Summary of the quest game “Incredible adventures on a desert island. Role-playing game "Desert Island

Lead Coach: - Your ship, on which you all traveled, got into a storm and sank. You all managed to escape. You have landed on a deserted island where life is impossible for a long time. There is no fresh water on the island, no edible products. You have a large piece of paper and a set of markers. You also know the coordinates of the island. Do you have a bottle you can put your message in.

After the explanation, the introductory group is given a task: to create a message in order for the members of the group to be saved. When creating a message, it must be taken into account that it can fall into the hands of both natives who do not understand the language, and the captain of a ship of a passing ship. The coach may or may not limit the group in time.

Issues for discussion: How did the group work? Who led the process? What leadership strategies were used during the creation of the message? Whose ideas were adopted first and why? Were all ideas heard and implemented? Why didn't everyone participate in the process? What was the mood during the process and what influenced its change? What is the mood now? What were the actions of the participants during the game process?

At the end of the day, sharing with a discussion of the following issues:

The main results of today for you personally. What have you learned, what have you realized?

What else would you like to implement in the coming day?

Day 8 "Conflict Interaction"

Continuation

The day, as usual, begins with sharing. The duration of the work is about an hour. These are emotional remnants, reticences of yesterday, a reflection of one's current state. Depending on the situation, as an addition to the questions of the previous days, which can be duplicated, the following may sound:

- Did you manage to figure out your behavior and role in the group yesterday?

- What prevented you from realizing your opinion in the group yesterday?

- The main results of yesterday for you personally. What have you learned, what have you realized.

- What else would you like to implement in the coming day.

Role-playing game "Catastrophe in the Ural Mountains"

The whole group participates in the game.

Lead Coach : - You are all passengers of an airplane flying over the Ural Mountains. Your plane gets into a snowstorm, and an hour flies to no one knows where, then crashes.

The pilot died, the plane burned down, but you all survived. All in normal winter clothes; fell on a flat area about 1000 meters above sea level, the air temperature is -4 ° C, it is snowing, a blizzard. 100 meters down the gentle slope you can see the forest.

Managed to get out of the plane:

1) six wool blankets;

2) one rifle and eight cartridges;

3) one pair of skis;

4) cosmetic mirror;

5) one large candle;

6) 20 bags of sandwiches, two sandwiches per bag;

7) polyethylene film 4x6 meters;

8) electric flashlight;

9) knife;

10) aviation card;

11) four bottles of vodka;

12) six pairs of sunglasses;

13) four box of matches.

What will be your next steps? Agree now what you will do in such a situation».

This is followed by a regular group discussion. More often, one or more leaders are singled out to lead the discussion process. If the group discusses the problem too loudly, the trainer can come up and remind them that the main thing is to agree, to take into account the opinion of everyone.

First, each participant individually fills in the “I” column, then the group solves the same problem together and fills in the “Group” column. After a group discussion, an expert assessment is given and the difference is calculated according to the module "I am Experts" and "Group - Experts". And the amount is calculated in the column (Form in Appendix 5.)

Expert assessment "Disasters in Ural mountains"(Form in Appendix 6). In the first place is a cosmetic mirror, because you can immediately give a signal. Blankets on the second, because it's cold, you need thermal insulation from such a cold. Third - sandwiches, it is clear why. The fourth is a lantern. A lantern is needed in order to shine at night, it is both an alarm and a way to catch some animals. Matches - allow you to light a fire, as a means of signaling, heating and cooking. The sixth is a penknife, most likely, if you catch some animal, you can cut it. The seventh is a plastic film, it can be used to extract water. Eighth - a rifle, basically it can be used as a means of sound signaling and for hunting. Ninth - points. Vodka - for external use and rubbing with frostbite in tenth place. 11th place - a candle for lighting at night. On the 12th-13th place - useless skis and an aviation map.

The group has two options: either build a camp and sit and wait to be rescued, or go, but you can go alone, because there is only one ski. But you can’t go alone, because you can die. No, of course not, maybe he will. But even any experienced athlete can accidentally fall and break his leg. And he will not crawl back, the wolves will simply eat him at night.

A thousand meters above sea level is not high, and you can breathe quite calmly. But at the same time, these are still mountains, which means that the terrain is not flat (not a field where you can clearly see 30 kilometers in one direction and the other), but rugged. This implies a more complex movement. A hundred meters down the gentle slope is a forest. Visibility is one hundred meters, so it is clear that the blizzard is not very strong. Temperature -4 °С.

The right decision is to sit still and wait for help, set up a camp and go on reconnaissance near the camp.

After the time is up, stop the discussion and ask the group what their opinion is. After listening to their decision, You can voice the correct answer to them. Then you need to start analyzing how the group came to a decision, how the discussion was conducted. And here the main thing to emphasize is that when only two people communicate, they usually agree more easily and are satisfied. When there are three - then one may already disagree. When a decision is made to vote, it will already be ineffective, since there are those who disagree. That is why the whole group should be involved in the discussion so that everyone participates and everyone's opinion is taken into account. Effective communication is not a decision by a majority of votes, but a situation where everyone agrees, everyone is happy, that is, in this game both criteria are realized at once.

On this process, you can show how the group went through all the stages of group interaction - from contact to decision.

Based on the results of the work, the trainer can praise the group and say: “You are great, you quickly came to a decision, took into account the opinion of all participants,” etc.

Lead Coach: - When interacting in a group and between students, various conflict situations arise. In conflicts, two main strategies for escaping the conflict can be distinguished - constructive and destructive. In the first case, the problem is solved; in the second, it turns out who is right and who is wrong.

What do you think should not be done in conflict situations?(participants speak).

Role-playing game " desert island»

Participants are divided into three teams of 6 people. Seated in threes different houses and given tasks that they perform almost all day. Ugroki almost do not communicate with other teams.

"Desert Island"

By the will of fate, you ended up on a desert island. Here is a rich animal and vegetable world but there are dangers; poisonous plants, cold winters, possible cannibal visits from neighboring islands. It is possible to hold out as a close-knit group, but alone it is almost impossible. 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, especially during such a period of time people sometimes go wild, anger and fights to the death flare up behind irritability. This is no place for frivolity - you need something to eat and you need to survive.

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

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

Issues to be resolved:

Who is your leader?

What are his levers of power?

How will you solve the issue of distribution? All equally? By 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 in privacy? Does a person have the right to disobey and live in his own way? What will be the sanctions for non-fulfillment, lil poor performance of duties?

Is a split in the colony possible? What to do if one group begins to dictate its terms to another, weaker one? If someone wants to live separately, does he have the right to his own plot of the island? For part of the property? Which one exactly?

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

How will you decide the relationship between men and women?

Does anyone have the right to lead a life that makes him weak, sickly, a burden to others?

Do you now have offended, dissatisfied? 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 one, wins over the waverers and suppresses the fragmented opposition, dictating his own terms to it), democracy of councils (every minor issue is debated for a long time, and a common solution is not worked out).

You are provided absolute freedom actions within the task. Choose a "chronicler" to record your decisions, to keep a "chronicle of life." Try to keep your stay on the island active and eventful.

Maybe you will manage not only to survive, but also to 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 the business decisions?

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

d) who is passive in the game?

At the end of the game. It is necessary to discuss questions: What have I done for a prosperous life on the island? Which community is the most attractive--- Barbarians, Sages, Humanists, Laborers?

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 to 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 spend time all together (well, there’s every meal) whatever they say on these topics. But in the evening, arrange a show-story of each team about their island and life-being on it ....

Uninhabited island. Another trip

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

Leading. Imagine that our whole group was on a big ocean ship flying across the Atlantic. The journey 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, which instantly spread 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 the other.

In the traditional version of the game, no division of the group into two parts is made. In our modification, this seems necessary for many reasons, in particular, to enhance gambling and competitiveness. There are many ways to split a group. For example, yes. The host quickly commands: “Stand up, those who immediately begin rescue work!” The first two who jumped up from their seats are declared 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 in turn choose the next ones 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 remains unclaimed. (You've probably already guessed that this procedure is sociometric in nature.) An "unclaimed" participant may feel quite uncomfortable. Therefore, the facilitator should make this 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 brief monologue and prove that, due to such and such virtues, this person is needed in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles.

Leading. Storm waves scattered the boats and carried them in different directions from the shipwreck. The hurricane did not stop for another day, and when it finally subsided, the exhausted people on both boats saw land on the horizon. Delighted, they rushed to the shore, unaware of two things: firstly, that in front of them was not the mainland, but islands, and, secondly, about the reefs hidden under water. Both boats shattered into pieces from hitting the stone reefs, but it was already possible to swim to the shore. After some time, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you found yourself in a place unknown to you, having lost swimming facilities 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. The size of the island, landscape, climate, vegetation and animal world and other circumstances you can set yourself.

In order not to repeat ourselves in the future, we indicate that at each stage, up to fifteen minutes are allocated for discussion. If the groups come up with their solution faster, they report it to the facilitator. The participants discuss the situation. The facilitator should pay attention to how the discussion is organized, who leads it, whether people listen to each other. After fifteen minutes, representatives of each team report on the results of the discussion. At this stage, as a rule, messages do not differ in variety: the islands are covered tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and full of fruits. "Robinsons" actively study their islands and diligently give signals to rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and not a single ship is visible on the sea horizon 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 seems that your stay on the island may be delayed and turn out to be much longer than you expected. You have to get organized somehow. So what are you doing?

Discussion! At this stage of work, more deep dive into gaming reality. Priorities are outlined in the purposes and meanings of life on the island, various ways of obtaining food and organizing leisure activities 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 facilitator can ask the following questions.

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

In fact, group members begin to design a new world order, create it according to the laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island, adjusted your life. In the meantime, two years have passed ... And one day the waves of the surf carried the skeleton of a small yacht ashore. It probably suffered during the storm, because it was so broken that it could not be restored. However, a compartment was miraculously preserved in it, where carpentry tools lay - axes, saws, nails, etc., and besides, you found an empty bottle on the yacht. The latest discovery, of course, gave you the idea to send a letter, entrust it to the waves, and let people know that you are alive and well. Please write a letter to put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.

The members write letters together, often being creative in their ways of describing the location of their island and talking about their lives in a humorous way. It is curious that already at this stage, as a rule, someone says that to return to " 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 conferring, the teams usually decide to build a raft 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 emerge, and the facilitator must be prepared for unexpected twists and turns and improvisations. The fact is that, for example, part of a team wants to go on a risky voyage on a raft, and part may oppose this idea. The facilitator suggests that the participants somehow solve this problem. If the "navigators" still insist and are ready to "break away" from the main mass, the host asks them to sit away 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 leader 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, full tank gasoline. Apparently, it was accidentally dropped from the side of a ship passing earlier, or maybe it was washed away by a wave. Either way, you have another chance. Do 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 on a small one-man boat is a very risky activity. After all, if gasoline runs out before the earth meets, the lone brave man will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this? Dramatic choice. Almost always there are people who are ready for self-sacrifice. (Some suggest a compromise: search 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 host can come up with their own moves. I offer several options (with 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 cries were heard, and in less than a few minutes you were already taken aboard. Joy overwhelmed you, 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 turned out to be, alas, premature: it was a ship of modern slave-trading pirates. By naively showing the way to the island, you have turned your friends into captives. Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misfortunes you experienced, he decided to make a noble gesture and leave you on the island, but not all of you: he will take two - of your choice - with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two should come to his ship. Decide how to be in such a situation!

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 left the ship. As soon as the boat moored, you rushed to the sailors and began to excitedly talk about your fate ... Further, the events are similar to those described in the first version. Again there is a situation of dramatic choice. Sometimes volunteers appear ready to sacrifice themselves to save the rest - often this is due to their confidence that they will be able to 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 ​​engaging with the pirates in battle. The host, 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 captives of pirates)

Leading. The captain locked you in the hold, and the ship went to sea. In less than two days, from the fuss and shouts from above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Not knowing that the pirates had prisoners, the police opened fire with cannons and machine guns. A fire broke out in the hold, but, fortunately for you, due to a shell hit, a hole was formed in the ceiling. 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 will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order?

Fourth option (there are two who are given to the pirates, or the participants decide to fight the pirates)

Leading. You took cover from enemies in a cave. But here's the bad luck: it was at that 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 filled up with stones - only a very small hole remained, into which one could hardly squeeze through. Any minute the ceiling of the cave will collapse and you could all die. The one who will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order? The similarity of emerging situations that set the space for choice - sociometric and moral - is quite obvious. The way the members of the group behave will largely reflect the system of relations that have arisen between them, and will clearly highlight many of the life values ​​and orientations of people. This procedure is quite tough, but it seems to me that in groups of high school students you can take a chance. Of course, at the end of the game, the feelings and thoughts of the guys at that particular moment, all the proposals made and the criteria on which they relied on when choosing a line of behavior, should be discussed in particular detail. This situation is climactic. After it, you need to move on to the last stage of the game. The game must be completed in a major. Leading. You all managed to get to the deck (out of the cave). And you immediately saw armed men approaching you. But you should not be afraid anymore: these are policemen from a special department for combating drug mafia and Russian sailors. A helicopter roared over your head. These people did not appear by chance: on the high seas they met a raft on which your friends were sailing (a single boat, on which N went for help), and learned about the misadventures that befell you. A few days later you were at home. It is important for the presenter not to forget all the characters and "bring" them home in one way or another. After congratulations on the end of the adventure, we should move on to discussing the game.

Issues for discussion

  • Are you satisfied with your adventures?
  • What episodes of the game were the most interesting for you?
  • In what situations was it especially difficult for you to make a decision?
  • Were you satisfied with the decisions the group came to?
  • Why did you decide (didn't dare) to go sailing on a raft (on a single boat)?
  • Why did N take the risk?
  • 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 you were taken in line for rescue during a fire (earthquake)?
  • Were you yourself 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 the group, or did he take the initiative himself?

The game may take more than two hours. However, time should not be wasted on discussion. It should be detailed and multilateral - only then, behind the fascinating plot of the game, the participants of the training will see a deep psychological meaning.

Communication skills training
"AMONG PEOPLE"

In training communication skills the formation of skills and abilities of communication with a group of peers is considered. It is extremely important for students to learn to live among people, to communicate with pleasure, not to avoid, but to use any opportunity of contact with a person in order to understand others. The scheme of conducting remains the same as in all correctional and developmental classes. 1. Warm up.
2. The main part.
3. Conclusion.

Lesson 16. Communicative psychological game
"DESERT ISLAND"

STUDY PROCESS

Lesson duration: 120 - 150 minutes

1. Introduction. Greetings. Set to work.

GOALS: the development of effective communication skills and the ability to act together, the awareness of the participants of their goals and values, 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 sailing across the Atlantic. The journey 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, which instantly spread 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 the other.
There are many ways to split a group. For example, yes. The host quickly commands: "Get up, those who immediately begin rescue work!" The first two who jumped up from their seats are declared 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 in turn choose the next ones 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 remains unclaimed. (You may have already guessed that this procedure is sociometric in nature.) An "unclaimed" participant may feel very uncomfortable. Therefore, the facilitator should make this 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 brief monologue and prove that, due to such and such virtues, this person is needed in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles. Leading. Storm waves scattered the boats and carried them in different directions from the shipwreck. The hurricane did not stop for another day, and when it finally subsided, the exhausted people on both boats saw land on the horizon. Delighted, they rushed to the shore, unaware of two things: firstly, that in front of them was not the mainland, but islands, and, secondly, about the reefs hidden under water.
Both boats shattered into pieces from hitting the stone reefs, but it was already possible to swim to the shore. After some time, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you found yourself in a place unknown to you, having lost your swimming equipment and having nothing but what is currently 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.
The size of the island, landscape, climate, flora and fauna and other circumstances you set yourself.
In order not to repeat ourselves in the future, we indicate that at each stage, up to fifteen minutes are allocated for discussion. If the groups come up with their solution faster, they report it to the facilitator.
The participants discuss the situation. The facilitator should pay attention to how the discussion is organized, who leads it, whether people listen to each other. After ten minutes, representatives of each team report on the results of the discussion. At this stage, as a rule, the messages do not differ in variety: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and a lot of fruits. "Robinsons" actively study their islands and diligently give signals to rescuers. Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and not a single ship is visible on the sea horizon 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 seems that your stay on the island may be delayed and turn out to be much longer than you expected. You have to get organized somehow.

So what are you doing? /Discussion!/


At this stage of work, a deeper immersion into the game reality takes place. The priorities in the goals and meanings of life on the island are indicated, various ways of obtaining food and organizing leisure activities 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 facilitator can ask the following questions. How do you build relationships with each other?
Do you have a leader? Who is he?
How do you solve the most difficult questions in your life?
How is the division of labor and duties? Who is responsible for what?
In fact, group members begin to design a new world order, create it according to the laws that they consider correct and necessary. Leading. So, you have completely settled down on the island, adjusted your life. In the meantime, two years have passed ... And one day the waves of the surf carried the skeleton of a small yacht ashore. It probably suffered during the storm, because it was so broken that it could not be restored. However, a compartment was miraculously preserved in it, where carpentry tools lay - axes, saws, nails, etc., and besides, you found an empty bottle on the yacht. The latest discovery, of course, gave you the idea to send a letter, entrust it to the waves, and let people know that you are alive and well. Please write a letter to put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.
The members write letters in unison, often being imaginative in their ways of describing the location of their island and talking about their lives. It is curious that already at this stage, as a rule, someone says that they don’t really want to return to the "Mainland" ...

/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 conferring, the teams usually decide to build a raft 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 emerge, and the facilitator must be prepared for unexpected twists and turns and improvisations. The fact is that, for example, part of a team wants to go on a risky voyage on a raft, and part may oppose this idea.
The facilitator suggests that the participants somehow solve this problem. If the "seafarers" still insist and are ready to "break away" from the main mass, the host asks them to sit away 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 leader gives a new introduction. Leading. After some time, 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. It was brand new, with a full tank of gas. Apparently, it was accidentally dropped from the side of a ship passing earlier, or maybe it was washed away by a wave. Either way, you have another chance. Do 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 on a small one-man boat is a very risky activity. After all, if gasoline runs out before the earth meets, the lone brave man will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this? Dramatic choice.
Almost always there are people who are ready for self-sacrifice. (Some suggest a compromise: search 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 host can come up with their own moves. We offer 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 cries were heard, and in less than a few minutes you were already taken aboard. Joy overwhelmed you, 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 turned out to be, alas, premature: it was a ship of modern slave-trading pirates. By naively showing the way to the island, you have turned your friends into captives.
Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misfortunes you experienced, he decided to make a noble gesture and leave you on the island, but not all of you: he will take two - of your choice - with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two should come to his ship. Decide how to be in such a situation! 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 left the ship. As soon as the boat moored, you rushed to the sailors and began to excitedly talk about your fate ... Further, the events are similar to those described in the first version.
Again there is a situation of dramatic choice. Sometimes volunteers appear ready to sacrifice themselves to save the rest - often this is due to their confidence that they will be able to 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 ​​engaging with the pirates in battle. The host, 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 captives of pirates)
Leading. The captain locked you in the hold, and the ship went to sea. In less than two days, from the fuss and shouts from above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Not knowing that the pirates had prisoners, the police opened fire with cannons and machine guns. A fire broke out in the hold, but, fortunately for you, due to a shell hit, a hole was formed in the ceiling. 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 will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order? Fourth option (there are two who are given to the pirates, or the participants decide to fight the pirates)
Leading. You took cover from enemies in a cave. But here's the bad luck: it was at that 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 filled up with stones - only a very small hole remained, into which one could hardly squeeze through. Any minute the ceiling of the cave will collapse and you could all die. The one who will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order?
The similarity of emerging situations that set the space for choice - sociometric and moral - is quite obvious. The way the members of the group behave will largely reflect the system of relations that have arisen between them, and will clearly highlight many of the life values ​​and orientations of people. This procedure is quite tough, but it seems to me that in groups of high school students you can take a chance. Of course, at the end of the game, the feelings and thoughts of the guys at that particular moment, all the proposals made and the criteria on which they relied on when choosing a line of behavior, should be discussed in particular detail. This situation is climactic. After it, you need to move on to the last stage of the game. The game must be completed in a major. Leading. You all managed to get to the deck (out of the cave). And you immediately saw armed men approaching you. But you should not be afraid anymore: these are policemen from a special department for combating drug mafia and Russian sailors. A helicopter roared over your head. These people did not appear by chance: on the high seas they met a raft on which your friends were sailing (a single boat, on which N went for help), and learned about the misadventures that befell you. A few days later you were at home.
It is important for the facilitator not to forget all the characters and "bring" them home in one way or another.
After congratulations on the end of the adventure, we should move on to discussing the game.

Issues for discussion

Are you satisfied with your adventures?
What episodes of the game were the most interesting for you?
In what situations was it especially difficult for you to make a decision?
Were you satisfied with the decisions the group came to?
Why did you decide (didn't dare) to go sailing on a raft (on a single boat)?
Why did N take the risk?
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 you were taken in line for rescue during a fire (earthquake)?
Were you yourself 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 the group, or did he take the initiative himself?
The game may take more than two hours. You can do it in several classes, dividing it into parts. However, one should not waste time on discussion. It should be detailed and multifaceted.

This game is recommended for middle and older children. In the conditions of the camp, such a game will be most effective during the organizational period. Aimed at developing effective communication and teamwork skills. By reinforcing 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 relationship between the participants in the game. Also, the game can be played at other times of the season, but you should keep in mind that the result will be different.

Leading. Imagine that our entire group was on a large ocean-going ship sailing across the Atlantic. The journey 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, which instantly spread 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 the other.

In this game, it seems necessary to divide into two groups for many reasons, in particular, to increase gambling, competitiveness. There are many ways to split a group. For example, like this: The leader quickly commands: “Stand up, those who immediately begin rescue work!” The first two who jumped up from their seats are declared 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 in turn choose the next ones 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 remains unclaimed. An “unclaimed” participant may feel very uncomfortable. Therefore, the facilitator should make this 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 brief monologue and prove that, due to such and such virtues, this person is needed in his boat. After that, the participant himself chooses a team for himself. Members of both teams form two separate circles.

Leading.Storm waves scattered the boats and carried them in different directions from the shipwreck. The hurricane did not stop for another day, and when it finally subsided, the exhausted people on both boats saw land on the horizon. Delighted, they rushed to the shore, unaware of two things: firstly, that in front of them was not the mainland, but islands, and, secondly, about the reefs hidden under water. Both boats shattered into pieces from hitting the stone reefs, but it was already possible to swim to the shore. After some time, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you found yourself in a place unknown to you, having lost your swimming equipment and having nothing but what is currently 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. The size of the island, landscape, climate, flora and fauna and other circumstances you can set yourself.


Up to fifteen minutes are allotted for discussion at each stage. If the groups come up with their solution faster, they report it to the facilitator. The participants discuss the situation. The facilitator should pay attention to how the discussion is organized, who leads it, whether people listen to each other. After fifteen minutes, representatives of each team report on the results of the discussion. At this stage, as a rule, the messages do not differ in variety: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and a lot of fruits. "Robinsons" actively study their islands and diligently give signals to rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and not a single ship is visible on the sea horizon 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 seems that your stay on the island may be delayed and turn out to be much longer than you expected. You have to get organized somehow. So what are you doing?

At this stage of work, a deeper immersion into the game reality takes place. Priorities are outlined in the purposes and meanings of life on the island, various ways of obtaining food and organizing leisure activities 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 facilitator can ask the following questions:

How do you build relationships with each other?

Do you have a leader? Who is he?

How do you solve the most difficult questions in your life?

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

In fact, group members begin to design a new world order, create it according to the laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island, adjusted your life. In the meantime, two years have passed ... And one day the waves of the surf carried the skeleton of a small yacht ashore. It probably suffered during the storm, because it was so broken that it could not be restored. However, a compartment was miraculously preserved in it, where carpentry tools lay - axes, saws, nails, etc., and in addition, you found an empty bottle on the yacht. The latest discovery, of course, gave you the idea to send a letter, entrust it to the waves, and let people know that you are alive and well. Please write a letter to put in this bottle. Just in case, I remind you that you do not know the coordinates of your island.

The members write letters together, often being creative in their ways of describing the location of their island and talking about their lives in a humorous way. 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 conferring, the teams usually decide to build a raft 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 emerge, and the facilitator must be prepared for unexpected twists and turns and improvisations. The fact is that, for example, part of a team wants to go on a risky voyage on a raft, and part may oppose this idea. The facilitator suggests that the participants somehow solve this problem. If the "navigators" still insist and are ready to "break away" from the main mass, the host asks them to sit away 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 leader gives a new introduction.

Leading.After some time, 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. It was brand new, with a full tank of gas. Apparently, it was accidentally dropped from the side of a ship passing earlier, or maybe it was washed away by a wave. Either way, you have another chance. Do 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 on a small one-man boat is a very risky activity. After all, if gasoline runs out before the earth meets, the lone brave man will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide on this? Dramatic choice. Almost always there are people who are ready for self-sacrifice. (Some suggest a compromise: search 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 host can come up with their own moves. Here are a few options (in any of them, the participants must make some specific 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 cries were heard, and in less than a few minutes you were already taken aboard. Joy overwhelmed you, 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 turned out to be, alas, premature: it was a ship of modern slave-trading pirates. By naively showing the way to the island, you have turned your friends into captives.Meanwhile, as is typical of cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misfortunes you experienced, he decided to make a noble gesture and leave you on the island, but not all of you: he will take two - of your choice - with him to sell to drug dealers to work on poppy plantations. He gave you time until morning, and in the morning these two should come to his ship. Decide how to be in such a situation!

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 left 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 variant. Again there is a situation of dramatic choice. Sometimes volunteers appear ready to sacrifice themselves to save the rest - often this is due to their confidence that they will be able to 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 ​​engaging with the pirates in battle. The host, 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 captives of pirates)

Leading. The captain locked you in the hold, and the ship went to sea. In less than two days, from the fuss and shouts from above, you realized that something had happened. Shots rang out. The pirate ship was overtaken by police boats. Not knowing that the pirates had prisoners, the police opened fire with cannons and machine guns. A fire broke out in the hold, but, fortunately for you, due to a shell hit, a hole was formed in the ceiling. 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 will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order?

Fourth option (there are two who are given to the pirates, or the participants decide to fight the pirates)

Leading. You took cover from enemies in a cave. But here's the bad luck: it was at that 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 filled up with stones - only a very small hole remained, into which one could hardly squeeze through. Any minute the ceiling of the cave will collapse and you could all die. The one who will be the first will surely be saved, and the farther from the beginning of the queue, the less chance of being saved. Decide how you will get out, in what order?

The way the members of the group behave will largely reflect the system of relations that have arisen between them, and will clearly highlight many of the life values ​​and orientations of children. This procedure is quite tough, but in groups of high school students you can take a chance. Of course, at the end of the game, the feelings and thoughts of the guys at that particular moment, all the proposals made and the criteria on which they relied on when choosing a line of behavior, should be discussed in particular detail. This situation is climactic. After it, 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 to the deck (out of the cave). And you immediately saw armed men approaching you. But you should not be afraid anymore: these are policemen from a special department for combating drug mafia and Russian sailors. A helicopter roared over your head. These people did not appear by chance: on the high seas they met a raft on which your friends were sailing (a single boat, on which N went for help), and learned about the misadventures that befell you. A few days later you were at home.

It is important for the presenter not to forget all the characters and "bring" them home in one way or another. After congratulations on the end of the adventure, we should move on to discussing the game.

Issues for discussion

Are you satisfied with your adventures?
What episodes of the game were the most interesting for you?
In what situations was it especially difficult for you to make a decision?
Were you satisfied with the decisions the group came to?
Why did you decide (didn't dare) to go sailing on a raft (on a single boat)?
Why did N take the risk?
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 you were taken in line for rescue during a fire (earthquake)?
Were you yourself 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 the group, or did he take the initiative himself?

The game may take more than two hours. However, time should not be wasted on discussion. It should be detailed and multilateral - only then, behind the fascinating plot of the game, the participants of the training will see a deep psychological meaning.

This game was developed for a group of teenagers aged 12-15 with deviant behavior who were taking a course of social adaptation at the center for the protection of the rights of minors "Soul". It was attended by teachers who work directly with adolescents. By the beginning of the game, the participants had known each other for about a month.

The basis of the game included elements and principles used in the training "Rope Course". The peculiarities of this training are the use of a person’s physical abilities to develop certain psychological qualities, the inclusion of tourist obstacles, the emphasis is on the work of the whole team, Special attention given to safety precautions. Each task has its own legend, which the presenter tells before passing it. After completing each task, it is discussed.

In the domestic literature, a part of such training exercises was first described by A. Lutoshkin; abroad, similar programs are based on “Outdoor Ropes Course” – extreme course by American psychologist Carl Ronke. The exercises used in the game were based on the materials presented in the list of references.

Purpose of the game: group cohesion, teaching teamwork and the ability to take responsibility.

  1. Preparation of the site for the game (together with teenagers).
  2. Acquaintance of participants with the rules of the game.
  3. Carrying out the stages of the game to unite the participants.
  4. Discussing each stage with the participants.

Target group: teenagers and adults, number of participants - 12 people.

Duration: 1-1.5 hours

Materials used: ropes, carabiners and harness (used in tourism), tent, camping mats, tennis balls, rope ladder, Balloons, chocolate, ski poles, scarf or scarf, three small boards 30x30cm.

Game plan

Discussion of the rules of the game

1.Pre-stage
1.1 Nest with "golden" eggs
1.2 Travel by ship

2. The main part of the game
2.1 Legend - "Glade of Talk"
2.2 “Labyrinth”
2.3 "Refuge"
2.4 Gossamer
2.5 “Signal of Rescue”
2.6 “Swamp”

3. Completion of the lesson

Preparing for the game:

Before the game, teachers, together with teenagers on the territory of the institution, prepared specially equipped platform(limited area, which can be indicated by bright marks), including :

  • a place for discussion “Glade of Conversations” - three knocked together benches set in a semicircle;
  • a rope ladder mounted on a horizontal bar and stretched at an angle of 45 degrees with respect to the ground;
  • a place for crossing - a rope stretched between a tree (at a height of 5-6 meters) and a driven pole (2 m);
  • place for the game "web" - a vertical web of ropes, having at least 12 cells, is stretched between two pillars into which a participant can climb (approximate size 0.8x0.2 m, thins depending on the size of the participants). The lower rope of the web is stretched at a height of 1 m above the ground.
  • marked with the help of bright ropes “maze”;
  • hammered together wooden platform measuring 1.5 m x 1.5 m

Game progress

Participants line up. The hosts announce to the participants the purpose of the game being played with them and the rules that they must follow.

Discussion of the rules of the game:

  1. Time to prepare the task is not limited, it is allowed to talk during this period.
  2. The task begins after the whole group says: “We are ready.”
  3. The task is considered completed if everyone accurately copes with the task. If at least one participant makes a mistake, the group returns to its original position.
  4. During the execution of the task itself, all participants must be silent, if someone starts talking, the group returns to its original position.
  5. If any of the participants cannot complete the task, the team can buy it back at the expense of bonuses received at the pre-stage.
  6. If the team, after several attempts, fails to complete the task, the participants can only refuse to complete the task if the whole group says: “We give up.”

1. Pre-stage:

1.1. “Nest of Golden Eggs”

Легенда: You are a team of travelers on a long voyage. But before you go on the road, you need to stock up on gold, for this you need the whole team to get “golden eggs” (bonuses that will be useful to you in the future to buy items or participants).

Task: Each participant must climb a rope ladder to a nest with “golden

eggs” (baskets with tennis balls hanging from a horizontal bar). Each participant can take only one “egg”. Those who fall stop the task. The team can help the competitor by holding the rope ladder from different sides.

1.2. “Journey by ship”

Легенда: So you've earned your treasure, and now you're off to long-distance navigation, to unknown lands.

Task: The participants of the whole team must fit into two hoops connected to each other in one place - this is a conditional ship, and set off on the road - they begin to move in hoops to a certain designated place.

Closer to the designated border, participants are given addition to the legend:“The crew was shipwrecked during the voyage and ended up on a desert island.” Participants leave their “ship” (hoops) and are taken by the facilitators to the “Glade of Conversations” (place for discussion) on the territory of the “island” (marked area).

2.The main part of the game:

2.1. "Glade of Conversations"(Further discussions are conducted in this place)

Легенда: You have landed on a deserted island. The ship on which you traveled crashed on the rocks, but the “golden eggs” that were mined before the trip were preserved. Your task is to survive: pass the test and be saved. There may be people on the island - natives, from whom, perhaps, something will have to be bought or exchanged. There are situations ahead of you in which you must show your ability to work in a group and help each other.

2.2. "Labyrinth"

Legend: One of the members of the group, when escaping from a sinking ship, got ashore in a very dangerous place, he became entangled in poisonous vines (maze) and from their poison he temporarily stopped seeing (the participant is blindfolded). You found out about this when you began to gather together, now you want to save him.

Task: The team needs to get the participant out of the labyrinth so that he does not touch the vines (ropes), does not get hurt. If it touches the restrictions, then it returns to the starting point of the movement. Team members line up around the perimeter of the labyrinth. They must lead their participant out of the maze with the help of words, moreover, one participant says only one word, he is forbidden to repeat the same word 2 times in a row. When one participant speaks, the others remain silent, including the blindfolded participant. If the rule is violated, the task is repeated. Team members can interact using non-verbal means of communication (participants are given time to guess this themselves).

2.3. "Refuge"

Легенда: Night falls on the island, and it becomes dark and cold. The team needs to build a shelter for themselves, but you have nothing left after the shipwreck. While you were discussing what to do, aborigines appeared out of nowhere. They are ready to exchange things useful for you (which, among other things, they picked up after your shipwreck) for your “golden eggs”.

Task: The team needs to decide what exactly they will exchange their bonuses for (your choice: mats - 1 egg, awning - 4, tent - 9, ski poles - 1 egg / piece). Having completed the construction of the shelter on a wooden deck, the team must completely fit in it and sit there for 3 minutes so that it does not collapse.

After completing the task, the team returns to the “field of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they coped with the task? Was it easy to make a decision?
  2. What helped you complete the task?
  3. What got in the way of completing the task?
  4. What should be considered before moving on to the next situation?

2.4. "Gossamer"

Легенда: Day has come on the island, now the participants need to get food for the whole team. The food is located in a certain place, the entrance to which was blocked by a spider with a poisonous web.

Task: You need to get food by moving the whole team to the other side of the web. There are cells in the web that you can climb through, but these cells cannot be reused, that is, each participant must climb through his cell. The web (ropes) must not be touched. If any of the participants make a mistake, the whole team starts the stage from the beginning. One of the participants can be bought off for 2 golden eggs, in case he cannot cope. The redeemed participant can help the others. After passing the stage, the team receives food (2 chocolates).

After completing the task, the team returns to the “field of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they coped with the task?
  2. What helped you complete the task?
  3. What got in the way of completing the task?
  4. What should be considered before moving on to the next situation?

2.5. "Signal for Rescue"

Легенда: Something like a ship suddenly appears in the distance of the ocean, you need to signal that you are on this island. Your ship had a signal bag, possibly washed ashore after the crash. The whole team goes in search of this bag and finds it on a tall tree. Now the task of the team is to signal for rescue.

Task: A liana (rope) is stretched from the highest tree to the log. On this vine (rope), one of the participants (the team chooses him) must crawl to the bag hanging on the tree and take it. With the help of the leaders, the participant puts on a safety system, gloves on his hands, with the help of a carabiner he is fixed on a rope and, helping himself with his hands and feet, crawls up to the signal bag. Another rope is attached to the safety system, the end of which is with the rest of the participants. After the bag is obtained, the team helps this participant to return back with the help of the second free rope. The bag contains signal balloons that the whole team inflates in 2 minutes. Then you need to fix the signal balls on the top of the log.

During this exercise, participants can talk.

After completing the task, the team returns to the “field of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they coped with the task?
  2. What helped you complete the task?
  3. What got in the way of completing the task?
  4. What were you guided by when choosing a person who will complete the task?

2.6. "Swamp"

Легенда: The signal was given, the people on the ship saw it and approached the island, now they can be clearly seen. But on the way from the island to the ship there is an obstacle - a swamp through which the ship cannot pass, it is also impossible to swim across it.

Task: The task of the team is to overcome the swamp using three bumps. Conditions: you can’t step into the swamp, it’s forbidden to leave an empty bump - otherwise it will drown, the whole team must go. The task is performed silently. As soon as all participants have overcome the swamp, the team is saved.

3. Completion of the lesson:

Легенда: The crew coped with the trials, everyone made it to the side of the ship and were rescued.

After completing all the tasks, the team gathers again at the “Glade of Conversations” to sum up the results.

Sample facilitator questions: “What did you learn about yourself during this game?”, “What did you understand about your actions as a group, team?”, “How does what you learned here correlate with how you acted in other areas of your life – at home, at school, at work?”

Literature:

  1. Burmako E.P., Uimanova E.A. “Rope Course” (developed by the American company Barron Adventures), Vladivostok.
  2. Klimenko N.G. A collection of methodological materials to help the organizers of the initiative rope course, “ORLENOK” - 1999.
  3. Lutoshkin A.N. How to lead. Moscow. Enlightenment, 1986.
  4. Savinov D.V., Fomenko T.S., Ivanov S.V., Shchur K.Yu., Krivenko A.V., Stetsenko A.A. Rope course: from simple to complex. Effective tools for working with personnel in 2008
  5. VK exercises. Extreme Team Building Course. 2008-