Training on what to take to a desert island. Uninhabited island

Author details

Pokidova Larisa Nikolaevna

Place of work, position:

OSU "Rehabilitation center for children and adolescents with disabilities", S. Veselaya Lopan. Educator-psychologist.

Belgorod region

Lesson characteristics (lessons)

The level of education:

Special (correctional) education

The target audience:

Student (student)

Class (s):

Class (s):

Class (s):

Item (s):

Psychology

The purpose of the lesson:

Objectives: to promote the process of personal development, the realization of creative potential, the achievement of an optimal level of life and a feeling of happiness and success.

Tasks: development of business communication skills, the ability to negotiate using positive techniques; development of self-regulation, development and consolidation of adequate forms of behavior and response.

Lesson type:

Combined lesson

Used textbooks and tutorials:

1. N. Kozlov. The best psychological games and exercises. Yekaterinburg, ARD LTD, 1997.

2. T. Exacusto. Workshop on group psychocorrection. Rostov-on-Don, "Phoenix", 2007.

Methodical literature used:

1. A. Rean, A. Kudashev, A. Baranov. Psychology of personality adaptation. St. Petersburg, "Prime-Euroznak", 2006.

2.L. Ann. Psychological training with adolescents. Publishing house "Peter", 2003.

Equipment used:

Materials for the game: felt-tip pens - 4 packs, ballpoint pens and album sheets according to the number of players.

Short description:

A psychological game for adolescents 15 - 17 years old will consolidate the skills of positive business communication, give an idea of ​​a decent lifestyle ...

Game progress

Today we will embark on an amazing journey to uninhabited islands. What this trip will be like depends only on you. We are waiting for two islands, "Green" and "Red", which we will have to populate and make the life of its inhabitants safe, dignified and interesting.

And so, the first inhabitants - the presidents of the future island states... A drawing of lots is held among the participants. Whoever pulled out a chip with the letters "PZ" written on it is the president of the green island, "PC" - of the red one. Presidents go to the "islands".

How do presidents feel alone with themselves unique? (presidents describe their feelings).

How long can you be alone?

And so, the time has come when you wanted to communicate, have fun, do a common useful thing, show your abilities. Presidents should populate their islands with people so that a full-fledged society is obtained, capable of creating conditions for each of its members for a successful and dignified life. The choice is made from the remaining participants in the game in the amount of 7 people in turn. The president who is the first to get tired of being alone starts. When making a choice, each of the presidents must justify it. For example: “I choose A. Afanasyev, because he leads a healthy lifestyle, a responsible, fair person, wants to become a lawyer. It is impossible to build a state governed by the rule of law without a competent lawyer ”. The chosen one takes place on the island. The next choice is made by the president of the other island, etc.

Once the presidents have settled on their islands, the remaining members act as observers. Their task is to observe how residents build their relationships in joint activities while solving the assigned tasks in achieving the goal.

The inhabitants of the two islands receive the same tasks. They must come up with:

Name of the state, capital;

Flag;

Coat of arms;

Choose a song that will be a hymn;

Currency;

Basic laws (5);

Climate;

Minerals.

The inhabitants of the islands, under the leadership of the presidents, work for 20 to 30 minutes. Observers (each for himself) record the main moments of their interaction on a sheet of paper divided in half: +, -. The actions, methods and techniques of interaction are assessed, but not the personalities of the participants.

Pay particular attention to:

Clarity and reasonableness of the distribution of responsibilities;

Presidential leadership;

Ability to negotiate positively.

"Presentation of the state". Within 10 minutes, the inhabitants of each island represent their state and prove that it is the best, that it is their state that is able to provide each of its members with a life worthy of a human being.

After the presentation, each of the observers independently chooses an island and a state where, in his opinion, the most favorable conditions have been created for human life. Each of the observers justifies his choice. The country with more inhabitants at the end of the game wins.

The game ends with the "Gift to Friends" exercise. The presidents "give" as a gift to the residents of the neighboring state a drawing on the back, having previously drawn it graphically on paper. Each villager draws on the back of the player in front of him what he understands. The latter draws on a sheet of paper what was given to him and compares it with the president's drawing. If the pictures coincide, it means that mutual understanding has been achieved between the states. They are not rivals, but friends, ready to come to each other's aid at any moment. We wish you fruitful cooperation, dear friends!

Role-playing game " Uninhabited island»

The participants are divided into three teams of 6 people each. They were seated in three different houses and given assignments, which they do almost all day. The Ugrians hardly communicate with other teams.

"Desert Island"

By the will of fate, you found yourself on a desert island. Here is a rich animal and vegetable world but there are dangers; poisonous plants, cold winters, visits of cannibals from neighboring islands are possible. You can hold out as a close-knit group, but alone it is almost unrealistic. In the next 20 years, you can return to normal life in your native land. Your task is to create conditions in which you could survive. Understand the seriousness and drama of what happened, all the more so during such a period people sometimes run wild, behind irritability, rage and fights to the death flare up. There is no room for frivolity - you need to eat something and you need to survive.

Adjust yourself accordingly, observe yourself: how will you express yourself in this life?

You must master this island, organize the economy. Draw a map of the island and mark it on a piece of paper.

Questions to be resolved:

Who is your leader?

What levers of power does he have?

How will you solve the distribution issue? Shared equally? Labor contribution? Give more to the strong, for they are more useful? Give more to the sick and the weak?

Will your community make decisions by majority vote? Can men, if they are in the majority, decide for women?

Will your community interfere with privacy? Does a person have the right to disobey and live in their own way? What will be the sanctions for non-compliance or poor performance of duties?

Is a split in the colony possible? What if one group starts dictating its terms to another, weaker one? If someone wants to live separately, do they have the right to their own plot of the island? Part of the property? Which one?

What will be the punishment for the crime committed? Will there be death penalty? Who will be the executioner?

How will you deal with the relationship between men and women?

Does someone have the right to lead a lifestyle that makes him weak, painful, a burden to others?

Do you have any offended, dissatisfied people now? Can you help them now?

Will you have weekends, holidays? What, when?

The issue of power is important: the seizure of power (one strong man negotiates with another strong, attracts the vacillating ones to his side and suppresses the fragmented opposition, dictating his own terms to it), the democracy of the councils (every insignificant issue is debated for a long time, and a common solution is not worked out).

You are given complete freedom of action within the framework of the assignment. Choose a "chronicler" to record your decisions, keep a "chronicle of life." Try to keep your stay on the island active and eventful.

Maybe you can not only survive, but also create an ideal society.

Additional task: tell about your island and state your life positions

During the game, discussions are held every 15 minutes (for this, each team receives questions):

a) friendly, kind, cheerful atmosphere: who creates warmth, who is conflicted?

b) are the decisions made constructive, guilty of unconstructive discussions, who puts forward business decisions?

c) is the invented plot dynamic, are the participants active in the fictional plot?

d) who is passive in the game?

At the end of the game. Questions to be discussed: What have I done for a prosperous life on the island? Which community is the most attractive --- Barbarians, Sages, Humanists, Workers?

It's great to stretch the game for a day (if possible) and try to isolate the children from each other as much as possible ... agree with them so that they communicate together, or rather did not communicate on the topic of training and what is happening in their team with members of other teams. Well, when they all spend time together (well, there is every meal), whatever he says on these topics. But in the evening, arrange a show-story of each team about their island and life-being on it ...

Desert island. Another trip

The game "Desert Island" is well known to all specialists in the field of psychological training and everyone who actively participates in training work. Most often it is used as a warming up procedure, sometimes as an exercise aimed at developing effective communication skills and the ability to act together. However, I think the potential of this game is much richer. Strengthening the element of dramatization, this psychotechnique can be turned into an effective means for the participants to realize their goals and values, for the manifestation of the sociometric structure of the group and the social positions of its members.

Leading. Imagine that our entire group was on a large ocean-going ship cruising across the Atlantic. The trip was pleasant and interesting. However, in tropical latitudes, the ship was caught in a storm of terrifying force. Our situation was aggravated by the fact that a fire broke out in the hold, instantly spreading throughout the ship. Fortunately, there were no problems with the boats on the ship, but by the will of fate, half of the members of our group ended up in one boat, and half in another.

In the traditional version of the game, there is no division of the group into two parts. In our modification, this seems to be necessary for many reasons, in particular - to enhance the excitement and competition. There are several ways to divide a group. For example, like this. The presenter quickly commands: "Stand up those who immediately start rescue work!" The first two who jumped up from their seats are announced as the leaders of the rescue operations. Each of them is invited to choose one participant, whom he will carry into his boat. Then the selected participants take turns choosing the next, and so on until the group is divided into two parts. If there is an odd number of participants, then a situation will arise when one of them will remain unclaimed. (You've probably already guessed that this procedure is sociometric in nature.) An “unclaimed” participant can feel very uncomfortable. Therefore, the facilitator should make the situation positive, for example by inviting the leaders of the two groups to argue about the right to this last participant. Let the leader give a short monologue and prove that, due to such and such merits, this person is necessary precisely in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles.

Leading. The storm waves scattered the boats and carried them in different directions from the place of the shipwreck. The hurricane did not stop for another day, and when it finally died down, the exhausted people on both boats saw the earth on the horizon. Delighted, they rushed to the shore, unaware of two things: first, that in front of them is not the mainland, but islands, and, second, about the reefs hidden under water. Both boats were smashed to pieces by the impact on the stone reefs, but the shore could already be reached by swimming. After a while, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you ended up in an unknown place for you, having lost your swimming equipment and having nothing but what is in this moment is in your pockets. You are given fifteen minutes to decide what to do in such a situation and how you will spend the next day on these islands. Island size, landscape, climate, vegetation and animal world and other circumstances you can ask yourself.

In order not to repeat ourselves in the future, we point out that at each stage, up to fifteen minutes is allocated for discussion. If the groups come up with a solution faster, then they report it to the facilitator. Participants discuss the situation. The moderator should pay attention to how the discussion is organized, who is leading it, whether people listen to each other. Fifteen minutes later, representatives from each team report on the results of the discussion. At this stage, as a rule, the messages are not very diverse: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and full of fruits. The Robinsons are actively exploring their islands and are diligently signaling to the rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and on the sea horizon not a single ship is visible, and neither an airplane nor a helicopter appears in the sky. And you begin to guess that the islands turned out to be remote from the busy sea and airways and, perhaps, the rescuers have already stopped searching for the passengers of the ship, considering them dead. A month has passed. It looks like your stay on the island could be protracted and much longer than you expected. We need to settle down somehow. So what are you doing?

Discussion! At this stage of work, more deep dive into game reality. Priorities are indicated for the purposes and meanings of life on the island, various ways of obtaining food and organizing leisure are proposed (some "settlers" create amateur art circles, some - lecture halls in all areas of knowledge, so as not to lose cultural baggage, etc.). After each group reports on their life on the island, the facilitator may ask the following questions.

How do you build relationships with each other? Do you have a leader, a leader? Who is he? How do you deal with the most difficult issues in your life? How is the division of labor and responsibilities? Who is responsible for what?

In fact, the members of the groups begin to design a new structure of the world, to create it according to those laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island, you have adjusted your way of life. In the meantime, two years have passed ... And one day the waves of the surf carried the wreck of a small yacht to the shore. It was probably damaged during the storm, because it was broken so much that it could not be restored. However, it miraculously preserved a compartment where carpentry tools were lying - axes, saws, nails, etc., and besides, you found an empty bottle on the yacht. The last find, of course, gave rise to the idea of ​​sending a letter, entrusting it to the waves, and informing people that you are alive and well. Please write the letter that you put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.

Participants work together to write letters, often being creative in describing their island's location and humorously describing their lives. It is curious that already at this stage, as a rule, someone says that to return to " The mainland"I don't really want to ... Letters are read aloud.

Leading. The letter has been sent. But now you have carpentry tools. What will you do with them? Will you take advantage of this gift of fate?

After some consultation, the teams usually decide to build a raft in order to try to get to the mainland on it. From this point on, the scenarios of events on the two islands may differ significantly. Several lines of development arise, and the presenter must be ready for unexpected turns and improvisations. The fact is that, for example, part of a team will want to go on a risky voyage on a raft, and some may oppose this idea. The moderator invites the participants to somehow solve this problem. If the “navigators” nevertheless insist and are ready to “break away” from the main mass, the presenter asks them to sit aside from the circle (“you are on the way”). In the other team, perhaps, such a split does not occur and they are united in their decision - to swim or not to swim. If someone remains on the islands, the presenter gives a new introduction.

Host. After a while, very far on the horizon, you saw a silhouette big ship... But he passed by, and the people from him did not notice the desperate signals you were giving. A day later, a small single boat washed ashore. He was brand new, with a full tank of gasoline. Apparently, it was accidentally dropped from the side of a ship that passed earlier, or maybe it was washed away by a wave. One way or another, you have another chance. Will you use it and how? This is one of the most interesting moments in the game. Participants quickly come to the conclusion that going in search of land in a small one-seater boat is very risky. After all, if gasoline runs out before the earth meets, the brave loner will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this? A dramatic choice. There are almost always people who are ready to sacrifice themselves. (Some suggest a compromise option: to look for land until the tank is half empty, then return - however, the risk still remains.) From this point on, there is almost always a need for different instructions for the inhabitants of each of the islands. An experienced facilitator can come up with their own moves. I offer several options (for any of them, the participants must make a definite decision).

The first option (someone sailed away on a raft)

Leading. You did not have time to move too far from the island when you saw a ship moving directly towards you. Your screams were heard, and in less than a few minutes you were brought aboard. You were overwhelmed with joy, you excitedly told the captain about the years spent on the island, asked him to change the route in order to pick up your comrades from the island. The captain agreed. However, your joy was, alas, premature: it was the ship of modern pirate slave traders. By naively pointing the way to the island, you turned your friends into captives. Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misadventures you experienced, he decided to make a noble gesture and leave you on the island, but not all: two - of your choice - he will take with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two must appear on his ship. Decide what to do in such a situation!

The second option (everyone stayed on the island)

Leading. One morning you saw a ship entering the bay of the island. You couldn't believe your eyes: your dream of meeting people has finally come true. You rushed to the shore to meet the boat that had departed from the ship. As soon as the boat moored, you rushed to the sailors and began to talk excitedly about your fate ... Further, the events are similar to those described in the first option. The situation of dramatic choice arises again. Sometimes volunteers appear willing to sacrifice themselves to save others - often this is due to their confidence that they can escape from captivity. It happens that the participants decide to surrender to the pirates together. It is also possible that the participants come to the idea of ​​joining the battle with the pirates. The presenter, of course, does not interfere and does not comment on what is happening, but he will have to come up with further plot moves in the given logic.

The third option (all members of the group become prisoners of pirates)

Leading. The captain locked you in the hold and the ship set out to sea. Less than two days later, through the hustle and bustle and screams above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Unaware that the pirates had prisoners, the police opened fire from cannons and machine guns. A fire broke out in the hold, but, luckily for you, a hole in the ceiling was formed due to the hit of a shell. Through a narrow opening, you can climb out onto the deck in turn. But the fire is blazing with might and main. It is impossible to say whether everyone will have time to get out of the burning room. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order?

The fourth option (there are two who are given to the pirates, or the participants decide to enter into battle with the pirates)

Leading. You hid from enemies in a cave. But here's the bad luck: it was at this moment that a long-dormant volcano suddenly woke up. The eruption that began was accompanied by powerful tremors, from which the vaults of the cave began to collapse. The entrance was almost covered with stones - only a very small hole remained, into which you can barely squeeze. At any moment the ceiling of the cave will collapse, and you may all perish. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order? The similarity of the emerging situations that create the space for choice - sociometric and moral - is quite obvious. The way the group members behave will largely reflect the system of relations that have arisen between them, and will clearly highlight many of the values ​​and orientations of people in life. This procedure is rather harsh, but I think it is possible to take risks in high school groups. Of course, at the end of the game, the feelings and thoughts of the children should be discussed in particular at this moment, all the proposals made and the criteria they relied on when choosing a line of behavior. This situation is culminating. After that, you need to move on to the last stage of the game. The game must be completed in Major. Leading. You all managed to get out onto the deck (of the cave). And you immediately saw armed men approaching you. But you shouldn't be afraid anymore: these are police officers from the special department for combating the drug mafia and Russian sailors. A helicopter roared overhead. These people did not appear by chance: on the high seas they met a raft on which your friends were sailing (a single-seat boat, on which N went for help), and learned about the misadventures that befell you. In a few days you were already at home. It is important for the presenter not to forget all the characters and "return" them home in one way or another. After congratulations on the end of the adventure, you should proceed to the discussion of the game.

Issues for discussion

  • Are you satisfied with the adventures you have experienced?
  • What episodes of the game were the most interesting for you?
  • In what situations did you find it especially difficult to make a decision?
  • Were you satisfied with the decisions the group came up with?
  • Why did you decide (did not dare) to go sailing on a raft (on a single boat)?
  • Why did N risk doing it?
  • How did you feel when you found yourself in a situation of choosing whom to sacrifice to the pirates?
  • Did you easily agree with the place that was assigned to you in the line for rescue during the fire (earthquake)?
  • Have you yourself been active during your life on the island and other events, or did you prefer to follow the leaders?
  • Who was the leader? Why? Was he given this right by a group or did he take the initiative into his own hands?

The game can take over two hours. However, you should not save time for discussion. It should be detailed and versatile - only then the participants in the training will see a deep psychological meaning behind the fascinating plot of the game.

This game is recommended for middle and older children. In camp conditions, such a game will be most effective during the organizational period. Aims at developing effective communication skills and the ability to act together. Strengthening the element of dramatization, this game can be turned into an effective means for the participants to realize their goals and values, to identify the relationships of the participants in the game. Also, the game can be played at other times of the season, but it should be borne in mind that the result obtained will be different.

Leading. Imagine that our entire group was on a large ocean-going ship cruising across the Atlantic. The trip was pleasant and interesting. However, in tropical latitudes, the ship was caught in a storm of terrifying force. Our situation was aggravated by the fact that a fire broke out in the hold, instantly spreading throughout the ship. Fortunately, there were no problems with the boats on the ship, but by the will of fate, half of the members of our group ended up in one boat, and half in another.

In this game, it seems necessary to divide into two groups for many reasons, in particular - to enhance the gambling, competitiveness. There are several ways to divide a group. For example, like this: The leader quickly commands: "Stand up those who immediately start rescue work!" The first two who jumped up from their seats are announced as the leaders of the rescue operations. Each of them is invited to choose one participant, whom he will carry into his boat. Then the selected participants take turns choosing the next, and so on until the group is divided into two parts. If there is an odd number of participants, then a situation will arise when one of them will remain unclaimed. An “unclaimed” participant can feel very uncomfortable. Therefore, the facilitator should make the situation positive, for example by inviting the leaders of the two groups to argue about the right to this last participant. Let the leader give a short monologue and prove that, due to such and such merits, this person is necessary precisely in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles.

Leading.The storm waves scattered the boats and carried them in different directions from the place of the shipwreck. The hurricane did not stop for another day, and when it finally died down, the exhausted people on both boats saw the earth on the horizon. Delighted, they rushed to the shore, unaware of two things: first, that in front of them is not the mainland, but islands, and, second, about the reefs hidden under water. Both boats were smashed to pieces by the impact on the stone reefs, but the shore could already be reached by swimming. After a while, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you ended up in an unknown place for you, having lost your swimming equipment and having nothing but what is in your pockets at the moment. You are given fifteen minutes to decide what to do in such a situation and how you will spend the next day on these islands. The size of the island, landscape, climate, flora and fauna and other circumstances, you can set yourself.

At each stage, up to fifteen minutes is allocated for discussion. If the groups come up with a solution faster, then they report it to the facilitator. Participants discuss the situation. The moderator should pay attention to how the discussion is organized, who is leading it, whether people listen to each other. Fifteen minutes later, representatives from each team report on the results of the discussion. At this stage, as a rule, the messages are not very diverse: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and full of fruits. The Robinsons are actively exploring their islands and are diligently signaling to the rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and on the sea horizon not a single ship is visible, and neither an airplane nor a helicopter appears in the sky. And you begin to guess that the islands turned out to be remote from the busy sea and air routes and, perhaps, the rescuers have already stopped searching for the passengers of the ship, considering them dead. A month has passed. It looks like your stay on the island could be protracted and much longer than you expected. We need to settle down somehow. So what are you doing?

At this stage of work, a deeper immersion in the game reality takes place. Priorities are indicated for the purposes and meanings of life on the island, various ways of obtaining food and organizing leisure are proposed (some "settlers" create amateur art circles, some - lecture halls in all areas of knowledge, so as not to lose cultural baggage, etc.). After each group reports about their life on the island, the presenter can ask the following questions:

How do you build relationships with each other?

Do you have a leader, a leader? Who is he?

How do you deal with the most difficult issues in your life?

How is the division of labor and responsibilities? Who is responsible for what?

In fact, the members of the groups begin to design a new structure of the world, to create it according to those laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island, you have adjusted your way of life. In the meantime, two years have passed ... And one day the waves of the surf carried the wreck of a small yacht to the shore. It was probably damaged during the storm, because it was broken so much that it could not be restored. However, it miraculously preserved the compartment where the carpentry tools were lying - axes, saws, nails, etc., and besides, you found an empty bottle on the yacht. The last find, of course, gave rise to the idea of ​​sending a letter, entrusting it to the waves, and informing people that you are alive and well. Please write the letter that you put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.

Participants work together to write letters, often being creative in describing their island's location and humorously describing their lives. Letters are read aloud.

Leading. The letter has been sent. But now you have carpentry tools. What will you do with them? Will you take advantage of this gift of fate?

After some consultation, the teams usually decide to build a raft in order to try to get to the mainland on it. From this point on, the scenarios of events on the two islands may differ significantly. Several lines of development arise, and the presenter must be ready for unexpected turns and improvisations. The fact is that, for example, part of a team will want to go on a risky voyage on a raft, and some may oppose this idea. The moderator invites the participants to somehow solve this problem. If the “navigators” nevertheless insist and are ready to “break away” from the main mass, the presenter asks them to sit aside from the circle (“you are on the way”). In the other team, perhaps, such a split does not occur and they are united in their decision - to swim or not to swim. If someone remains on the islands, the presenter gives a new introduction.

Leading.After a while, very far on the horizon, you saw the silhouette of a large ship. But he passed by, and the people from him did not notice the desperate signals you were giving. A day later, a small single boat washed ashore. He was brand new, with a full tank of gasoline. Apparently, it was accidentally dropped from the side of a ship that passed earlier, or maybe it was washed away by a wave. One way or another, you have another chance. Will you use it and how?

This is one of the most interesting moments in the game. Participants quickly come to the conclusion that going in search of land in a small one-seater boat is very risky. After all, if gasoline runs out before the earth meets, the brave loner will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this? A dramatic choice. There are almost always people who are ready to sacrifice themselves. (Some suggest a compromise option: to look for land until the tank is half empty, then return - however, the risk still remains.) From this point on, there is almost always a need for different instructions for the inhabitants of each of the islands. An experienced facilitator can come up with their own moves. Here are several options (for any of them, the participants must make a certain decision).

The first option (someone sailed away on a raft)

Leading. You did not have time to move too far from the island when you saw a ship moving directly towards you. Your screams were heard, and in less than a few minutes you were brought aboard. You were overwhelmed with joy, you excitedly told the captain about the years spent on the island, asked him to change the route in order to pick up your comrades from the island. The captain agreed. However, your joy was, alas, premature: it was the ship of modern pirate slave traders. By naively pointing the way to the island, you turned your friends into captives.Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misadventures you experienced, he decided to make a noble gesture and leave you on the island, but not all: two - of your choice - he will take with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two must appear on his ship. Decide what to do in such a situation!

The second option (everyone stayed on the island)

Leading. One morning you saw a ship entering the bay of the island. You couldn't believe your eyes: your dream of meeting people has finally come true. You rushed to the shore to meet the boat that had departed from the ship. As soon as the boat moored, you rushed to the sailors and began to excitedly talk about your fate ...

Further events are similar to those described in the first version. The situation of dramatic choice arises again. Sometimes volunteers appear willing to sacrifice themselves to save others - often this is due to their confidence that they can escape from captivity. It happens that the participants decide to surrender to the pirates together. It is also possible that the participants come to the idea of ​​joining the battle with the pirates. The presenter, of course, does not interfere and does not comment on what is happening, but he will have to come up with further plot moves in the given logic.

The third option (all members of the group become prisoners of pirates)

Leading. The captain locked you in the hold and the ship set out to sea. Less than two days later, through the hustle and bustle and screams above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Unaware that the pirates had prisoners, the police opened fire from cannons and machine guns. A fire broke out in the hold, but, luckily for you, a hole in the ceiling was formed due to the hit of a shell. Through a narrow opening, you can climb out onto the deck in turn. But the fire is blazing with might and main. It is impossible to say whether everyone will have time to get out of the burning room. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order?

The fourth option (there are two who are given to the pirates, or the participants decide to enter into battle with the pirates)

Leading. You hid from enemies in a cave. But here's the bad luck: it was at this moment that a long-dormant volcano suddenly woke up. The eruption that began was accompanied by powerful tremors, from which the vaults of the cave began to collapse. The entrance was almost covered with stones - only a very small hole remained, into which you can barely squeeze. At any moment the ceiling of the cave will collapse, and you may all perish. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order?

The way the group members behave will largely reflect the system of relationships that have arisen between them, and will clearly highlight the many values ​​and orientations of the children in life. This procedure is rather harsh, but in high school groups you can take a risk. Of course, at the end of the game, the feelings and thoughts of the children should be discussed in particular at this moment, all the proposals made and the criteria they relied on when choosing a line of behavior. This situation is culminating. After that, you need to move on to the last stage of the game. The game must be completed in a positive mood.

Leading. You all managed to get out onto the deck (of the cave). And you immediately saw armed men approaching you. But you shouldn't be afraid anymore: these are police officers from the special department for combating the drug mafia and Russian sailors. A helicopter roared overhead. These people did not appear by chance: on the high seas they met a raft on which your friends were sailing (a single-seat boat, on which N went for help), and learned about the misadventures that befell you. In a few days you were already at home.

It is important for the presenter not to forget all the characters and "return" them home in one way or another. After congratulations on the end of the adventure, you should proceed to the discussion of the game.

Issues for discussion

Are you satisfied with the adventures you have experienced?
What episodes of the game were the most interesting for you?
In what situations did you find it especially difficult to make a decision?
Were you satisfied with the decisions the group came up with?
Why did you decide (did not dare) to go sailing on a raft (on a single boat)?
Why did N risk doing it?
How did you feel when you found yourself in a situation of choosing whom to sacrifice to the pirates?
Did you easily agree with the place that was assigned to you in the line for rescue during the fire (earthquake)?
Have you yourself been active during your life on the island and other events, or did you prefer to follow the leaders?
Who was the leader? Why? Was he given this right by a group or did he take the initiative into his own hands?

The game can take over two hours. However, you should not save time for discussion. It should be detailed and versatile - only then the participants in the training will see a deep psychological meaning behind the fascinating plot of the game.

Fabulous chess

This game can be played with both younger students and teenagers and high school students. When working with babies, special attention should be paid to giving instructions: repeat it several times. You can only start when the facilitator is sure that everyone has understood the instructions. The main goal is to develop children's communication skills and abilities using non-verbal means. In addition, the game develops intelligence, initiative, helps to form group cohesion. The game has several options.

First option

If there are about twenty people in a group, then the game "Fairy Chess" can be organized as follows.

Instructions

In the fairy-tale world, there were two kingdoms - Blue and Green. These kingdoms were good neighbors. In the capital of each of them there was a palace. In each palace there were king and queen, prince and princess, chief minister, maid of honor, chief of the guard, cook, gardener, astrologer and other - important and not so - persons. It is easy to guess that in the Blue Kingdom all the inhabitants had costumes of blue color, and in Green - only green. Otherwise, there were no differences between the kingdoms. Even outwardly, the king of the Blue Kingdom did not differ much from the king of the Green Kingdom, and if it were not for the color of their clothes, it would be easy to confuse them. Once an evil sorceress sent a terrible hurricane to both kingdoms. It was so strong that all the inhabitants, like light feathers, were scattered across the fairy-tale world. When the hurricane finally died down, the inhabitants could not understand in which of the kingdoms - Blue or Green - they were. The magical hurricane not only mixed everything, but also deprived people of the ability to distinguish colors! The terrible roar that accompanied the hurricane deafened the residents for a while, and they did not hear anything. However, all residents really wanted to return to their usual duties. After all, each of them remembered who he was and in what kingdom he lived, but had no idea who was next to him. Imagine that you are in the place of the inhabitants of these kingdoms. Let's try to solve the problem they faced. How are we going to do this? Now you will take turns drawing out a card and find out what role you got in our game - a cook or, say, the chief minister. The color of the inscription on the card will tell you which kingdom you belong to. The most important condition - do not show your card to anyone! You can see the cards only at my command.

For the game, you need to prepare in advance cards according to the number of participants, of which there must be an even number, since an equal number of members of the two teams-kingdoms is a mandatory requirement. In other words, the presenter should have two sets of cards with the same characters in blue and green. Care should be taken to ensure that the facilitator has a supply of cards. After the start of the lesson, it will become clear to him how many people are present, and he will put the extra cards aside.

An approximate set of cards for a group of sixteen people:

1. Chief of the Guard.
2. Chief Minister.
3. Prince.
4. King.
5. Queen.
6. Princess.
7. Cook.
8. Astrologer.

If there are eighteen, twenty, or, say, twenty-four members in the group, you can enter additional cards with characters such as treasurer, robber, witch, foreign ambassador, jester, soldier, etc. There are many ways to organize the distribution of cards. If the participants are sitting in a circle, then the facilitator himself can come up and put the cards on the participant's knees, face down. A variant is possible when each of the participants himself draws a card from the proposed "fan".

Instructions

Now that you have the cards, get ready ... At the same time, pick up the cards, see what you have written there, and immediately put them face down again. To my left(presenter shows) one of the kingdoms will be located, and the other will be located on the right. I don't know which one will turn out to be Blue and which one will be Green. Your task is to bring order to the kingdoms. You need to line up in one line - each in accordance with the role that has fallen to him and in the necessary kingdom. The order is shown on the board.

On the poster, the presenter must write in advance the order of the characters in the line. The order may be exactly the same as in the above list. It is very important - especially in the case of a game with younger students - to clearly name where the extreme character is located. For example: "The chief of the guard is on the left!" At the same time, point with your hand to the place where the chief of the guard of one kingdom should stand and at the place where - of the second kingdom. It usually becomes necessary to repeat this several times. Without this indication, confusion is inevitable, even in high school groups.

Instructions

Dear residents kingdoms! Remember that your task is to be in that kingdom, the color of which fell to you. But so far no one knows where the Blue Kingdom will be, and where the Green Kingdom will be. In order to decide, you need to agree with each other. However, please note that you cannot hear each other. The first condition: you will have to communicate without the use of speech - only with the help of gestures. The second condition: it is forbidden to point with your hand at objects of blue and green color in the room. After all, the inhabitants of the kingdoms have lost the ability to distinguish colors. This ability will return if you manage to find your kingdom. The third condition: it is forbidden to write - on paper or in the air - words denoting color and your role. Does everyone understand the instructions? If yes - let's start!

The room is freed from the chairs and the actual game begins. Finding your place in the line is not so difficult. It is much more difficult to decide on the color of the kingdom. This is where the most serious difficulties and problems arise. For high school students, the task can be further complicated. For example, introduce the requirement to keep your hands behind your back at all times. More complex conditions can also be introduced if the participants quickly cope with the task. Then the presenter offers to play again, but in a tougher version. The process of finding a kingdom and your place in it can take a long time - up to 10-15 minutes. Sometimes, at the same time, downright dramatic situations arise: for example, one of the participants wanders in confusion between two ranks and does not meet a warm welcome anywhere - other characters send him back, not wanting to give up his place. It is interesting to observe the ways of organizing non-verbal interaction. Leaders are emerging trying to take the lead and passive performers waiting for others to determine their place in the kingdom. It is important to draw the attention of the participants that by the instructions they are not prohibited from showing objects of the desired color with different parts of the body (it is forbidden only by hand, but nothing was said about the legs or nose). After both lines are lined up against each other, the presenter invites the players to present the cards they have inherited and name their role. Thus, the success (or failure) of the task is revealed. A discussion is then organized on the following issues.

What helped you find your place?

What difficulties did you encounter and how did you overcome them?

What ways have you used to interact with other members?

Who do you think has found successful ways to reach an agreement without words?

Did someone manage to cope with the difficulties easily enough without breaking the rules?

Second option

The task of the participants is to line up not in one, but in two ranks in each kingdom (the location of each character is recorded on a board or poster). This option is suitable for a prepared group and for a not too spacious room in which it is difficult to stand in one line.

The third option

Sometimes it becomes necessary to conduct a game with a large number of participants (30–40 people). Here you have to take care of the required number of cards. The necessary changes are made to the instructions. Let there be not two kingdoms, but four - Blue, Green, Red and Yellow. Accordingly, the same characters of different colors appear. Then the ranks can be located along the four walls of the room, which should be spacious enough. All other conditions of the game remain the same. The time it takes to complete the task may increase due to the increased complexity.

15. Rescuers

A role-playing game designed for older children. Aimed at uniting the children's team, as well as self-knowledge. The game is recommended for the first half of the season.

First step

Under the "space" music, the first introductory information to the game is given.

You are the crew of the scout ship. Among you are not only the crew members, but also large group scientists. You were on a long expedition to one of the unknown planetary systems in the distant sector of the Galaxy. You have been absent from Earth for ten years. The assignment was difficult, but it was completed in full. Samples of soil and flora of the planet were collected, the possibilities of its economic use were investigated. The crew is in a state of suspended animation with a sense of accomplishment. The ship is flying to Earth, controlled by a computer. Only unforeseen circumstances can cause life support systems to wake up the captain or radio operator if an emergency message arrives.

The crew was invited to a poster on the wall. It was a schematic sectional view of a ship (very simple). The entire ship was divided into sectors, each with the name of the sector, the supposed specialists and their number: Cabin: captain, co-pilot, navigator, in total - three people. Engineering compartment: a flight engineer and three specialists, in total - 4 people. Medical compartment: two people. Life supporting system: engineer, assistant, only two people. Galley: two cooks. Radio operator: one man. Scientific compartment: a team of specialists of different profiles. The number of people is not specified, as it depends on the size of the group. The composition of specialists depends on the wishes of the participants. They choose their own profession, correlating it with the goals of the expedition and the choice of other participants. After reviewing the plan, the group assigns responsibilities among themselves. (At this stage, the presenters are completely eliminated. Time was not strictly limited) After the distribution of responsibilities, the group is invited to use improvised means - chairs, tables, sports mats - to make something like a ship for themselves and be accommodated in sectors.

Second phase

Immersion in a flight situation. Everyone is invited to sit comfortably in their compartment, close their eyes and imagine this journey to the calm music. Recall how the expedition went, what business fell to the lot of each participant. Addressing each, the presenter asks him to imagine and evaluate his contribution to the expedition, to realize the feelings with which he returns home: “Now try to“ fall asleep ”and imagine what dreams you can dream in suspended animation, on the way home .. . ”The music fades, the participants are invited to wake up and split into threes or fours. In these mini-groups, there is a discussion of the dreams and feelings that each experienced during the flight. While the discussion is going on, the host quietly hands the radio operator a paper with the words: “You were taken out of suspended animation, an emergency message came. The time to make a decision and change the flight trajectory is ten minutes. It has already gone. " On a sheet of paper - a short text of the radiogram: The flight of the ship takes place within the SOS signal range. It is sent by the automatics of an earth ship - a scout from an unknown planet. There are no other ships in the zone. Within ten minutes the ship can turn and change course. If the ship turns, the return to Earth will be delayed by at least one year. The radio operator was told that he had three options: he could make a decision on his own, wake up the captain or the entire crew. A decision must be made within the agreed time. If the crew decides to fly further, then the leader announces the following setting: Your ship is caught in a meteor shower and commits emergency landing on the nearest planet. Therefore, one way or another, the ship gets to this planet.

Third stage

The next introduction is given here. The captain landed the ship not far from the earth "scout" sending the signal. The computer is ready to tell you the parameters of the planet(navigator and life support engineer receive texts with parameters). A robot scout is at your disposal. It is on the verge of breakdown, as it has already gone through "fire and water" during the main expedition, but most likely it will reach the ship in distress. Decide on what to do next. The navigator, on the orders of the captain, reads out the text. This planet celebrates high level radiation. Staying without a protective suit is impossible. The force of gravity is one and a half times that of the earth. The amount of oxygen is below normal. The illumination is weak, equated to the terrestrial twilight, which makes orientation difficult, making it impossible without lighting devices. The presence of intelligent life is noted on the planet. A source of unknown radiation is observed not far from the settlement. The first survey shows the presence in large quantities of valuable trace elements and metals, rarely found in the solar system.

The engineer gives this information to all crew members. ... At the disposal of the crew are 15 suits of radioactive protection and a dome of temporary protection, which operates for an hour without energy support from the ship. The team must decide to send scouts to the ship or stay on the ship awaiting help, the leader also reminds the participants of the following: In accordance with paragraph 5, paragraph 12a of the code of the deep space explorer, it is considered unacceptable to leave the planet without taking all possible actions to save people or find out the causes of the tragedy. The reconnaissance team must consist of at least three people. Several triplets can be sent. Communication between them will be carried out only through the ship. Three people go down to the planet (to the free part of the room). The presenters quietly tell the scouts what they supposedly saw. The scouts are also given the text of the last entry in the logbook. Through the entire hall, the scouts report this to those who remain on the ship: The starship is empty. No sign of panic. Everything is open, except for the fuel compartment. For some reason it is not controlled by the computer. This is the case when the contents of the fuel compartment are dangerous to the ship. Preserved records in the logbook: the ship landed on the planet for routine research. Something happened to the fuel of the ship. All crew members become aware and last record in the logbook: Signs of intelligent life have been found on the planet. Aborigines behave in a friendly manner and actively make contact. Communication with them through linguistic means is impossible, they do not have their own language. They communicate by telepathic transmission of pictures and images that are still incomprehensible to a person. The commander made a decision with the entire crew of the ship to go to a meeting with the natives to visit a certain "place", the essence and purpose of which are not clear. The SOS signal was sent by the ship's automation three days after the crew left. After discussion, the scouts are sent on to find the aborigines and carry out covert observation. The second leader briefly walks out the door with the scouts, gives them information about what they saw. Returning, the scouts "radiate" the following. We watched the settlement. Aborigines are very different in appearance, but they are not at all like people. Very unsympathetic. They dispense with any technical devices in these planetary conditions. We saw how a creature jumped out of one house with a human baby in its arms. Judging by the gestures, it was very worried, and those around it, too. The baby was taken away somewhere. Two hours later, the same creature appeared, but in his arms was not a child, but some kind of incomprehensible cocoon. The creature was completely calm, it walked slowly... The ship's crew and scouts are invited to think about the situation for ten minutes. They need to guess what happened to the people who left the ship. If this assumption turns out to be correct, the scouts will be able to return, if not, they will disappear and communication with them will be interrupted. Once again, the captain and the crew face a situation of choice: should they send a second expedition? If the captain and the crew decide not to send a second expedition, then the leader reminds of paragraph 5, paragraph 12a of the code of the deep space explorer. So, the second expedition is sent, then the third one follows the same scheme. All of them brought information and they must decide, together with the crew, what is happening to people on this planet. And so - new blow fate. Immediately after the disappearance of the third batch of scouts, the flight engineer receives the following information from the computer: The instruments note the unusual effect of local radiation on the structure of the substance that is the fuel for the ship. The substance is destroyed, this process is irreversible. If after ten minutes no decision is made to stay, the ship will automatically start. If the crew remains on the planet, then help from Earth will have to wait 25 years (if the signal for help arrives). Anabiosis will be impossible. The crew will be locked in their ship. Food and air supply systems will be provided in the required quantity. The note was passed on unnoticed. You have 10 minutes to make a decision.

Let's leave the crew for now, let's see where our scouts have disappeared. They are in a room nearby, they already know a lot about what happened on this planet, but they are no longer people. The natives invited them to visit and imperceptibly led them through that very incomprehensible radiation. People "nodded", and after a while they turned into local "freaks", nondescript in appearance, but ideally adapted to local conditions. They are telepathic; despite the force of gravity, they are capable of flying; their eyesight allows them to see their surroundings in unusual colors. They created a biological civilization, live in harmony with nature and solve mainly aesthetic and philosophical problems. All local creatures are not of local origin. This planet attracts various civilizations with its natural resources... But with the intelligence ships of most civilizations on the planet, irreversible changes are taking place: after a while, the fuel is destroyed and the ship loses the ability to take off, and often - to inform the homeland about the trouble. One of the crews of such a ship stumbled upon an amazing radiation, with the help of which their organisms perfectly adapted to local conditions, but they lost the ability to communicate with non-telepaths. Many years have passed since then. Locals made it a rule to deal with all the aliens in the following way: they lead the aliens through radiation, sometimes persuading them, sometimes without explaining anything. The conscience of the natives is calm: this is how they save the aliens from death or vegetation on a terrible planet. Sometimes, however, genetic changes fail and they give birth to children similar to their grandparents. Children can be saved if you manage to bring them to radiation. It was this picture that the first scouts observed. The "aboriginal" company emerges gradually. For the first three, the presenters themselves tell the whole "truth" and put on masks on them as a symbol of reincarnation. If it is not easy for them to come to terms with fate, then in response to their murmurs the presenters offer: "You have not yet completely lost the human type of thinking, you still remember what it means to be human."

As for the crew, their decision can be - either fly or stay. In the first case, the presenters give the group 15 minutes to talk to the “aborigines” with flying away friends. In the second case, the whole team must decide whether to leave the ship or not. "Aborigines" are given information: The Earthlings are on the ship, they have only one hour (20 minutes in game time) at their disposal in order to decide their fate - to die, or to become like you. You still have the last human thoughts and feelings, you can telepathically (in our case, non-verbally) communicate with the doomed. What do you want to tell them? Who will you go to first? Decide for yourself.

After making a decision, the game ends.

The discussion of the game takes place according to its stages. The most important thing to note here is that most of the participants are negatively opposed to aliens. Where does this come from in us? What prevents us from becoming like them?

Around the world

Antipina N, Astrikova I, Glebova V, Luchinin S,

Nepomniachtchi A, Priymak S, Protasov N,

Salnikova N. (SPO "Filibusters")

The event is designed for both the detachment and the squad. Participants are announced that they will now have an excellent opportunity to complete trip around the world... In each country they visit, they will be given a document, and when all the documents are collected, the participants will be awarded a prize (determined by the organizers). In order to start the journey, the participants are divided into teams (ships, crew hot air balloon, tourist group, etc.). Each team is given a travel map, along which the teams move.

Sabina Sultanova

Goals: Development of curiosity and cognitive motivation. Create conditions for the development of cognitive abilities of children. To form the ability to establish causal relationships.

Tasks:

1. To form the ability to argue their statements, build

the simplest inferences; to form the techniques of mental operations.

2. Develop social and communicative qualities through collective

solutions common tasks, logical thinking, fantasy, imagination.

3. Foster a sense of camaraderie and mutual assistance.

Course of the lesson:

Psychologist. Guys, look how many guests we have today. Let's welcome them.

Are you in a good mood? And I'm a little worried, just like you. In this case, I have two magic bags. One is in a bad mood, and the other is in a good mood.

Now I will open the bag with the bad mood, and we will hide the bad mood, our excitement in it.

Now let's open the bag with a good mood, let its contents fill our entire room, okay? Please close your eyes and feel the surge of cheerfulness and fun.

Oh, guys, what's in a bag with a good mood? Let's read some letter?

Letter:

“My dear children! I live on an amazing, very beautiful island, on which there are many large and beautiful flowers, many insects, amazing animals. I fall asleep and wake up singing unusual birds... But on island i am alone, I have no friends. And so I want to hear friendly advice, cheerful children's laughter. I invite you all to visit me. I really hope for your friendship! I look forward to seeing you! See you at island!

Guys, from whom the letter is not clear. But would you like to help someone in trouble? After all, not having friends is a real disaster!

Psychologist. Wait, there's something else in the bag - yes, it's a map islands!

Which is really amazing Island, judging by the map, it is rich in vegetation, and a wide variety of animals inhabit it.

Sailors, our journey is dangerous

But, we see, you know the business perfectly!

We enlist you all in the crew

And we tell about our trip.

Psychologist: Guys, what is it Island?

Children: This is a part of the land, surrounded on all sides by water.

Psychologist: Where can we go to uninhabited island?

Children: By ship, motor ship, steamer, yacht, raft.

Graphic dictation (Guys! You necessary connect the numbers from 1 to 9 point by point with lines. You should get a transport on which we will sail to Island... What did you do? Show. -Ship).

Here on this ship we will go to Island.

Psychologist: Take your seats dear passengers (children, wearing peakless caps)... Tell me, which of your relatives stayed on the shore?

Children: (mom and dad, grandparents, caregivers, etc.)

Psychologist: What do we wish for those who stayed on the shore?

Children: Happy to stay!

- Don't miss us!

- Bye! See you soon! etc.

Song "Mysterious Island»

On island. (sailed)

Psychologist. Guys, look at the map, I think that we ended up in this place, which means that a parrot should meet us now, here he is sitting on a tree stump. Maybe it was he who invited us to his Island?

(looking at the map)

Here is this stump, but there is no parrot on it, where is he?

Guys, it's me, the parrot, but, unfortunately, you can only hear me. You got on Island, where the evil sorcerer visited, he wrote you a letter, wanted to lure you to Island, on which he confused everything, spoiled, bewitched. And they put me in a chest. I'll get out of here if you find the key to the chest. But I don't know where to find it. And it is not on the map. (what to do? Crying) It is very dangerous, the sorcerer is too dangerous, he can enchant you too. Get out of here! Save yourself!

Psychologist. Guys, are we really going to leave and leave the poor parrot in trouble?

Children. We will not leave, we cannot leave in trouble, we need help.

Well done, you are very brave children, and I will help you. Move around the map.

Psychologist: Well, guys, meet adventure! Forward!

Let's see (on the map, what will we have to face?

Aha, ahead ... Guys, the map shows that there are many different animals in the forest. But have you seen anyone?

Children. No, on the island has no animals at all.

Psychologist: And I didn't see anyone. What happened to them? What did this villain do to them?

Look, here they are, but what happened to them? Do you know what these animals are? (confused cut pictures of animals in front of the children)

Let's help the animals to regain their former normal appearance.

D / game "Confused Animals"

Psychologist. Well done, so we have corrected one of the atrocities of this sorcerer.

Well, the heat is on this island! So thirsty!

Discuss the problem of finding water.

Guys around islands sea, but you can drink sea ​​water? (children's answers).

Sea water is not drinkable, you need to look for spring or lake water. And if there is no lake or stream on island, what kind of water can I use for drinking and cooking?

(children's answers - Suggest options: Collect rainwater or snow at the top of the mountain.)

Yes, in this situation, only rainwater can help us. And here is the cloud, let's ask the cloud for rain.

Fizminutka

Cloud, cloud!

What are you not pouring? (swinging, step from foot to foot)

Give us a cloud of rain! (sit down - get up)

We will be with you.

Don't spare some water for us! (hands up - down)

Psychologist: - Is it possible to drink such water right away?

She's dirty.

That's right guys - the rainwater is dirty, to see this, let's filter the water. After all, you and I are prudent people, and for this case I put such small vessels in our bag, which are called test tubes. They will help us purify rainwater.

Experiment with filtering rainwater. They conclude that the filtered water must be boiled.

Psychologist: What is the water for need to boil? (To kill viruses).

We can also get drunk with coconut milk. (which we will do now).

We have quenched our thirst, but we need to move forward.

The map shows some kind of paper that we need to find.

Orientation in space.

(Walk 5 steps forward, take three steps to the left, look up. Do you see something? There is paper hanging on the vine. They took it off.

Let's read: "Guests"... What does that mean? Suddenly, the rustle of bushes is heard, from where the Papuans emerge.

Dance of the Papuans.

Psychologist: Hello dear! Who are you?

Papuans: We are Papuans from the neighboring islands... We sail here to hunt. There have been no living creatures here for a long time, an evil sorcerer has bewitched this Island, and today we caught a good carcass. They themselves did not believe in a miracle ...

Psychologist: We helped the animals to get free.

Papuans: What good fellows you are! You helped our tribe not starve to death. Ask in return, whatever you want.

Children: you don't know where the chest is on island? It was hidden by an evil sorcerer. There is a parrot. We need to get another key to the chest to open and release it to freedom.

Papuans: Key? (I have not seen ... and I have not seen - the Papuans answer)

One of the Papuans: I saw the key. The sorcerer hung it on a palm tree. I don’t know which one ... I was afraid to come closer.

Guys, we have a palm tree with coconuts on the map. So we must find the key on exactly the same palm tree. Look at them. How do they differ from each other, what do these palms have in common? What color are the coconuts on the palms? How many coconuts are there on the right palm, on the left? Where is more? Is there something strange about coconuts?

Yes guys! One of the coconuts is not as brown as the others. It is much lighter in color and smaller than all coconuts. Maybe the key is hidden there?

(They plucked and found the key in this coconut.)

Children: Thank you, Papuans!

Papuans: Bon voyage and good luck to you (leave)

Psychologist: we found the key, now forward to the chest. Where are we going to head? (look at the map)

Exercise: Look at the map - a flower is waiting for us. Guys are not just a flower. It is magical and very big. Do you know what parts the flower consists of? (root-stem-leaves-flower) what is missing on our flower-leaves. Where do you think our evil sorcerer could have hidden the chest? In the ground so that we can't see it. In which part of the flower? Fundamentally. Maybe we can also look for a chest in the root of the flower? What can help us? Of course the scapula. Let's look for it in our bag. They find a scapula in the bag and start digging. (Found a chest (open) and from there

A parrot appears.

Well done, friends, you saved me, saved mine Island, it once again became as before, and the evil spell of the sorcerer was destroyed. I am very grateful to you and I want to be friends with you, accept a gift from me as a token of gratitude. (gives the children a chest with medals)

Psychologist: Is there a name for your islands?

Parrot: No. He was perfectly uninhabited until I arrived here.

Psychologist: Well guys, let's give a name to our island.

Children: Island Friendship will make everyone

Everyone will teach us to be friends

He will warm everyone with his warmth

And he will surround you with care.

Parrot: Thank you guys!

Psychologist: Guys, it's time for us to go home, I'm proud of how brave, kind, curious you are. You have not left a dear parrot friend in trouble. As the saying goes "Get lost yourself, but help your comrade".

Let's put a parrot on his favorite stump. Let's say goodbye to him and return to our favorite kindergarten. (to a song about kindergarten)

We open the chest and hand the medals to the children.




psychological exercises for trainings

Game "Desert Island"

Leading. Imagine that our entire group was on a large ocean-going ship cruising across the Atlantic. The trip was pleasant and interesting. However, in tropical latitudes, the ship was caught in a storm of terrifying force. Our situation was aggravated by the fact that a fire broke out in the hold, instantly spreading throughout the ship. Fortunately, there were no problems with the boats on the ship, but by the will of fate, half of the members of our group ended up in one, and half in the other boat.

There are several ways to divide a group. For example, like this. The leader quickly commands:

"Stand up those who immediately start rescue work!" The first two who jumped up from their seats are announced as the leaders of the rescue operations. Each of them is asked to choose one participant, whom he will take in his boat. Then the selected participants take turns choosing the next, and so on until the group is divided into two parts. If there is an odd number of participants, then a situation will arise when one of them will remain unclaimed. (This procedure is sociometric in nature.) An “unclaimed” participant can feel very uncomfortable. Therefore, the leader should turn the situation into a positive one, for example, invite the leaders of the two groups to argue about the right to this last participant: to give a short monologue in which to prove that, due to such and such merits, this person is necessary precisely in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles.

Leading. The storm waves scattered the boats and carried them in different directions from the place of the shipwreck. The hurricane did not stop for another day, and when it finally died down, the exhausted people on both boats saw the earth on the horizon. Delighted, they rushed to the shore, unaware of two things: first, that in front of them is not the mainland, but islands, and, second, about the reefs hidden under water. Both boats were smashed to pieces by the impact on the stone reefs, but the shore could already be reached by swimming. After a while, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you ended up in an unknown place for you, having lost your swimming equipment and having nothing but what is in your pockets at the moment. You are given fifteen minutes to decide what to do in such a situation and how you will spend the next day on these islands. The size of the island, landscape, climate, flora and fauna and other circumstances, you can set yourself.

Participants begin to discuss the situation. The moderator should pay attention to how the discussion is organized, who is leading it, whether people listen to each other. Fifteen minutes later, representatives from each team report on the results of the discussion. At this stage, as a rule, the messages are not very diverse: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and full of fruits. The Robinsons are actively exploring their islands and are diligently signaling to the rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and on the sea horizon not a single ship is visible, and neither an airplane nor a helicopter appears in the sky. And you begin to guess that the islands turned out to be remote from the busy sea and air routes and, perhaps, the rescuers have already stopped searching for the passengers of the ship, considering them dead. A month has passed. It looks like your stay on the island could be protracted and much longer than you expected. We need to settle down somehow. So what are you doing? Discussion!

After each group reports on their life on the island, the facilitator may ask the following questions: How do you build relationships with each other? Do you have a leader, a leader? Who is he? How do you deal with the most difficult issues in your life? How is the division of labor and responsibilities? Who is responsible for what? Etc.

In fact, the members of the groups begin to design a new structure of the world, to create it according to those laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island, you have adjusted your way of life. In the meantime, two years have passed ... And once the waves of the surf washed the wreck of a small yacht ashore. Probably, it was damaged during a storm, because it was broken so much that it could not be restored. However, it miraculously preserved the compartment where the carpentry tools were lying - axes, saws, nails, etc., and besides, you found an empty bottle on the yacht. The last find, of course, gave rise to the idea of ​​sending a letter, entrusting it to the waves, and informing people that you are alive and well. Please write the letter that you put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.

Participants work together to write letters, often being creative in describing their island's location and humorously describing their lives. Letters are read aloud.

Leading. The letter has been sent. But now you have carpentry tools. What will you do with them? Will you take advantage of this gift of fate?

After some consultation, the teams usually decide to build a raft and try to get to the mainland on it. From this point on, the scenarios of events on the two islands may differ significantly. For example, part of a team may decide to go on a risky voyage on a raft, and some may oppose this idea. The moderator invites the participants to somehow solve this problem. If the “navigators” still insist and are ready to leave the main mass, the presenter asks them to sit aside from the circle (“you are on the way”). In the other team, perhaps, such a split does not occur, and they are united in their decision - to swim or not to swim.

If someone remains on the islands, the presenter gives a new introduction: After a while, very far on the horizon, you saw the silhouette of a large ship. But he passed by and the people from him did not notice the desperate signals you were giving. A day later, a small single boat washed ashore. He was brand new, with a full tank of gasoline. Apparently, it was accidentally dropped from the side of a ship that passed earlier, or maybe it was washed away by a wave. One way or another, you have another chance. Will you use it and how?

This is one of the most interesting moments in the game. Participants quickly come to the conclusion that going in search of land in a small one-seater boat is very risky. After all, if gasoline runs out before the earth meets, the brave loner will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this?

From that moment on, there is almost always a need for different instructions for the inhabitants of each of the islands. An experienced facilitator can come up with their own moves. Several possible options(for any of them, the participants must make a certain decision).

1) If someone sailed away on a raft.

You did not have time to move too far from the island when you saw a ship moving directly towards you. Your screams were heard, and in less than a few minutes you were hoisted aboard. You were overwhelmed with joy, you told the captain about the years you spent on the island, you asked him to change the route in order to pick up your comrades from the island. The captain agreed. However, your joy was, alas, premature: it was the ship of modern pirate slave traders. Naively showing the way to the island, you turned into captives and your friends. Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misadventures you experienced, he decided to make a noble gesture and leave you on the island, but not all: two - of your choice - he will take with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two must appear on his ship. Decide what to do in such a situation!

2) If everyone stayed on the island.

One morning you saw a ship entering the bay of the island. You couldn't believe your eyes: your dream of meeting people has finally come true. You rushed to the shore to meet the boat that had departed from the ship. As soon as the boat moored, you rushed to the sailors and began to talk about your fate ...

The situation of dramatic choice arises again. Sometimes volunteers appear willing to sacrifice themselves to save others - often this is due to their confidence that they can escape from captivity. It happens that the participants decide to surrender to the pirates together. It is also possible that the participants come to the idea of ​​joining the battle with the pirates. The presenter, of course, does not interfere and does not comment on what is happening, but he will have to come up with further plot moves in the given logic.

1) If all members of the group are captured by pirates.

The captain locked you in the hold and the ship set out to sea. Less than two days later, through the hustle and bustle and screams above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Unaware that the pirates had prisoners, the police opened fire from cannons and machine guns. A fire broke out in the hold, but, luckily for you, a hole in the ceiling was formed as a result of the shell hit. Through a narrow opening, you can climb out onto the deck in turn. But the fire is blazing with might and main. It is impossible to say whether everyone will have time to get out of the burning room. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order?

2) If there are two who are given to the pirates, or if the participants decide to enter into a battle with the pirates (the option is to hide in a secluded corner of the island), then the main events unfold on the island.

You hid from enemies in a cave. But here's the bad luck: it was at this moment that a long-dormant volcano suddenly woke up. The eruption that began was accompanied by powerful tremors, from which the vaults of the cave began to collapse. The entrance was almost covered with stones - only a very small hole remained, into which you can barely squeeze. At any moment the ceiling of the cave will collapse and everyone may die. The one who turns out to be the first will probably be saved, and the farther from the beginning of the line, the less chances to be saved. Decide how you will get out, in what order?

The similarity of the emerging situations that create the space for choice - sociometric and moral - is quite obvious. The way the group members behave will largely reflect the system of relations that have arisen between them, and will clearly highlight many of the values ​​and orientations of people in life. At the end of the game, the feelings and thoughts of the children should be discussed in particular at this moment, all the proposals made and the criteria they relied on when choosing their behavior.

This situation is culminating. After it, you need to move on to the last stage of the game, which must be completed necessarily in major.

Leading. You all managed to get out onto the deck (of the cave). And you immediately saw armed men approaching you. But you shouldn't be afraid anymore: these are police officers from the special department for combating the drug mafia and Russian sailors. A helicopter roared over your heads. These people did not appear by chance: on the open sea they met a raft on which your friends were sailing (a single-seat boat, on which N. went for help), and learned about the misadventures that befell you. In a few days you were already at home.

It is important for the presenter not to forget all the characters and "return" them home in one way or another.

After congratulations on the end of the adventure, you should proceed to the discussion of the game.

Are you satisfied with the adventures you have experienced? What episodes of the game were the most interesting for you? In what situations did you find it especially difficult to make a decision? Were you satisfied with the decisions the group came up with? Why did you decide (did not dare) to go sailing on a raft (on a single boat)? Why did N risk doing it? How did you feel when you were faced with the choice of who to donate to the pirates? Did you easily agree with the place that was assigned to you in the line for rescue during the fire (earthquake)? Have you yourself been active during your life on the island and other events, or did you prefer to follow the emerging leaders? Who was the leader? Why? Was he given this right by a group, or did he take the initiative into his own hands? Etc.

I. V. Vachkov Group methods in the work of a school psychologist. - M .: Os-89, 2002


30.07.2010
Svetlana
Cool game. I like it! I am going to Karelia with the guys in August - I will carry them out. Then I will write the result !!
16.08.2010
marina
A very interesting game, I would even say this is not a game, but a psychological exercise, very serious !!! I work with drug addicts and I think it will be very interesting to spend it with them, especially since they have to learn everything anew in life!
02.09.2010
Paul
tomorrow I will spend with seventh-grade students, thanks :)
27.09.2010
Anna
Good game! Even if it never turns out to be carried out, one idea is simply brilliant: that the captains of the teams must fight for the last player, seemingly useless. I am always very afraid that when divided into teams, someone will remain, and this move cleverly removes the problem.
11.11.2015
Sergey
I have been playing the game for about 3 years with students. Goes with a bang! An important point to reflect after the game, which was challenging and interesting. It clearly reveals leadership qualities, as well as identifies creative participants. Some students read my letter in pure English! In a word, the game is harmless, and with the right approach it promotes team building. RECOMMEND!!! Parts of the script are easy to adjust. And most importantly: everyone must survive!
24.08.2018