • games that develop the ability to compare quantity and number (for example, "Tea Set", "Help the turtle find his island", etc.);
  • game aids for the assimilation of knowledge of geometric shapes ("Domino figures", "Teremok", "Wonderful bag", "Mongolian game", "Columbian egg", "Compose from triangles", etc.);
  • manuals introducing the concept of time (for example, “First and then”);
  • games that reinforce ideas about directions (right, left), the location of objects in space (“Birch”, “Labyrinths”, “Aquarium”, etc.);
  • manuals that develop attention, the ability to carefully consider objects”, to find similarities and differences (“Find the differences”, “Funny mice”, “Shadows of fairy-tale heroes”, etc.).

Let's take a closer look at some of these games.

Each turtle that swims in the sea has its own house - an uninhabited island where it can rest and lie in the sun. The number of the island corresponds to the number of spots on the shell. The task of the kids is to place each turtle in their house. It is appropriate to use such a game manual for individual work with pupils of the middle group in their free time, and it can also be included in collective work in the classroom: cards are hung on the board, and several preschoolers take turns coming up and performing actions.

Didactic game on the ratio of quantity and number

The principle of the game is similar to the previous version. The teacher reports that the dolls want to drink tea. To do this, they need tea pairs: in this case, the number on the cup must correspond to the number of items on the saucer.

The goal of the game is to learn how to correlate quantity and number

The teacher invites the children to act out a fairy tale familiar to them. But what is unusual is that her heroes will not be little animals, but geometric figures who want to live in a beautiful house. By the way, with the help of such a fairy tale, children usually memorize figures that are difficult for their age - a trapezoid and an oval.

Dramatization game with characters - geometric shapes

The game set also reinforces the knowledge of geometric shapes in kids. It can be played collectively (several people) in your free time.

The game reinforces the ability to distinguish geometric shapes

For children of the fifth year of life, understanding time concepts is quite difficult. An exciting didactic game will come to the rescue. The children are offered pictures in which objects are depicted in their original state (ball, caterpillar, spikelet, seeds, baby, etc.).

Images of original items and objects

The left side of the card is free - you need to put what happened in the end there. For example, a small chicken grew into a large beautiful rooster, a caterpillar turned into a beautiful butterfly, a house was built from a pile of bricks, and a sunflower grew from a seed.

Pictures depict what objects and objects have turned into after some time.

Preschoolers should name the spatial direction of the fish (swimming left / right, top / bottom of the aquarium).

The first option for the location of the fish

Then another picture is shown, which shows the same fish, but they are located differently. Toddlers also analyze their location in space.

The second option for the location of objects

Children are offered sets of geometric shapes, from which they need to make a picture according to the proposed model (it is hung out on the board).

Preschoolers make up various images from geometric shapes

Outdoor games

Mathematical knowledge in the middle group is also successfully assimilated if the process of cognition is inextricably linked with the motor activity of a preschooler. For example, using Gyenes blocks, the teacher can organize a game"Find your home." Each pupil receives a figure (of a certain shape, color, size and thickness). The music turns on and the children begin to dance. At the end of the musical composition, everyone should be distributed among the “houses” - run up to the table on which lies a triangle, square, circle or rectangle. Then the principle of the game changes - you already need to be distributed by the color of the figure (yellow, red and blue) or by size (large or small figure).

Using Gyenes blocks, you can organize an exciting outdoor game with pupils of the middle group

Another mobile mathematical game - "Let's move." The teacher beats the tambourine a certain number of times. Children carefully count the blows, and then make the same number of movements (they are negotiated in advance - the kids clap their hands, jump in place, etc.)

The game "Guess-ka" helps pupils of the middle group to remember various geometric shapes. The kids form a circle, in the center of which is a teacher with a ball. He shows a shape (for example, a red circle), and the children have to say what it looks like (apple, tomato, etc.). The child to whom the teacher rolls the ball answers.

"Butterflies and Flowers". Cardboard flowers are laid out on the floor (according to the number of preschoolers). The teacher tells the children that they turn into butterflies (children flap imaginary wings). To the musical accompaniment, butterflies fly around the room. As soon as it stops, each child should stand near the flower. At the same time, the teacher clarifies that the number of flowers coincides with the number of butterflies - they are equally divided. Thus, this game consolidates the ability of pupils of the middle group to compare groups of objects with each other.

Mathematical content can also be in a finger game or gymnastics for the eyes. Toddlers usually love these activities very much.

"Bees"

"Fingers went out for a walk"

"Toys"

"Kitty"

Gymnastics for the eyes "Kitty"

  • Here the window is open
  • The cat came out on the ledge.
  • The cat looked up
  • The cat looked down.
  • Here I turned to the left
  • She looked at the flies.
  • She stretched, smiled and sat down on the ledge.

Logical games

Mastering mathematics is primarily associated with the development of logical thinking. And games will come to the aid of the kids again. Let's give some examples.

The game manual is a logical picture that prepares pupils of the middle group for the addition and subtraction actions that they will have to master at an older age.

The game prepares toddlers for addition and subtraction

The logical game can be verbal (without the use of visuals). For example, children should complete the phrase:

  1. If two is greater than one, then one ... (less than two).
  2. If Sasha left the house before Serezha, then Serezha ... (left later Sasha).
  3. If the river is deeper than the stream, then the stream is ... (smaller than the river).
  4. If the right hand is on the right, then the left ... (on the left).
  5. If the table is higher than the chair, then the chair ... (below the table).

"Guess what I see." The teacher chooses a certain round (or square, triangular) object in the group room and invites the children to guess it. At the same time, the kids are given hints: for example, it (the object) is rectangular, large, green (board).

How to conduct a game lesson on FEMP in the middle group

Mathematical classes are always exciting, completely built in a playful way.

Summaries of game mathematical lessons

Name of the author Abstract title
Morozova L.S. "My native village "White Shores""
(lesson for the middle group)
Educational tasks: teach counting up to 5; to introduce preschoolers on a visual basis with the formation of the number 5; consolidate knowledge of numbers from 1 to 5; learn to compare the numbers 4 and 5 based on the comparison of sets, get equality from inequality; consolidate knowledge of geometric shapes; to expand children's knowledge about their small homeland.
Development tasks: improve memory, attention, logical thinking, develop imagination and speech activity.
Educational tasks: to form patriotic feelings among preschoolers in relation to the small Motherland.
Integration of educational areas: "Knowledge", "Communication", "Socialization", "Physical culture", "Health", "Formation of a holistic picture of the world."
Demo material: models of houses in yellow and blue (5 pcs.);
Handout: sheets of paper with two cells arranged in two rows; paper numbers from 1 to 4 (according to the number of children), geometric shapes - blue squares and triangles, yellow and red circles (according to the number of children).
Lesson progress
1. Conversation.
Educator. Children, tell me what is Motherland? (This is the place where a person was born and lives).
- And who will answer me, what is the name of the settlement in which we live? (White Shores)
- How many of you know on which street our kindergarten is located? (Proletarskaya street)
Guys, today I want to go on a journey with you. Tell me, how can you travel? (By airplane, train, hot air balloon, car, bicycle, scooter, motorcycle, bus, etc.)
- That's right, well, I suggest you fly in a balloon. Let's remember what this vehicle looks like? (It is large, beautiful, round in shape, at the bottom there is a special basket for passengers).
What is the balloon filled with? (By air).
- Let's fill the dome of our balloon with air now. (Preschoolers perform a breathing exercise - they blow intensively with their mouths). And you know that getting into the basket is not easy. Those of you who give your home address will be the first to log in (and the rest of you will log in after them, all together).
- Well, that's fine, we are ready to travel. And we will move around our village White Shores.
2. Word game "That's right."
Preschoolers stand near the teacher.
Educator. Guys, while we are flying, I will tell you what is available in our native village. If the statement is true, you will say, "It is." And if it is wrong, you will say: “It is not so.”
There is a hospital in our village. (This is true).
There is a circus. (This is not true).
There is a train station. (This is true).
There is a museum of the Great Patriotic War. (This is not true).
There is an art school. (This is true).
There is a paper mill (That's right).
There is a swimming pool. (This is not true).
3. Game exercise "Houses on Builders Street".
The teacher hangs on the board models of houses in two colors (4 yellow and 5 blue).
Educator. Guys, our balloon has landed on Builders Street. Yellow and blue houses were built on Builders Street. Count how many houses are yellow and how many are blue. (Several children take turns coming to the board and counting).
- What houses are more? (Blue). Less? (yellow). How much more? (For one house). How much less? (Also one).
- And what should be done to make the number of houses the same? (Build another yellow house).
The child attaches another yellow house to the board.
- And now let's count how many houses there are on Builders Street. (Several children take turns coming to the board and counting).
4. Game exercise "Russell tenants".
Educator. Guys, a new two-story house was recently built on Builders Street. And you can help resettle tenants in apartments.
Handouts have been prepared on the tables in advance (paper models of houses - sheets with two cells in two rows, numbers from 1 to 4). The children complete the task on their own.
Educator. On the first floor in the apartment located on the right, 4 tenants will settle. (preschoolers place the number 4 in the right cell in the bottom row, similarly, at the direction of the teacher, the remaining cells are filled in.)
5. Physical education.
“Now we will rest a little.
  • In the native land
  • We walk together. (March in place.)
  • To our right is a green meadow. (Right turn.)
  • On the left is the forest (Turn.)
  • This forest is full of wonders.
  • Squirrel from branch to branch lope (Jumping.)
  • The owl flaps its wings. Wow!
  • And it's breathtaking! (Mahi hands.)

6. Game exercise "Plant a flower bed."
Educator. Guys, tell me, are there flower beds in our village? True, they are very beautiful and delight our eyes. Let's make more of them.
Geometric figures are laid out on the carpet. The teacher invites preschoolers to take one geometric figure.
Educator. Put a large yellow circle in the very middle of the flower bed.
Place blue squares around the yellow circle. And between them place the red circles. Place a blue triangle on the large yellow circle. Put small yellow circles on the red circles.
- Great, so we made a flower bed with you.
7. The game of low mobility with the ball "Our village".
Preschoolers stand in a circle, and the teacher is in the center.
Educator. And now let's play the game "Our village". I will take turns throwing the ball to you, and you must give beautiful words to our village. Let's praise him. What is he? (Lovely, big, beloved, sunny, friendly, green, cozy, native, modern, etc.)
Educator. So our fascinating journey through the village of White Shores has come to an end. Our balloon landed on the territory of our kindergarten. It's time to go out.

Morozova L.S. "Turnip"
(a game mathematical lesson on a Russian folk tale for the middle group)
The teacher invites the children to remember a familiar fairy tale. In the process of telling the story, the kids answer questions and lay out the characters on the board (several people are called in turn).
Sample questions:
1. Who was the first to pull the turnip?
2. What was the grandma?
3. Who is standing in front of the Bug?
4. Who pulled the turnip last?
The next task is related to the consolidation of the concepts of "high-low":
Who is the tallest character in the fairy tale "Turnip"? And who is the lowest?
The teacher mixes the heroes, and the guys should arrange them according to their height (preschoolers are offered handouts).
And finally, the kids should treat four of their friends with a turnip. To do this, the paper silhouette of a turnip (which lies on the table of each child) must first be cut into two parts, and then in half again - until four parts are formed.

A promising plan for acquaintance with didactic games of mathematical content for the middle group for a year

Educator: Morozova L.S. (Some games are slightly ahead of the middle group program, since preschoolers additionally attended a math circle)

Month Game name, goal
September
Target: to form the ability to correlate quantity and number.

Target: repeat counting, colors, develop memory, visual perception, observation, exercise in the formation of the genitive singular form.
October "Shapes"
Target: consolidation of knowledge about key geometric shapes, development of memory, speech, attention, fine motor skills, learn to find objects of similar shape in everyday life and the environment and classify them.
"Find differences"
Target: improve the ability to consistently consider objects, compare them, establish similarities and differences, develop counting skills, form stable attention, and activate children's speech.
November
Target: form initial ideas about the fluidity of time.

Target: improve the ability to correlate quantity and number.
December
Target: development of sensory, spatial representations, the ability to analyze the complex shape of objects, thinking, perseverance, quick wits.
"Numbers"
Purpose: getting acquainted with numbers, an exercise in mental counting, training attention, thinking, improving coordination of movements.
January "Labyrinths"
Target: develop logic, attention, ability to concentrate, fine motor skills of hands, imagination.
"Learning to count"
Purpose: to form the ability to correlate quantity and number, the development of associative thinking, the improvement of fine motor skills of the hands.
February "Shadows of Fairytale Heroes"
Target: to teach to find given silhouettes, to consolidate knowledge of fairy-tale characters, the development of visual perception, visual overlay techniques, attention, perseverance, logical thinking.
"Easy Account"
Target: exercise in counting up to 5 (forward and backward), introduce the composition of numbers within 5.
March Sleeping Beauty Castle
Target: repeat counting to 5, exercise in the ratio of quantity and number.
"Columbus egg"
Target: development of sensory, spatial representations, the ability to analyze objects and images of complex shape.
April "Tale by tale"
Target: exercise in counting, teach to unite people according to their occupations and emotional states.
"Merry Account"
Target: familiarity with the account, the development of memory, logical thinking and attention.
May
Target: consolidate ideas about the relative position of objects in space (left and right, above and below, between and next to each other); repeat familiar geometric shapes, improve the ability to distinguish objects in width, develop orientation on a sheet of paper.
"My First Watch"
Purpose: to teach to determine the time by the clock, to form the ability to correlate your daily routine with the time on the clock, to train fine motor skills of the hands.

How to make a didactic math game for the middle group with your own hands

Of course, today on sale there is a huge number of a wide variety of didactic games, including mathematical content. However, it will be interesting for a teacher who is passionate about his work to make such a developmental manual on his own. It does not require special material costs, but only a little time and desire.

Here are examples of such homemade games.

  1. With the help of the game "Funny Mice" children repeat the count, train their attention, along the way they practice in the formation of the genitive singular form. According to the plot of the game, the mice found paints and began to draw with their tails, got dirty and now they are afraid to catch their mother's eyes. The teacher asks preschoolers how many mice are in the picture, what colors they are, reports that one mouse ran away and shows the corresponding image. Children must say which mouse is gone. Further, the picture with 3 and 2 mice is played similarly. To make such a game, you need to draw four pictures that show mice of different colors (their number is also different).
  2. In the game manual "Shadows of fairy-tale heroes" magical characters are bewitched, and witchcraft can only be removed by returning each of his shadow. The teacher offers pictures depicting popular fairy-tale characters and their shadows, and their number is different (there are fewer magical heroes than shadows). Preschoolers return the shadows to their owners and from the remaining shadow (Baba Yaga) they will find out who bewitched them. This game develops visual perception, visual overlay techniques, children practice quantitative and ordinal counting, while strengthening knowledge of fairy-tale characters.
  3. The game "Birch" reinforces the concepts of the spatial arrangement of objects, as well as color and shape. To create such a manual, the teacher needs to draw a large birch tree (on a sheet of drawing paper), multi-colored birds and birdhouses for them (each house has a roof of a certain color and a round, square or triangular entrance). Children are offered various tasks, for example, plant a blue bird in a birdhouse with an orange roof, located on the lower branch on the left.

Photo gallery: homemade didactic math games

The game reinforces preschoolers' knowledge of the spatial arrangement of objects, knowledge of color and shape. The game is aimed at training counting, developing attention and fixing colors.

Higher philological education. Experience as a proofreader, editor, site maintenance, teaching experience (first category).

Irina Derin
Didactic games on FEMP in the middle group

Didactic game "Find and name"

Purpose: to consolidate the ability to quickly find a geometric figure of a certain size and color.

Game progress: 10-12 geometric shapes of different colors and sizes are laid out in disorder on the table in front of the child. The facilitator asks to show various geometric shapes, for example: a large circle, a small blue square, etc.

Didactic game "Magic strings"

Purpose: to consolidate knowledge about the image of numbers, exercise in their distinction; develop fine motor skills.

Equipment: sheet of velvet paper 15x20 cm, woolen thread 25-30 cm long.

Game progress:

1st option. The children are sitting at the tables. The teacher shows the number of items in one of the ways: on a counting ruler, flannelgraph, typesetting canvas, using pictures or toys. Children lay out with a thread the number corresponding to the number.

You can guess riddles about numbers. For each correct answer, the child receives a chip.

2nd option. Children lift the thread at one end above the sheet and utter the magic words in chorus: “Thread, thread, spin, in numbers. turn!" The required number is called by the teacher or one of the children.

Didactic game "Guess"

Purpose: to consolidate the ability to distinguish between a circle, a square and a triangle.

Equipment: ball; circles, squares, triangles of different colors.

Game progress: Children become in a circle, in the center of which is a teacher with a ball.

He says that now everyone will come up with what the object that will be shown looks like.

First, the teacher shows a yellow circle and puts it in the center. Then he suggests thinking and saying what this circle looks like. The child to whom the teacher rolls the ball answers.

The child who catches the ball says what the circle looks like. For example, on a pancake, in the sun, on a plate ....

Everyone takes part in the game.

In order for the children to understand the meaning of the Guess game more clearly, show them the illustrations. So, the red circle is a tomato, the yellow circle is a ball.

Didactic game "Photo Salon"

Purpose: to fix the images of numbers, to understand their correspondence to the number of objects; develop memory and attention.

Equipment: cards with numbers; handout: a set of chips (buttons or small toys, a card sized 10x15 or 15x20 cm, chips.

Game progress: The teacher invites children to become photographers, that is, on their photographic plate, depict numbers with chips or small toys that will “come” to the “photo salon”. For a quick and correct photo, you can earn coins (chips).

At the end of the game, the results are summed up: the one who has scored the most chips is awarded, or the “best photographer of the city” is revealed.

Didactic game "Find a place for yourself"

Purpose: to exercise the ability to distinguish between numbers, determine their correspondence to a number.

Equipment: 2-5 hoops, each with a card with a number; the total sum of the digits should equal the number of children in the group.

Game flow: The game requires a lot of space, it is better to play it on the carpet. Children move freely around the room, at a signal each of them takes a place in one of the hoops. The number of children in the hoop must match the number inside it.

The teacher checks the correct placement of children. If there are children who have not found a place for themselves, you need to talk with them about the placement options inside the hoops. After that, the game continues: the children move freely around the room, and the teacher changes the location of the numbers in the hoops.

You can complicate the game if the number of children is greater than the sum of all the numbers in the hoops.

Didactic game "Robot"

Purpose: to consolidate the ability to navigate in space, clearly formulate tasks.

Game progress: The number of participants - at least 6-8 people. Robot - moves only on command and only when the task is clearly formulated. If the Robot understood the command, it should say: "I understand the task, I am doing it." When completed, should not forget to say: "Assignment completed." If the task is not clearly formulated, the Robot should say: "Specify the task, I did not understand the task."

Children should address the Robot politely and clearly, taking turns formulating tasks of varying complexity. The teacher monitors the progress of the game. For the role of the Robot, the child is either assigned or called at will. When a Robot is selected, it moves aside or walks out the door. The teacher together with the children determines the path of the Robot (the direction of movement and the number of steps, for example, not less than 2 and not more than 5, the topics of questions. Then the children hide some object: a toy, books, etc. Leading the Robot, the children must bring the Robot to the place where the object is hidden.

Robot enters, stands at the door.

Child: Dear Robot, smile and please take 3 steps forward.

Robot: I understand the task, I am doing it (smiles, takes 3 steps forward). Completed the task.

Child: Dear Robot, please jump on one leg.

Robot: I did not understand the task, I did not understand the task.

Teacher: Specify your task. The robot may "burn out".

Child: Sorry, Robot, be kind, jump on the right leg 4 times forward.

For example:

Take as many steps forward as I clap.

Take 4 steps on your toes, turn left and guess the riddle.

Close your eyes, take 2 steps forward.

All the children take turns giving the task to the Robot.

The game ends when the Robot reaches the designated place and finds the hidden object.

Didactic game "How much?"

Purpose: to exercise in counting, finding the corresponding number.

Equipment: flannelgraph; typesetting canvas with pictures or a counting ladder with toys; handout - a set of numbers, chips.

Game progress: The teacher shows any number in one of the ways: on a flannelograph, typesetting canvas or counting ladder. Children count pictures or toys, show the number corresponding to the number of pictures. The teacher checks the correctness of each child's answers. If the child is wrong, he receives a penalty chip.

At the end of the game, the result is summed up: you can praise the most attentive and smart children, applaud them.

Didactic game "Find a portrait of a number"

Equipment: flannelgraph; typesetting canvas with pictures or a counting ladder with toys; number cards.

Game progress: The teacher places a certain number of objects or pictures on the demonstration material. One of the players takes the corresponding number from the table, shows it to the other children and asks them: “Looks like it?” The audience evaluates the correctness of the answer. The person in charge, for the correct choice, receives a chip or applause from the audience as a reward.

To make it more difficult, you can ask the child to prove the correctness of his answer. After that, the game continues.

Didactic game "Crooked mirrors"

Equipment: demonstration cards with numbers and counting rulers for each child (instead of rulers, you can use cards of any size and small toys, geometric shapes or buttons).

Game progress: The teacher shows the number, and the children lay out on the card or show on the counting line a number one more or less than the given one. For example, the teacher showed the number 8, the correct answer would be 7 or 9.

Correctly answered children receive chips, at the end of the game the result is summed up, and the winners are awarded.

To complicate things, you can discuss in advance which number to show to children - less or more.

Didactic game "Teremok".

Objectives: To teach to place objects on a sheet of paper (top, bottom, left, right, to cultivate ingenuity, attention.

Game rules: Name the location of wild animals in the tower.

Game action: Place the animals in the direction indicated by the teacher.

Game progress: The teacher shows the children an album sheet with a painted "Teremok", pictures of animals, tells the children that they will populate the teremok with little animals. Discuss with the children the location of the animals. Describe the content of the resulting image. For example: a teddy bear will live at the bottom right, a cockerel at the top, a fox at the bottom left, a wolf at the top right, a mouse at the top left.

Didactic game "Come to me"

Purpose: to consolidate the ability to distinguish between numbers, to establish their correspondence to the number.

Equipment: number cards.

Game progress: Children sit on the carpet in a comfortable position. In front of them is a driver (teacher) with numbers familiar to children in his hands; shows the players one of the numbers, closes his eyes at the same time and after a few seconds says: “Stop!” During this time, the number of children corresponding to the figure should run out to him. After the signal, the driver opens his eyes and, together with the players, summarizes whether the children ran out correctly, whether their number corresponds to the figure raised.

Note: after the word "Stop!" players cannot move.

Didactic game "Live numbers"

Purpose: to exercise in finding the place of numbers in the number series, the next and the previous number; to consolidate the ability to reduce and increase the number by several units.

Equipment: number cards or number emblems.

Game progress: Each child puts on an emblem with a number, that is, turns into the number corresponding to it. If there are many children, you can choose judges who will evaluate the correctness of the assignments.

Task options: the teacher offers the children - "numbers" to be placed in ascending (or descending) order; shows the number in one of the ways (on flannelgraph cards, with the help of toys, etc.) - a child comes out to the judges with the corresponding number; shows a number, and a child comes out with a number one unit more or less; shows the number, and children come out with numbers - “neighbors”; invites each number to increase by one unit and tell what number it will become, what number it will be designated (options - increase by 2, 3, decrease by 1, 2, 3);

Didactic game "Elevator"

Purpose: to fix forward and backward counting up to 7, fixing the main colors of the rainbow, fixing the concepts of “up”, “down”, memorize ordinal numbers (first, second)

Game progress: The child is invited to help the residents raise or lower them on the elevator, to the desired floor, count the floors, find out how many residents live on the floor.

Didactic game "Find the same figure"

Purpose: to consolidate the ability of children to distinguish between a circle, a square and a triangle, a rectangle, an oval.

Equipment: a set of geometric shapes: triangle, oval, rectangle.

Game progress: The teacher shows a yellow circle. The guys must choose and show exactly the same circle, and then explain why they showed it. Then the teacher asks one of the children to show any other figure, the rest must also find and show exactly the same. The child who showed, together with the teacher, checks whether his friends have chosen the figures correctly. You should always clarify which figure the child showed, which and what color the rest of the children showed.

Didactic game "Phone"

Purpose: to consolidate knowledge of the order of numbers, the ability to find neighboring numbers.

Game progress: A telephone case with holes for numbers and a tube are made of cardboard. Circles with numbers of the appropriate size are cut out of cardboard.

Children perform the following tasks: lay out a complete number series (from 0 to 9); choose and lay out the numbers of special telephone numbers (02, 03, etc.); post the numbers of their home phone number.

Didactic game "Find your house"

Purpose: to consolidate the ability to distinguish and name a circle and a square.

Equipment: circle, square, 2 hoops, circles and squares according to the number of children, tambourine.

Game progress: The teacher puts two hoops on the floor at a great distance from each other. Inside the first hoop, he places a square cut out of cardboard, inside the second - a circle.

Children should be divided into two groups: some have a square in their hands, while others have a circle.

Then the teacher explains the rules of the game, which are that the guys run around the room, and when he hits the tambourine, they must find their houses. Those who have a circle run to the hoop where the circle lies, and those who have a square run to the hoop with a square.

When the children scatter to their places, the teacher checks which figures the children have, whether they have chosen the house correctly, specifies the names of the figures and how many there are.

When the game is repeated, it is necessary to swap the figures lying inside the hoops.

Didactic game "Sports family".

Purpose: To exercise the ability to navigate on a plane, using certain names in speech (left, right, top, bottom).

Game rules: Name the sports equipment played by family members (shown in the figure) and its spatial arrangement.

Game actions: Explain the location of the necessary items using the words - above, below, left, right.

Game progress: The teacher offers to consider a drawing that shows a family and objects for playing games. Tells a story: The family went for a walk and saw toys (a ball, a ball, a hoop, a rope). But they do not know what to choose and ask to help them.

Children pick up objects, explain their location. For example: Mom's hoop is at the top left, dad's ball is at bottom left, son's ball is at top right, daughter's jump rope is at bottom right.

Then the child or teacher changes the location of the objects and the game is repeated.

Additional questions: The teacher asks the children questions: How many people are in the family? Who is on the left (right, bottom, top? Which of them is higher - lower? What shapes do they look like (ball, hoop, ball, rope? Where are they located? What color are they?

Didactic game "Run to the figure"

Purpose: to exercise in memorizing and distinguishing numbers, the ability to navigate in space; develop auditory and visual attention.

Equipment: number cards hung in different places in the room.

Game progress: A game of low mobility. The teacher (leader) calls one of the numbers, the children find a card with its image in the room and run to it. If any child makes a mistake, he is out of the game for a while. The game is played until a winner is revealed.

You can complicate the task by inviting the children, standing near the number, to clap (or stomp, or sit down) the number that it stands for.

Didactic game "Where is the ladybug crawling?"

Objectives: To consolidate children's knowledge of a flower, to teach them to navigate on it, to find the right petal. Develop independence of thought.

Game rules: Go to the petal in the direction indicated by the arrow.

Game actions: Search for a petal of a certain color.

Game progress: The teacher shows a cardboard sheet with a painted flower, with petals of different colors. Ladybug crawling along the drawn lines with arrows indicating the path to the flower in different directions. The teacher gives the child a task: to hold the Ladybug on a yellow, (green, orange, purple, blue, cyan, red) petal.

The child moves his finger along the arrow and says where the ladybug crawls to the left, right, up, down, reaching its goal.

Didactic game "Aquarium"

Objectives: To teach to name the spatial direction (left, right, up, down, to consolidate knowledge of color.

Game rules: Name changes in the location of the fish.

Game actions: Place the fish in different directions.

Game progress: The teacher shows an aquarium drawn on paper and cut out fish of different colors.

The teacher lays out the fish in different directions and asks to explain where this or that fish is swimming, in which direction. For example: the child says that the red fish swims up and the blue fish swims down. The yellow one floats to the left, and the green one floats to the right, and so on.

Didactic game "Train"

Purpose: to teach how to make groups of individual items; use words - many, few, one; to fix the ordinal count, the ability to correlate the number of objects with a number.

Equipment: toys on the topics "Zoo", "Dishes", "Toys", a whistle.

Game progress: Toys are placed in different places of the room on the topics: “Zoo”, “House of dishes”, “Toy store”. Children, standing one after another, form a "locomotive and wagons". How many locomotives? How many wagons? The train is ready to depart. A signal sounds (whistle, and the "composition" begins to move. Having approached the "Zoo", the "composition" stops. The teacher asks:

What animals live in the zoo? How many?

Children should not only name the animals, but also clarify their number. For example, one bear, one lion, many monkeys, many animals.

The train is on its way again.

The next stop is House of Dishes. The guys should tell what kind of dishes are sold, how many items of dishes. For example, many plates, many cups, one saucepan, one vase, many spoons, one teapot.

The third stop is "Toy Store". The teacher invites the children to guess the riddle:

Gray flannelette little animal, long-eared.

Well guess who he is

And give him a carrot! (Bunny)

After guessing it, the game continues.

Didactic game "Guess what I see"

Purpose: to learn to distinguish between a circle, a square and a triangle, a rectangle, an oval.

Game progress: The teacher selects with his eyes a round object in the room and tells the children who are sitting in a circle:

Guess what I see: it's round.

The child who guesses first becomes the leader along with the teacher.

Then invite the children to guess what you see: it is square.

Then invite the children to guess what you see: it is triangular.

Didactic game "Wonderful bag"

Purpose: to learn to distinguish and name a circle, a square and a triangle.

Equipment: a square large and small, a “wonderful bag” with a set of geometric shapes (circles, squares, triangles of various sizes, a ball.

Game progress: First option. The teacher puts one of the figures on the table and invites one of the children, without peeping, to find the same one in the bag. Having taken out a figure, the child names it.

Second option. The teacher names some geometric figure (for example, a triangle). The called child must find it in the bag by touch, get it and name it. Then the figure is removed back.

After that, the children alternately take out circles and squares from the bag and name them.

Third option. The teacher offers one child to get a large triangle out of the bag, and the other a small one. After the children complete the task, it is necessary to clarify which figure each child got, what color and size it is.

Didactic game "Playing with sticks"

Purpose: to train children to distinguish between right and left hands.

Equipment: counting sticks in a box (12 pcs.).

Game progress: The teacher invites the children to play with sticks. On a signal, with their right hand, they put one stick out of the box with their right hand, then, also one stick at a time, they put it back. In this case, the box should be perpendicular to the child. With one hand he should hold it, and with the other he should lay down the sticks. The one who completes the task the fastest wins.

During the game, the teacher specifies which hand the child worked with, how many sticks are on the table and how many sticks are in his hand. The same exercise can be done with the left hand.

Didactic game "What is longer, wider?"

Purpose: Mastering the ability to compare objects of contrasting sizes in length and width, use the concepts in speech: “long”, “longer”, “wide”, “narrow”.

Game progress: Noise outside the door. Animals appear: an elephant, a bunny, a bear, a monkey - Winnie the Pooh's friends. Animals argue over who has the longest tail. Winnie the Pooh invites children to help the animals. Children compare the length of the ears of a hare and a wolf, the tails of a fox and a bear, the length of the neck of a giraffe and a monkey. Each time, together with V., they define equality and inequality in length and width, using the appropriate terminology: long, longer, wide, narrow, etc.

Didactic game "What has changed?"

Purpose: to develop the attention and memory of children.

Game progress: Children form a circle. Several children are standing inside the circle. At the sign of the educator, one leaves, then, having entered, he must determine what changes have occurred within the circle. In this version, the guessing child must count how many children were in the circle at the beginning, how many are left, and by comparing these two numbers, determine how many children left the circle. Then, when repeating the game, the guesser must name the name of the departed child. And for this it is required to keep in memory the names of all the children standing in the circle and, looking at the rest, to establish who is not. Further complication can be as follows: the number of children in the circle remains the same (within five, but their composition changes. The guesser must say which of the children left and who took his place. This option requires more attention and observation from children.

Didactic game "Which toy is hidden?"

Purpose: Consolidation of the ordinal account.

Game progress: Toys of different sizes and shapes are on the table in one line. Children look at toys, count them, remember them. One of the players leaves the room, and in his absence, the children hide some toy. The child returning to the room must remember what number (and then size) of the toy on the table was gone.

Didactic game "To whom how much?"

Purpose: To learn the concept of "how much"

Game progress: The host distributes cards with drawn boys and girls and their clothes, and puts a card with two girls on the table and asks: “How many hats do they need?” Children answer: "Two." Then the child, who has a picture with two hats in his hands, puts it next to the card where two girls are drawn, etc. In counting and counting, the children practice playing with small toys. The game consists in the fact that the child, having received a card with drawn circles and counting them, counts as many toys for himself as there are circles on the card. The cards are then mixed and dealt again. Children count the circles on their cards and, if there are more of them than the toys on the first card are selected, decide how many more toys need to be added or subtracted if there are fewer circles. There should be a lot of toys on the table. And there are five circles on small cards (1, 2, 3, 4, 5). This number of circles in the cards can be repeated several times. Higher demands are placed on children of middle preschool age in mastering spatial orientations.


18 "Wonderful Pouch"

Didactic tasks: learn to distinguish and name a circle, a square and a triangle.

Equipment: a square large and small, a “wonderful bag” with a set of geometric shapes (circles, squares, triangles of various sizes), a ball.

Game progress.

First option. The teacher puts one of the figures on the table and invites one of the children, without peeping, to find the same one in the bag. Having taken out a figure, the child names it.

Second option. The teacher names some geometric figure (for example, a triangle). The called child must find it in the bag by touch, get it and name it. Then the figure is removed back.

After that, the children alternately take out circles and squares from the bag and name them.

Third option. The teacher offers one child to get a large triangle out of the bag, and the other a small one. After the children complete the task, it is necessary to clarify which figure each child got, what color and size it is.

20 "Playing with sticks"

Didactic tasks: train children to distinguish between right and left hands.

Equipment: counting sticks in a box (12 pcs each).

Game progress.

The teacher invites the children to play with sticks. On a signal, with their right hand, they put one stick out of the box with their right hand, then, also one stick at a time, they put it back. In this case, the box should be perpendicular to the child. With one hand he should hold it, and with the other he should lay down the sticks. The one who completes the task the fastest wins.

During the game, the teacher specifies which hand the child worked with, how many sticks are on the table and how many sticks are in his hand. The same exercise can be done with the left hand.

22 "Where did the mouse hide"

Didactic tasks: teach to find an object in space, locating it in words: above, below, on, left, right.

Equipment: the mouse is a toy.

Game progress.

The teacher starts the game with a riddle:

Hidden under the floor

Afraid of cats.

Who is it? (mouse)

“A mouse came running to visit us, she wants to play with you. Close your eyes, and the mouse will hide from you at this time. He puts it under the table, on the closet ... The children, opening their eyes, are looking for a mouse. Having found her, the guys say where she is. Using the words: up, down, on, left, right.

24 "Where Will You Go"

Didactic tasks: exercise in the ability to move in a given direction and determine the location of an object using the words: in front, left, right, behind.

Equipment: toys.

Game progress.

Toys are hidden in the room. The teacher gives the task to the children:

"Walk straight. Stop. If you go to the right, you will find a car; if you go to the left, you will find a bunny. Where will you go?

The child shows and names the direction. Walks in that direction and picks up a toy.

26 An exercise"We are walking"

Didactic tasks: consolidate the concept - long, short.

Game progress.

Children walk around the room. With the command "Short!" they take short steps, and with the command "Long!" - very long steps.

After the game, the teacher invites the children to alternately pronounce the words “long - short”.

Additions may be made to the game. For example, children who are more physically developed take long (or short) steps on tiptoe.

28 Exercise "Stream"

Didactic tasks:

Equipment: 2 ropes, chalk.

Game progress.

On the floor are two long parallel ropes. The distance between the ropes is 40 cm. The teacher invites the children to imagine that this is a stream. The guys must jump over it without getting their feet wet. Whoever stumbles, gets into the water, he will no longer be able to jump, sit on the grass (on the carpet) and dry his legs in the sun.

Children come to the stream and jump over it.

When all the guys have jumped over, the teacher continues: “It is very rare for a stream to be so even. In fact, it bends - in one place it becomes wider (spreads the ropes), and in the other it narrows (moves them a little). Here's what the brook looked like. Where it is narrow, it is easy to jump, and where it is wide, it is difficult. And in this place the stream became shallow, pebbles are visible at the bottom.

The teacher draws them with chalk on the floor and shows how to get over them. The children are walking on the rocks.

“Now let's try to get over here,” the teacher points to a wide place in the stream. - The stream is deep, we will have to build a bridge.

He places a bench across the stream. All children cross the stream on the bench.

Finishing the game, the teacher asks the children to tell how they crossed the stream in a wide (or narrow) place.

If the child has found an original solution, be sure to encourage him, tell other children about it.

30 An exercise"Mirror"

Didactic tasks: to consolidate the ability to compare objects in width.

Game progress.

Children form a circle. The teacher invites them to repeat the movements after him. Spreading his arms to the sides, he says: "wider-wider-wider-wide."

And together with the children spreads his arms wide to the sides. Then they begin to compare: some are wider, some are narrower. At the same time, they say: “already-already-already-narrow”.

32 "Name the missing word"

Didactic tasks: learn to name time periods: morning, evening, day, night.

Equipment: ball.

Game progress.

Children form a semicircle. The teacher rolls a ball to one of the children. Begins a sentence by skipping the names of the parts of the day:

We have breakfast in the morning and lunch... The children say the missing word.

In the morning you come to kindergarten, and go home ....

During the day you have lunch, and you have dinner ...

34 "Houses"

Didactic tasks: consolidation of knowledge of the composition of numbers from 2 to 5.

Equipment: houses, flat people.

Game progress.

Children are given the task - "to populate the house." But it is necessary to observe an important rule - on each floor there is such a number of residents that corresponds to the specified number on the roof of the house. The left side is filled with painted people, the right side is empty. Children themselves determine the number of tenants on the right and populate them.

36 "Who will see more?"

Didactic tasks:

Game progress.

Geometric shapes are randomly placed on the board. You need to remember them, then name them.

37 "Find the same"

Didactic tasks: to consolidate knowledge of geometric shapes, to develop observation.

Equipment: geometric shapes of different colors and sizes.

Game progress.

Children have cards with images of geometric shapes. The teacher shows his own (or lists the figures). Children find the same card in their home.

on

formation of elementary mathematical representations

(middle group)



Quantity and account 1. Didactic game: "Correct score"
Purpose: to help master the order of the numbers of the natural series; to consolidate the skills of direct and reverse counting.
Equipment: ball.
Content: children stand in a circle. Before starting, they agree in what order (forward or reverse) they will count. Then they throw the ball and string the number. The one who caught the ball continues the count by passing the ball to the next player.
2. Didactic game: "Many-little"
Purpose: to help to learn the concepts of "many", "few", "one", "several", "more", "less", "equally".
Content: ask the child to name single objects or objects that are many (few). For example: there are many chairs, one table, many books, few animals. Put cards of different colors in front of the child. Let there be 7 green cards and 5 red cards. Ask which cards are more, which are less. Add 2 more red cards. What can be said now?
3. Didactic game: "Guess the number"
Purpose: to help prepare children for elementary mathematical operations of addition and subtraction; help to consolidate the skills of determining the previous and next number within the first ten.
Content: ask, for example, what number is greater than three, but less than five; what number is less than three, but more than one, etc. Think, for example, of a number within ten and ask the child to guess it. The child calls different numbers, and the teacher says more or less than the planned named number. Then you can switch roles with the child.
4. Didactic game: "Counting mosaic"
Purpose: to introduce numbers; learn to match the quantity with the number.
Content: together with the child, make up numbers using counting sticks. Invite the child to place the corresponding number of counting sticks next to the given number.
5. Didactic game: "We read and count"
Purpose: to help to learn the concepts of "many", "few", "one", "several", "more", "less", "equally", "as many", "how many"; the ability to compare objects by size; ability to count within 5.
Equipment: counting sticks.
Content: when reading a book to a child, ask him to put aside as many counting sticks as, for example, there were animals in a fairy tale. After counting how many animals are in the fairy tale, ask who was more, who was less, and who was the same. Compare toys in size: who is bigger - a bunny or a bear? Who is less? Who is the same height?
6. Didactic game "Take the same amount"
Purpose: to exercise in compiling two equal groups of objects, to activate the dictionary "as much", "equally".
Equipment. Children have a table with three stripes, divided vertically into three equal parts.
Content: On the left side of the card are various objects (from 1 to 5, sets of geometric shapes and counting sticks.
The teacher offers to look at the tables and tell what is drawn on them. Then the children fill in the middle (vertically) part of the table, take as many geometric shapes as there are objects shown in each cell. The teacher asks the child how many figures he put, offers to check the correctness by imposing. After filling in the middle part of the table, the children take counting sticks and lay them out on the right side of the table according to the number of objects drawn.
7. Didactic game “To whom how much? »
Purpose: To learn the concept of "how much"
Content: The host distributes cards with drawn boys and girls and their clothes, and puts a card with two girls on the table and asks: “How many hats do they need? » Children answer: «Two». Then the child, who has a picture with two hats in his hands, puts it next to the card where two girls are drawn, etc. In counting and counting, the children practice playing with small toys. The game consists in the fact that the child, having received a card with drawn circles and counting them, counts as many toys for himself as there are circles on the card. The cards are then mixed and dealt again. Children count the circles on their cards and, if there are more of them than the toys on the first card are selected, decide how many more toys need to be added or subtracted if there are fewer circles. There should be a lot of toys on the table. And there are five circles on small cards (1, 2, 3, 4, 5). This number of circles in the cards can be repeated several times.

geometric shape 1. Didactic game: "Pick up the shape"
Purpose: to teach children to highlight the shape of an object, distracting from its other features.
Equipment. one large figure of each of the five geometric shapes, cards with contours of geometric shapes, two figures of each shape of two sizes of different colors (the large figure coincides with the contour image on the card).
Content: children are given figures and cards. Educator: “Now we will play the game “Pick up the shape”. To do this, we need to remember the names of different forms. What shape is this figure? (further this question is repeated with the display of other figures). You must arrange the figures according to form, regardless of color. For children who have incorrectly laid out the figures, the teacher offers to circle the contour of the figure with a finger, find and correct the mistake.
2. Didactic game: "Lotto"
Goal: mastering the ability to distinguish various forms.
Equipment. geometric cards.
Content. Children are given cards on which 3 geometric shapes of different colors and shapes are depicted in a row. Cards differ in the arrangement of geometric shapes, their combination in color. Children are presented with the corresponding geometric shapes one at a time. The child, on whose card there is a presented figure, takes it and puts it on his card so that the figure coincides with the one drawn. Children say in what order the figures are located.
3. Didactic game: "Find your house"
Purpose: to consolidate the ability to distinguish and name a circle, triangle, rectangle, square.
Equipment: 4 hoops, circles, squares, triangles, rectangles according to the number of children, a tambourine.
Content: The teacher puts two hoops on the floor at a great distance from each other. Inside the first hoop, he places a square cut out of cardboard, inside the second - a circle. Children should be divided into two groups: some have a square in their hands, while others have a circle. Then the teacher explains the rules of the game, which are that the guys run around the room, and when he hits the tambourine, they must find their houses. Those who have a circle run to the hoop where the circle lies, and those who have a square run to the hoop with a square.
When the children scatter to their places, the teacher checks which figures the children have, whether they have chosen the house correctly, specifies the names of the figures and how many there are. When the game is repeated, it is necessary to swap the figures lying inside the hoops.
4. Didactic game: "Guess"
Purpose: to consolidate the ability to distinguish between a circle, a square and a triangle.
Equipment. ball; circles, squares, triangles of different colors.
Content: Children stand in a circle, in the center of which is a teacher with a ball. He says that now everyone will come up with what the object that will be shown looks like. First, the teacher shows a yellow circle and puts it in the center. Then he suggests thinking and saying what this circle looks like. The child to whom the teacher rolls the ball answers. The child who catches the ball says what the circle looks like. For example, on a pancake, in the sun, on a plate ... Next, the teacher shows a large red circle. Children fantasize: an apple, a tomato ... Everyone takes part in the game. In order for the children to understand the meaning of the Guess game more clearly, show them the illustrations. So, the red circle is a tomato, the yellow circle is a ball.

Values. 1. Didactic game: "Fruit picking"
Purpose: to develop an eye when choosing objects of a certain size according to the sample.
Equipment. apples samples (cut out of cardboard) of three sizes large, smaller, small; three baskets large, smaller, small; a tree with hanging cardboard apples of the same size as the samples (8-10 apples were the same size). The diameter of each apple is 0.5 cm smaller than the previous one.
Content: the teacher shows a tree with apples, baskets and says that small apples should be collected in a small basket, and large ones in a large one. At the same time, he calls three children, gives each one an apple sample and invites them to pick one of the same apple from the tree. If the apples are picked correctly, the teacher asks to put them in the appropriate baskets. Then the task is performed by a new group of children. The game can be repeated several times.
2. Didactic game: "One, two, three - look!"
Purpose: to teach children to build an image of an object of a given size and use it in game activities.
Equipment: One-color pyramids (yellow and green, with at least seven rings. 2-3 pyramids of each color.
Content: Children sit on chairs in a semicircle. V. lays out pyramids on 2-3 tables, mixing the rings. He puts two pyramids on a small table in front of the children and takes one of them apart. Then he calls the children and gives each of them a ring of the same size and asks them to find a pair for their ring. “Look carefully at your rings and try to remember what size they are so as not to be mistaken. What ring do you have, big or small? children are invited to leave their rings on the chairs and go in search of other rings of the same size. You need to look for rings only after all the children have said these words "One, two, three, look!" Having chosen a ring, each child returns to the place and puts him to his sample, which remained on the high chair. If the child made a mistake, he is allowed to correct the mistake by replacing the chosen ring with another one. For variety, when repeating the game, you can use a pyramid of a different color as a sample.
3. Didactic game: "Who has a longer tail?"
Purpose: Mastering the ability to compare objects of contrasting sizes in length and width, use the concepts in speech: “long”, “longer”, “wide”, “narrow”.
Content. Noise outside the door. Animals appear: an elephant, a bunny, a bear, a monkey - Winnie the Pooh's friends. Animals argue over who has the longest tail. Winnie the Pooh invites children to help the animals. Children compare the length of the ears of a hare and a wolf, the tails of a fox and a bear, the length of the neck of a giraffe and a monkey. Each time, together with V., they define equality and inequality in length and width, using the appropriate terminology: long, longer, wide, narrow, etc.
4. Didactic game: "Who will roll the tape sooner"
Purpose: to continue to form an attitude towards the value as a significant feature, pay attention to the length, introduce the words "long", "short".
Content. The teacher invites the children to learn how to roll the tape and shows how to do it, gives everyone a try. Then he offers to play the game "Who will roll the tape as soon as possible." He calls two children, gives one a long ribbon, the other a short one, and asks everyone to see who will roll their ribbon first. Naturally, the one with the shortest ribbon wins. After that, the teacher lays out the ribbons on the table so that their difference is clearly visible to the children, but does not say anything. Then the children change ribbons. Now another child wins. The children sit down, the teacher calls the children and invites one of them to choose a tape. Asks why he wants this tape. After the answers, the children call the tapes "short", "long" and summarize the actions of the children: "A short tape rolls up quickly, and a long one slowly."
5. Didactic game "Compare the tracks"
Equipment: Tracks (strips) of different widths.
Purpose: To learn to compare objects in width, arrange them in decreasing and increasing sequence, designate the results of the comparison with the appropriate words: wide, narrower, narrowest, narrower, wider, widest.
Content: The teacher offers to compare the tracks in different ways (application, overlay, arrange in order of increasing width, decreasing.

Orientation in space 1. Didactic game: "Who is where"
Purpose: to teach to distinguish the position of objects in space (in front, behind, between, in the middle, right, left, bottom, top).
Equipment. toys.
Content: arrange toys in different places in the room. Ask the child which toy is in front, behind, next, far, etc. Ask what is on top, what is below, on the right, on the left, etc.
2. Didactic game: "Run to the number"
Purpose: to exercise in memorizing and distinguishing numbers, the ability to navigate in space; develop auditory and visual attention.
Equipment: number cards hung in different places in the room.
Content: A game of low mobility. The teacher (leader) calls one of the numbers, the children find a card with its image in the room and run to it. If any child makes a mistake, he is out of the game for a while. The game is played until a winner is revealed.
You can complicate the task by inviting the children, standing near the number, to clap (or stomp, or sit down) the number that it stands for.
3. Didactic game: "Elevator"
Purpose: to fix forward and backward counting up to 5, fixing the main colors of the rainbow, fixing the concepts of “up”, “down”, memorize ordinal numbers (first, second)
Content: The child is invited to help residents raise or lower them on the elevator, to the desired floor, count the floors, find out how many residents live on the floor.
4. Didactic game: "Three steps"
Purpose: orientation in space, the ability to listen and follow instructions.
Content: The players are divided into two equal teams, stand one after the other. The task of each team is to reach the finish line as quickly as possible with a full complement, exactly, strictly following the rules: they pronounce the rules in chorus: three steps to the left, three steps to the right, one step forward, one back and four straight.
5. Didactic game "What is where?"
Purpose: To exercise in determining the spatial arrangement of objects in relation to oneself "in front", "behind", "in front", "left", "right", "above", "below".
Equipment: Toys
Content: The child stops at a certain place in the room and counts the objects in front, behind, left, right.
6. Didactic game "Football field"
Purpose: to teach to distinguish the position of objects in space (in the middle, on the right, on the left, below, above).
Equipment: sheets of paper and small circles according to the number of children.
Content: Children are invited to play football on paper. On the instructions of the teacher, the circle (“ball”) is laid out in a certain place on the sheet (“field”): upper left corner, lower right corner, middle of the “field”, etc.
Orientation in time 1. Didactic game: "When it happens"
Purpose: to consolidate children's knowledge about the seasons, their characteristic features; develop coherent speech, attention and resourcefulness, endurance.
Equipment. pictures of the seasons.
Content: Children sit around the table. The teacher has several pictures in his hands depicting different seasons, for each season 2-3 pictures. The teacher explains the rules of the game, the teacher gives everyone a picture. Then rotates the arrow in a circle. The one she pointed to carefully examines his picture and then talks about its contents. Then the arrow is turned again and the one it points to guesses the time of year. A variant of this game can be the teacher reading excerpts from works of art about seasonal natural phenomena and searching for pictures with relevant content.
2. Didactic game: "Name the missing word"
Purpose: to teach to name time periods: morning, evening, day, night.
Equipment: ball.
Content: Children form a semicircle. The teacher rolls a ball to one of the children. Begins a sentence, skipping the names of the parts of the day: - We have breakfast in the morning and lunch. Children say the missing word. - In the morning you come to kindergarten, and go home .... - In the afternoon you have lunch and dinner ...
3. Didactic game: “Who was first? Who is later? »
Purpose: to consolidate children's knowledge of temporal representations: first, then, before, after, earlier, later.
Content: Staging of fairy tales using illustrations "Turnip", "Teremok", "Kolobok", etc.
4. Didactic game: "Traffic light"
Purpose: to consolidate children's ideas about the seasons.
Content: The teacher says, for example, "Summer is over, spring has come." Children raise a red circle - a stop signal, mistakes are corrected.
5. Didactic game: “When does this happen? »
Purpose: to consolidate children's knowledge about the parts of the day, their sequence, to consolidate concepts - yesterday, today, tomorrow.
Content: Children in a circle. The host starts the phrase and throws the ball to one of the players: "The sun shines during the day, and the moon ....". The one who finishes the phrase comes up with a new one "In the morning we came to kindergarten, and returned ...", "If yesterday was Friday, then today ...", "Winter is replaced by spring, and spring ...".
6. Didactic game "Yesterday, today, tomorrow"
Purpose: To consolidate the concept of such categories as "yesterday", "today", "tomorrow"
Material: Ball
Content: The host throws the ball in turn to all the players and says: "We sculpted. When." The one who caught it ends the phrase, as if answering the question "when?"
We'll go for a walk in the park. (today)
We visited grandma. (yesterday)
We will read a book. (tomorrow)
Didactic game "What has changed?"
Purpose: to develop the attention and memory of children.
Content: Children form a circle. Several children are standing inside the circle. At the sign of the educator, one leaves, then, having entered, he must determine what changes have occurred within the circle. In this version, the guessing child must count how many children were in the circle at the beginning, how many are left, and by comparing these two numbers, determine how many children left the circle. Then, when repeating the game, the guesser must name the name of the departed child. And for this it is required to keep in memory the names of all the children standing in the circle and, looking at the rest, to establish who is not. Further complication can be as follows: the number of children in the circle remains the same (within five, but their composition changes. The guesser must say which of the children left and who took his place. This option requires more attention and observation from children.