Program for the correction of social and communication skills. Role-playing game "Desert Island

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, hiking 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-

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 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 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 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.


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, 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?

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 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 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. 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.

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 card.

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).

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.

Fairy 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 the presentation of the instructions: repeat it several times. You can start only when the leader is convinced that everyone understood the instructions. The main goal is the development of communication skills in children 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.

Instruction

In the fairy-tale world, there were two kingdoms - Blue and Green. These kingdoms were good neighbors. In the capital of each of them stood a palace. In each palace there were a king and a queen, a prince and a princess, a chief minister, a lady-in-waiting, a head of guard, a cook, a gardener, an astrologer and other important and not very important persons. It is easy to guess that in the Blue Kingdom, all the inhabitants wore blue suits, and in the 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 the clothes, it would be easy to confuse them. One day, an evil sorceress sent a terrible hurricane to both kingdoms. He was of such strength that all the inhabitants, like light feathers, were scattered across fairy world. When the hurricane finally died down, the inhabitants could not understand which of the kingdoms - Blue or Green - they were. A magical hurricane not only mixed everything up, but also deprived people of the ability to distinguish colors! The terrible roar that accompanied the hurricane deafened the inhabitants 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 which 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 their problem. How will we do it? Now you will draw a card in turn and find out what role you got in our game - a cook or, say, a 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 only look at the cards on my command.

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

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

1. Head 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 participants in the group, additional cards can be entered with such characters as the treasurer, robber, witch, foreign ambassador, jester, soldier, etc. Card distribution can be done in a variety of ways. If the participants are sitting in a circle, then the facilitator himself can come up and put the cards on the participant’s knees “shirt” up. A variant is possible when each of the participants himself draws a card from the proposed "fan".

Instruction

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

On the poster, the leader must write in advance the order of the characters in the line. The order may be exactly as in the above list. It is very important - especially in the case of a game with younger students - to clearly state where the extreme character is located. For example: “The head of the guard is on the left!” At the same time, point with your hand to the place where the head of the guard of one kingdom should stand and to the place where - the second kingdom. Usually it becomes necessary to repeat this several times. Without such an indication, even in groups of high school students, confusion inevitably arises.

Instruction

Dear inhabitants of the kingdoms! Remember that your task is to be in the kingdom, the color of which you have dropped out. But no one knows yet where the Blue Kingdom will be and where the Green Kingdom will be. In order to decide, you need to agree with each other. Keep in mind that you cannot hear each other. The first condition: you will have to communicate without using speech - only with the help of gestures. The second condition: it is forbidden to point with your hand at blue and green objects 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 the color and the role that has fallen to you. Does everyone understand the instructions? If yes, let's start!

The room is cleared of 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. It is here that the most serious difficulties and problems arise. For high school students, the task can be even more complicated. For example, introduce a 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 host offers to play again, but in a tougher version. The process of searching for a kingdom and one's place in it can take long time- up to 10-15 minutes. Sometimes, downright dramatic situations arise: for example, one of the participants wanders in confusion between two lines and does not meet a warm welcome anywhere - other characters send him back, not wanting to give in occupied place. It is interesting to observe the ways of organizing non-verbal interaction. Leaders are revealed trying to take over, and passive performers waiting for others to determine their place in the kingdom. It is important to draw the attention of the participants that the instructions do not prohibit them from showing objects of the desired color with different parts of the body (only hand, but nothing was said about the legs or nose). After both lines line up against each other, the leader invites the players to present the cards they got and name their role. Thus, the success (or failure) of the task is revealed. A discussion is then organized on the following questions.

What helped you find your place?

What difficulties arose and how did you overcome them?

What methods of interaction with other participants did you use?

Who, in your opinion, found successful ways to negotiate without words?

Has anyone been able to cope with difficulties easily enough without breaking the rules?

Second option

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

Third option

Sometimes it becomes necessary to play a game with a large number of participants (30-40 people). Here you have to take care of the required number of cards. 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 to complete the task may increase due to the increased complexity.

15. Rescuers

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

First stage

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

You are the crew of a scout ship. Among you are not only crew members, but also large group scientists. You were on a long expedition to one of the unknown planetary systems in a remote sector of the Galaxy. You have been absent from Earth for ten years. The task was difficult, but it was completed completely. Samples of soil, flora of the planet were collected, the possibilities of its economic use were investigated. The crew with a sense of accomplishment is in a state of suspended animation. The ship flies to the Earth, controlled by a computer. Only unforeseen circumstances can cause the 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 representation of a ship in section (very simple). The entire ship was divided into sectors, each with the name of the sector, the expected specialists and their number: Cabin: captain, co-pilot, navigator, in total - three people. Engineering compartment: flight engineer and three specialists, total - 4 people. Medical compartment: two people. Life supporting system: engineer, assistant, only two people. Galley: two chefs. Radio operator: one man. Science section: 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 desire 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 distributes responsibilities among themselves. (At this stage, the leaders 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 place themselves in sectors.

Second phase

Immersion in the situation of flight. Everyone is invited to sit comfortably in their compartment, close their eyes and imagine this journey to calm music. Remember how the expedition went, what business fell to the lot of each participant. Turning to everyone, the host 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 kind of dreams you might have in suspended animation, on the way home .. .” The music stops, the participants are invited to wake up and split into threes or fours. In these mini-groups, there is a discussion of dreams and feelings that everyone had during their flight experience. While the discussion is going on, the host quietly passes the paper to the radio operator with the words: “You were taken out of suspended animation, an emergency message has arrived. The time to make a decision and change the flight path is ten minutes. It's already gone." On a sheet of paper - a short text of the radiogram: The flight of the ship takes place in the area of ​​the SOS signal. It is sent by automatic earth ship- a scout from an unknown planet. There are no other ships in the zone. Within ten minutes it is possible to turn the ship 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 decide 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 presenter reports the following setting: Your ship has been caught in a meteor shower and is making forced landing on the nearest planet. Therefore, one way or another, the ship ends up on this planet.

Third stage

Here is the next introduction. The captain landed the ship not far from the earthly "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 scout robot is at your disposal. It is on the verge of breakage, 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 next steps. The navigator, on the orders of the captain, reads out the text. This planet has a high level of 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. Lighting is weak, equated to terrestrial twilight, which makes orientation difficult, making it impossible without lighting devices. The planet is marked by the presence of intelligent life. Not far from the settlement there is a source of unknown radiation. The first survey shows the presence of large quantities valuable trace elements and metals rarely found in the solar system.

The engineer gives the following information to all crew members . The crew has 15 radioactive protection suits and a temporary protection dome, which operates for an hour without the ship's energy support. The team must decide whether to send scouts to the ship or stay on the ship waiting for help, and the facilitator also reminds the participants of the following: In accordance with paragraph 5, paragraph 12a of the deep space explorer's code, it is considered unacceptable to leave the planet without taking all possible steps to save people or find out the causes of the tragedy. The reconnaissance team must consist of at least three people. You can send multiple triplets. Communication between them will be carried out only through the ship. Three people descend to the planet (to the free part of the room). The hosts quietly tell the scouts what they allegedly saw. The scouts are also given the text of the latest logbook entry. Across the hall, scouts report this to those remaining on the ship: The starship is empty. No trace of panic. Everything is open, except for the fuel compartment. For some reason it is not controlled by the computer. This happens in cases where the contents of the fuel compartment are dangerous for the ship. Entries in the logbook have been preserved: the ship landed on the planet for routine research. Something happened to the ship's fuel. All crew members become aware of the last entry in the logbook: Signs of intelligent life have been found on the planet. Aborigines behave friendly, 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 decided to go to a meeting with the natives to visit some “place”, the essence and purpose of which are not clear, with the entire composition of the ship. The SOS signal was sent by the ship's automation three days after the crew left. After discussion, the scouts go further, find the natives and carry out covert surveillance. The second leader briefly goes out the door with the scouts, gives them information about what they saw. Returning, the scouts "radio" the following. The settlement was monitored. Aborigines are very different in appearance, but completely different from people. Very unsympathetic. They manage without any technical devices in these planetary conditions. They saw how a creature jumped out of one house with a human baby in its arms. Judging by the gestures, it was very worried, as were those around it. The baby was taken somewhere. Two hours later, the same creature appeared, but in his arms it was not a child, but some kind of incomprehensible cocoon. The creature was completely calm, walking 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 crew face a situation of choice: whether to send a second expedition? If the captain and crew decide not to send a second expedition, then the leader recalls paragraph 5, paragraph 12a of the deep space explorer's code. So, the second expedition is sent, then the third one follows the same pattern. All of them brought information and they must decide together with the crew what is happening to people on this planet. And now - a new blow of fate. Immediately after the disappearance of the third batch of scouts, the flight engineer receives the following information from the computer: 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 help signal reaches). 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 discreetly. You have 10 minutes to make a decision.

Let's leave the crew for now, let's see where our scouts have gone. 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 “puppeted”, and after a while they turned into local “freaks”, nondescript in appearance, but ideally adapted to local conditions. They have telepathy; despite the force of gravity, they are capable of flying; their vision 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 reconnaissance ships of most civilizations on the planet, irreversible changes occur: after a while, the fuel is destroyed and the ship loses the ability to take off, and often - to inform their homeland about the trouble. One of the crew of such a ship stumbled upon an amazing radiation, with the help of which their bodies 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 aliens in the following way: they lead foreigners 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 have children similar to their grandparents. Children can be saved if you have time to bring them to the radiation. It was this picture that the first scouts observed. The company of "aboriginals" arises gradually. The first three presenters themselves tell the whole "truth" and put on masks on them as a symbol of reincarnation. If it’s not easy for them to come to terms with fate, then in response to their murmurs, the presenters offer: “You have not completely lost the human type of thinking, you still remember what it means to be a person”

As for the crew, their decision can be either to fly or stay. In the first case, the hosts give the group 15 minutes to talk to the "natives" with departing friends. In the second case, the whole team must decide whether to leave the ship or not. "Aborigines" are given information: Earthlings are on the ship, they have only one hour (20 minutes of 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 a decision is made, the game ends.

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

Around the world

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

Nepomnyashchaya 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 a great opportunity to make 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 and etc.). Each team is given a travel map, along which the teams move

Author information

Pokidova Larisa Nikolaevna

Place of work, position:

OSU "Rehabilitation center for children and adolescents with handicapped", with. Veselaia Lopan. Teacher-psychologist.

Belgorod region

Characteristics of the lesson (classes)

The level of education:

Special (correctional) education

The target audience:

Learner (student)

Class(es):

Class(es):

Class(es):

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 sense 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. Best psychological games and exercise. Yekaterinburg, ARD LTD, 1997.

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

Used methodological literature:

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

2. L. Ann. Psychological training with teenagers. Publishing House"Peter", 2003.

Used equipment:

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 teenagers aged 15-17 will consolidate the skills of positive business communication, give an idea of ​​a decent lifestyle...

Game progress

Today we will go on an amazing journey to the uninhabited islands. How this journey will be 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, its first inhabitants, the presidents of future island states. A lottery is held among the participants. Who pulled out a chip with the letters "PZ" written on it, that is the president of the green island, "PK" - red. Presidents go to the "islands".

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

How long can you stay alone?

And so, the time has come when you want to communicate, have fun, do a common useful thing, show your abilities. Presidents must populate their islands with people in such a way that a full-fledged society is formed, 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 be tired of loneliness starts. When making a choice, each of the presidents must justify it. For example: “I choose Afanasiev A., as he leads a healthy lifestyle, a responsible, fair person, wants to become a lawyer. It is impossible to build a state of law without a competent lawyer.” The chosen one takes a place on the island. The next choice is made by the president of another island, and so on.

When the presidents settle their islands, the remaining participants play the role of observers. Their task is to observe how residents build their relationships in joint activities in solving tasks in order to achieve 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 the anthem;

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 piece of paper divided in half: +, -. The actions, methods and techniques of interaction are evaluated, but not the personalities of the participants.

Pay special attention to:

Clarity and validity of the distribution of responsibilities;

Leadership by the President;

Ability to communicate in positive ways.

State Presentation. 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 person.

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 state with the most inhabitants at the end of the game wins.

The game ends with the exercise "Gift for Friends". The presidents “give” as a gift to residents neighboring state drawing on the back, having previously drawn it graphically on paper. Each resident draws on the back of the player in front of him what he understood. The latter draws on a piece of paper what was handed to him and compares it with the president's drawing. If the drawings match, it means that mutual understanding between the states has been reached. They are not rivals, but friends, ready to help each other at any moment. We wish you fruitful cooperation, dear friends!