Psychological game desert island for younger students. Scenario of the big psychological game "Journey to a desert island"

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 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, 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 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. 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 offer 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. 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 is paid to safety. 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 setting off on a long voyage 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: From the very tall tree a liana (rope) is stretched 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 questions from facilitators: “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-

Scenario of the big psychological game"Journey to a desert island."

Compiled teacher-psychologist MBOU "Secondary School No. 2 named after. D. Kh. Skryabin" GO "Zhatai"

Uvarovskaya Elena Alexandrovna.

Explanatory note (relevance):

Serious problems arise in a person who does not know how to communicate in a group, cooperate, establish and maintain relationships, correlate his activities with the activities of other people.

Communication and interaction with other people is an art. The ability to build relationships, find an approach to people, win them over is the basis of life and professional success. It is known that the effectiveness of communication largely depends on how a person takes into account the interests, feelings and experiences of the people around him, how he is able to establish and maintain the necessary contacts with others.

The formation and development of the communicative qualities of a person occurs, first of all, in school years. Every student needs social and psychological preparation. Knowledge and skills are needed, and for this, students need help.

In the proposed extracurricular activity generalized experience in the development of communication skills. The game-accommodation can be of interest to both educational psychologists and class teachers.

    Name:game-accommodation "Journey to a desert island."

    Goals and objectives of the game:

creating conditions for:

Development of readiness for cooperation, the ability to join a group, establish and maintain relationships;

Development of communication skills, expansion of ideas about the ways of constructive behavior;

Expansion of the sphere of emotional experiences, development of the ability to cope with their emotions;

Building their activities in the context of the situation and interpersonal relationships, developing skills to correlate their activities with the activities of other people.

    Description of the problems and development tasks that this game is aimed at solving:

The game is aimed at diagnosing and solving communication problems and is recommended for a group where there are children who:

    have difficulty getting to know each other, be afraid to make contact;

    lose interest in friendships for a short time;

    they do not know how to interact constructively, manage their emotions;

    afraid to build relationships because of past bad experiences.

    Estimated psychological outcome:

Development of non-verbal and verbal communication skills,

Living in different emotional states,

Developing the ability to be aware of your feelings

Deal with your emotions

Expanding ideas about new ways of constructive behavior,

Gain experience in problem solving.

    Description of the plot canvas, game result, type of plot:

The type of plot is close to real.

In a hot air balloon, group members are invited to go to a desert island, which is located in the ocean, and live there for some time, organize joint activities (search for food, water, make a fire, build a home, etc.).

It is a beautiful green island with clean air and many small blue lakes. There are many fruit trees on the island, unknown to us, in the thickets - outlandish animals and birds. This island has remained so beautiful until now, because everything on it is in perfect harmony. But as soon as aggression, selfishness, laziness, resentment, fear, irritability settle on the island, the island will immediately begin to collapse. Conversely, if travelers bring positive emotions to the island, the island will become even more beautiful.

The members of the group get to the island by hot air balloon. Everyone can take with him on a trip one thing that is dear to him or is of the greatest value to him and will help him on the journey (the thing can be both real and symbolic).

During the entire game, initiative and activity is provided to the group itself. The members of the group themselves assign roles, model difficulties, and find a way out of the situation. The facilitator only “generates” possible difficulties.

The actions of the participants are indicated symbolically, stipulating them and indicating them with gestures. To help the participants, sheets of whatman paper, colored paper, felt-tip pens, scissors, and glue were offered.

At the end of the game (life on the island is settled), the participants return from the trip, and reflection is carried out.

    Time for play and discussion: from 1 hour 15 minutes.

    Members:

    age of participants 11 - 12 years old.

    band size 12 - 14 people.

    how many adults should participate as facilitators:

1 adult - a psychologist - participates as a leader in the game. The facilitator acts as a facilitator-observer and "generator of possible difficulties".

    Equipment and materials:

chairs according to the number of players, a rope, a tape recorder, sheets of whatman paper, colored paper, scissors, glue, felt-tip pens.

    The possibility of continuing the game in the activities of a psychologist and teachers (class teacher):

In the activity of a psychologist, it is possible to continue the game in the form of communication skills training aimed at solving problems identified during the game.

In the activities of the class teacher, it is possible to conduct group-wide activities aimed at developing group cohesion and solving communication problems identified during the game.

    A detailed scenario of the game, indicating the tasks of each stage:

stage

Time

holding

Tasks to be solved at each stage

Materials required for each stage

Travel collection.

The facilitator offers to go on a trip to a desert island and offers to take with him one thing (symbolic) of value to the participant.

Ability to join a group, establish relationships.

"basket hot air balloon» - chairs according to the number of players, a rope tied around the chairs.

Flight in a hot air balloon.

The facilitator invites the participants to take their seats in the balloon and simulate a trip.

Development of readiness for cooperation.

Landing on the island, distribution of roles.

The host offers to land on the island, outline a plan further action and determine who will do what.

Building your activities in the context of the situation and interpersonal relationships.

Establishing life on the island.

(search for food, making a fire, building a dwelling, etc.)

The group members carry out the planned action plan (the facilitator observes).

Expansion of the sphere of emotional experiences, development of skills to cope with one's emotions, expansion of ideas about the ways of constructive behavior, the ability to correlate one's activity with the activities of other participants.

Whatman sheets, colored paper, scissors, glue, felt-tip pens.

Island life.

Participants imitate life on the island, relax, visit each other. The leader is watching.

Development of communication skills, expansion of ideas about the ways of constructive behavior.

Return from the island, the end of the game.

The host offers to take their places in the balloon and return back. The facilitator thanks for the game and invites the participants to thank each other.

Developing the ability to maintain established relationships.

"balloon basket", tape recorder (soft melodic music sounds)

Game discussion.

(group reflection)

Participants sit in a circle and discuss the game with the leader.

Summing up, identifying difficulties, identifying positive changes.

Chairs according to the number of players, arranged in a circle.

    Forms of discussion of the game.

Group reflection - discussion of the game takes place in the form of an exchange of impressions:

What was difficult, what was easy?

What is the most important?

What helped? Who helped?

What hindered?

What feelings arose at different stages of the game?

How are the players feeling now?

What did you like and touch the most?

    Leader self-report.

After the game, the host conducts a working reflection - an analysis of personal problems, a forecast of conflicts, the need and forms of further correction.

Work efficiency:

As a result of the game, the diagnosis and solution of communication problems, the development of non-verbal and verbal communication skills, the ability to recognize one's feelings, and cope with one's emotions are carried out. Participants of the game expand their ideas about new ways of constructive behavior, gain experience in solving problem situations.

Goals:
- the emergence of interest in one's inner world and the inner world of another;
- the formation of ideas about their capabilities, abilities;
- formation of constructive behavior in various situations;
- development of communication skills;
- increasing group cohesion.
materials: bell, numbered cards with the names of birds, animals, insects (according to the number of participants), map, blindfold, cards for the “I am the opposite” exercise, paper, pencils.

PART I. WALK ON THE SEA

Leading. Today I invite you for a walk on the sea. Unusual walk along the Magic Sea of ​​the Land of fairy tales. A beautiful sailing ship awaits us, rocking on the soft waves. We climb the ladder, driven by the cries of seagulls and gentle breeze.

Relaxation exercise
"Peaceful place for reflection"

Leading. Magic sea Land of fairy tales - the sea is unusual. It has the gift of foresight. Now I want you to think for a while and come up with a question that you really want to know the answer to.
Does everyone have these questions? If you have already thought of this question, please raise your hand. I want to show you how you yourself, with the help of the Enchanted Sea, can answer, in whole or in part, your question.
Sit comfortably and close your eyes... Take three deep breaths and exhale and find inside yourself a point of inner peace - a place in the soul where it is quiet and calm.
If you listen carefully, you can hear the waves gently rolling on the shore. Perhaps at first the sound of the sea is heard somewhere far away, but gradually the rustle of a wave rolling on the shore becomes louder and louder. Then the wave rolls back... Then it rushes ashore again and retreats again...
The rhythm of the surf sounds even and soothing. Let the waves wash away and carry away your worries. And just as the waves smooth the sand on the shore, they can make your mind calm and clear.
The sun is setting and colors the sky in gold, red, pink and lilac tones. You feel the warmth of the evening sun with all your skin and, casting a glance at the water, you see glare playing on the waves.
Take a deep breath of air and feel the salty smell of the sea. Sea air fresh and slightly moist. You can hear seagulls screaming as they let the wind blow them high into the sky. At times they hover almost motionless, freezing in the oncoming air flow. You feel completely calm and serene now.
Let's take advantage of the calm and silence of the sea to ask ourselves an important question. Find simple and clear words for your question. And while you are silently pronouncing your question, look into the sea distance and be prepared for the sea to give some answer.
Perhaps you will hear this answer through the sound of the surf... Perhaps the sea will show some picture, some image... Perhaps each of you will feel some feeling in yourself that will help you find the right answer... It may be that the sea will simply suggest new words so that you can clearly and clearly formulate your question (pause 30 seconds).
In any case, now you are familiar with this quiet and calm place in the depths of my soul. And you can come back here any time you want to think about something important.
Now we must say goodbye to this place and slowly return here to this room. Stretch, straighten up, open your eyes and be here again, fresh and alert.
Now have everyone take a piece of paper and draw a picture. You can draw the place by the sea where you were now, or the feeling that you experienced, or your question, or the answer you received. Draw what you want(You have 10 minutes to draw.)

Exercise Analysis

- Did you get any answer to your question?
- Has your question changed?
- How do you feel now?

Exercise "Sounding Force"

Leading. Meanwhile, the weather at sea has changed. The sky was covered with gray leaden clouds, a sharp cold wind rose. Flashes of lightning lit up the sky, peals of thunder shake our ship. An impenetrable darkness descended.
Get up from your seat for a moment and turn into this strong and vigorous wind that carries our sailboat. Take a very deep breath. Then draw full lungs of air and exhale again. This time, exhale with the sound "Whoo". Now try to pronounce this sound so that it looks like a gusty wind: either raising or lowering your voice. And after a while you will notice that by doing so you have saved your strength... (pause 30 seconds). Sit down.
Hiding from the raging storm, we went down to the cabin. But there is no escape here either. The strongest pitching does not allow us to find peace.

Exercise "Pushers"

Leading. Break into pairs. Stand at arm's length from each other. Raise your arms to shoulder height and rest your palms on the palms of your partner. At my signal, start pushing your partner with your palms, trying to move him from his place. If your partner moves you back, try to return to your seat. By placing one foot back, you will get excellent support.
Be careful, no one should hurt anyone. Don't push your partner against a wall or any furniture. If you get bored or tired, shout "Stop!" When "Stop!" I shout, everyone must stop.
Well, are you ready? Attention! Get ready! Started!
Have the kids practice a couple of times first. Once they are a little more comfortable with the game and the group is more open, you can ask the children to choose a partner they have ever been angry with.

Leading. All night we were carried along the raging sea. Only at dawn did the waves slow down. But the stormy night did not go unnoticed. Our ship has fallen into disrepair. It's a miracle it's still floating on the water. Torn sails, broken masts, holds full of water...
Luckily for us, land appeared on the horizon. Favourable wind takes us straight to it. Here before us appeared wonderful island. Once on the shore, we threw ourselves on the hot sand, delighted that at last we found ground under our feet.
However, happiness did not last long, because we realized that we were on ... a desert island.

(To be continued)


GAME LIFE

desert island

PART II. ON THE ISLAND

Exercise "Shake off"

Leading. I want to show you how you can easily and simply put yourself in order and get rid of unpleasant feelings.
Surely each of you saw how a wet dog shakes himself off. She shakes her back and head so hard that all the water splashes around. You can do pretty much the same.
Position yourself so that there is enough space around you. And start shaking your palms, elbows and shoulders. At the same time, imagine how everything unpleasant - bad feelings, heavy worries and bad thoughts about yourself - fly off you like water off a dog. Then dust off your legs from your toes to your thighs. And then shake your head. It will be even more useful if you make some sounds while doing this ...
Imagine that all the unpleasant burden falls off you and you become more cheerful and cheerful, as if you were born again.(30-60 seconds).

New acquaintance

Leading. Having come to our senses and cheered up a little, we, pretty hungry, went into the depths of the island in search of something to eat.
Not having passed even a hundred meters, we saw an amazing picture. Not far away, on a hillock, wonderful trees grew: bottles of lemonade hung on one, delicious cakes on the other, sandwiches with cheese and sausage on the third. Blinded by luck, we rushed forward, but when we were already two steps away from the intended goal, everything around us disappeared. Disappointed, we froze in bewilderment.
Suddenly, a thin voice rang out: “Well, let's get acquainted? I am Lemonadicus vulgaris. And everything that you have just seen is by no means an illusion or a mirage. We do exist. After all, I hope you have not forgotten that you are in the Land of Fairy Tales? And, of course, you can enjoy our fruits, but first solve the problem.

Analytical tasks

1. Owl, Donkey and Winnie the Pooh were given three balloons- big green, big blue and small green. How will they share these balloons among themselves, if Owl and Donkey like big balloons, and Donkey and Winnie the Pooh like green balloons?
2. Three girls - Anya, Katya and Marina - are engaged in three different circles: embroidery, dancing and choral singing. Katya is not familiar with the girl involved in dancing. Anya often visits a girl who does embroidery. Katya's friend Marina wants to add singing to her hobbies next year. Which girls do what?
Young children can be invited to solve riddles.

Leading. Well done! You did a great job and deserve a treat. What kind of wood do you like?
Having thoroughly refreshed ourselves and gained fresh strength, we decided to explore the island. And here our opinions were divided: some suggested going deep into the island, while others suggested going along the coast. The dispute began.

Exercise "Yes and No"

Leading. Think for a moment about how your voice usually sounds. Rather quiet, rather loud, rather medium?
Now you will need to use the full power of your voice. Break into pairs and stand in front of each other. Now you will have an imaginary battle with words.
Decide which of you will say the word "yes" and which will say the word "no". Your whole argument will consist of only these two words. Then you will change them.
You can start very quietly, gradually increasing the volume until one of you decides that it can't get any louder.
Please listen to the bell I brought with me. When you hear it ringing, stop, take a few deep breaths. At the same time, pay attention to how pleasant it is to be in silence after such a din and noise.

When starting this game, keep in mind that the classroom will be very noisy for a while.

Leading. Having decided on the direction, we hit the road. The whole day was spent on the hike. And when the sun was going down, we decided to look for a place to sleep. In the end, we stumbled upon a cozy cave, where we stopped.

PART III.
CAPTURED BY THE EVIL WIZARD

Leading. In the morning we were awakened by a strange noise. When we opened our eyes, we found ourselves surrounded by armed men dressed in strange clothes and speaking in an unknown language. They signaled us to follow them through the winding corridors of the cave.
And soon an extraordinary sight appeared before us. It was real underground city. We walked through the gloomy, dirty streets until we ran into huge stone doors that opened only after our guards cast a spell.
"Welcome to our underground realm of darkness," said a metallic voice that made us wince.
The owner of this voice sat on a high throne, wrapped in a black cloak.
We haven't had guests for a long time. Well, make yourself as comfortable as possible. After all, according to the laws of my country, a person who once got here has no right to return back to his world. Escort guests to their quarters.

At this point, interrupt the fairy tale. Give the children the opportunity to continue, to guess how this adventure will end. No comments or ratings. And after the students express their opinion, continue the tale.

Leading. Despair gripped us. We sat, unable to utter a word, in a room lit only by a dim candle, where the guards led us. Suddenly, a pink cloud appeared before our eyes, from which a beautiful creature emerged.
- Shh, don't be scared. I've come to help you run. I am Fairy Rada from the Land of Fairy Tales. Unfortunately, here, near the Evil Wizard, I cannot stay long. But I can still do something. Now I will turn you into insects, birds and animals. In this form, it will be easier for you to run. The rest is up to you. Ready?! Ding ding ding! - Rada's voice melted with the ringing of a bell.
And we, feeling unusual in a different form, rushed in search of a saving way out.
A few hours later we, tired from running through the winding corridors, but glad that we had coped with such a dangerous adventure ourselves, were basking in the rays of the afternoon sun.
Only one thing oppressed us - we could not return our real appearance. We tried every possible spell, but there was no result. And, when the situation already seemed hopeless, an insight dawned on us. We figured out how to deal with the problem.

Exercise "Pantomime"

Leading. WITH Now you will receive cards with the name of the creature into which the fairy Rada turned you. Look at what is written on them, but do not show anyone else. In order to turn into yourself, you will need to show without words what is written on your card, that is, what you have been turned into. The game begins with the participant number "1".

Coding

Leading. As soon as we got our real bodies, it was decided to flee this island as soon as possible. But when we came to the place where we left the boat, we found that there was no trace of it left.
The only thing we found on the shore was a corked bottle with incomprehensible contents. When we opened it, we found the message:

5 7 5 2 9 6 3 1 2.
8 9 4

Key:
1 - about 2 - t 3 - l 4 - I 5 - and 6 - p 7 - sh 8 - f 9 - e

labyrinth

Leading. Here is the map attached.(see fig.).
The raft was very close to the shore. We easily launched it into the water and set off on our way back. It seemed that our adventure had come to an end, but everything was just beginning, as we saw later.


GAME LIFE

desert island

Psychological game for younger students

PART IV. CHASE

Leading. While we were launching the raft, the Evil Wizard found out about our escape and decided to stop us at all costs.

The game "Raft among the rocks"

Leading. Please stand in a large circle. All who form the circle will be the shore. They must take each other's hands.
In the middle of the circle is the sea. But this is a very dangerous sea, because it has several rocky cliffs. We will make these "cliffs" a little later from chairs. One of you will be the raft and the other will be the helmsman.
We will blindfold the raft, and the helmsman will steer it with the help of words alone. At the same time, he will have to control the raft in such a way that it does not run into a single cliff.
Any of you can now say: "I want to be a raft" - and stand on any place inside the circle, which becomes a harbor. At this point the journey begins. The one who has become a raft must ask one of you to become a helmsman who will steer the raft on its way across the sea between the rocks. After that, we will blindfold the "raft" eyes.
We still have to figure out which harbor the raft will go to. Any of the guys who form the shore can now say: "Let the raft float to me."
Now we know almost everything we need to start the game. We are missing only the rocks. Now four more of you can say, "We want to be rocks." These guys go out in a circle with their chairs and arrange such rocks on the proposed route of the raft, through which it will be quite difficult for the raft to reach the harbor.

You can, of course, adjust the number of "cliffs" depending on the level of development and age of the children.

The "rocks" remain seated in their chairs inside the circle, and then tell us if the "raft" hit them. The helmsman must guide the "raft" very carefully, telling him where to sail. He can give, for example, such commands: "Take two small steps forward", "Stop", "Turn to the right ... A little more", etc.
When the "raft" approaches the end point of its route, the "harbor" should say to the "raft": "You have reached the goal" - and joyfully embrace the "raft".

The Evil Wizard failed to sink our raft, and he decided to go the other way. He decided to move into one of us and thus deal with us.

Game "Burst in a circle"

Leading. Stand in one big circle and clasp your hands tightly. One must stay behind the circle and try to break into the circle. As soon as he succeeds, the next one should go outside the circle and try to break into it. Please be careful not to hurt anyone.

Give the opportunity to as many children as possible to penetrate the circle on their own. The one who does not succeed is the embodiment of the Evil Wizard.
If all the children managed to get into the circle, then the next trick is possible.

Yes, the Evil Wizard is very cunning. It's not that easy to unmask him. But we have another opportunity to deprive him of his power.

The game "I'm on the contrary"

Participants are given cards. On one of them there is an inscription "Initiate", and on the other - "Evil Wizard", the rest are empty. The one who gets the first card becomes the driver. His task is to find the Evil Wizard.
The initiate asks children questions about their external and internal characteristics, family, hobbies, and the like. The participants answer the truth, and only the Evil Wizard answers the opposite. According to the answers, the Initiate draws conclusions and exposes the Evil Wizard.

PART V RETURN

Leading. So, the Evil Wizard is defeated, and we can safely end our voyage. The adventure brought us very close, we learned a lot about each other. And what exactly, you tell us now.

Exercise "Recipe for Cooking a Friend"

Leading. Break into pairs. First, think and remember everything you know about your neighbor: about his appearance, family, what he likes to eat, who he prefers to play with, what clothes he likes to wear, what games he likes, where he usually walks. Then, please, take a sheet of paper and write down a recipe with everything you need to “cook” such a friend.
For example:
Recipe for cooking Dima
Compound:
- blond short hair
- two brown eyes
- freckles,
- one big, always smiling mouth,
- 28 shiny teeth,
- one strong slender body.
Cooking method:
Mix all. Add a cheerful laugh and a sonorous voice. Yes, more, otherwise you won’t get the real Dima. The face must be turned towards the sun so that the eyes sparkle brighter.
On top of that, don't forget the soccer ball and sneakers.

Emphasize to the children that only positive qualities should be mentioned. At the end of the procedure, collect the recipes and read them out (omitting the name), and the children will have to guess who they are talking about. After that, each student gives his recipe to a partner.

Leading. The way back was fun and joyful. We felt happy because we managed to free the land of fairy tales from the spell of the Evil Wizard. And we knew that we succeeded only because we were together, all as one.

Exercise "I like you"

Leading. Please sit in one common circle. Together we will make one big colored web that connects us together. In addition, each of us can express our kind thoughts and feelings for our classmates. Now I will show you how to do it.

Wrap the free end of the woolen thread around your palm a couple of times and roll the ball towards one of the children. Try to choose not the most popular student in the class.

You see what I have done now. I have chosen a student who should be next in the web. After we handed the ball to someone, we say to this student a phrase that begins with the same words: “Kolya (Masha, Petya)! I like you because...” For example, I say: “Kolya! I like you because you politely opened the classroom door for me before class started today.”
After listening to the words addressed to him, Kolya wraps his palm with a thread so that the "web" is more or less stretched. After that, Kolya must think and decide who to pass the ball to next.
When the next student has the ball, Kolya turns to him with a phrase that begins with the same words as mine. For example: "Yana, I like you because yesterday you helped me solve a difficult math problem." At the same time, you can talk about how this person made you happy, what you like about him, for which you would like to thank him. And so our game goes on and on...
Try to remember well what they will tell you when they pass the ball.

Make sure that during the game all children receive a ball. Explain that there is something about everyone that is worthy of respect and love. If some children have difficulty saying the opening phrase, “I like you because...”, then let them replace it with the words: “I liked the way you...”
The child who received the ball last begins to wind it in reverse direction. At the same time, each child winds his part of the thread around the ball and pronounces the words spoken to him and the name of the speaker, giving him the ball back.

Leading. All the inhabitants of the Land of Fairy Tales were waiting for our arrival, gathered on the shore to greet us.

Exercise "Applause in a circle"

Leading. We have very good class and each of you deserves a round of applause. I want to offer you a game in which the applause is quiet at first, and then becomes stronger and stronger.
The game goes like this: you stand in a common circle. One of you starts. He approaches one of the students, looks into his eyes and gives his applause, clapping his hands with all his might.
Then they both choose the next student, who also gets their share of applause: they both come up to him, stand in front of him and applaud him. Then the whole trio chooses the next one. Each time, the one who was applauded has the right to choose another one. So the game goes on and the applause gets louder and louder.

GAME CATOSTROPHES "DESERT ISLAND"

Educational psychologist

Sedanova Valentina Anatolievna

GAME PLAN

part of the game

Short description

Props

Organizing time

Checking if all the participants have gathered, explaining what we will do

Part 1 Warm up

Energizer "Brake", "Alligators"

Strips of paper, with the expectation that a group of children could stand on one.

Part 2 "Balloon Disaster"

The game is aimed at the formation of group cohesion, the identification of leadership, the development of communication skills.

First, the host gives an introductory setting for the game. (game legend) And then hands the players a list of the things that are in the basket. They will have to rank this list, i.e. choose from the list more and less significant things: which of them should be immediately thrown overboard in order to save the expedition, and which ones should be saved and thrown away, only as a last resort.

First, everyone works with their card individually, then in pairs, then in groups of four, and so on, trying to reach an agreement and make a common decision. This is followed by a group discussion.

Presentation with the name of the first game, illustrations, music and noise accompaniment to create the atmosphere of the game.

Each participant is given a writing utensils a form with a list of things. Cardboard tablet.

Part 3. Game "Desert Island"

The task of the surviving expedition is to organize the life of the colony on a desert island, for which the participants are divided into groups and develop their projects.

Whatman paper, felt-tip pens, writing paper, stationery.

Part 4. Reflection, summing up.

PART 1. WARM-UP

Energizer "Brake"

Participants sit in a circle.

Agree on what sound you will designate the sound with which the car starts (for example: “tr-tr”), and the sound with which it slows down (for example, “stop”).

Explain that if you say “tr-tr”, the one on the right should say the same, etc. If someone says “stop”, then the movement will start in the opposite direction.

Ask questions :

What qualities of participants does the exercise train?

What is its psychological meaning?

Energizer "Allegators"

The group receives a strip of paper.

Condition . The group should imagine that the stripes are boats and allegators are floating around. If someone gets off the strip, that allegators will eat it.

Task. Line up for growth

Ask questions:

Was it easy for you to complete the task?

What hindered the completion of the task?

PART 2

Introductory speech of the presenter (instruction for the game):

So, after flying in a balloon, you all escaped: someone fell right on land, someone fell into the water and got afloat. You are all alive, the wounded have received all possible assistance, there are no seriously ill patients. True, this land, by the will of fate, turned out to be an uninhabited island. You assume that this island is off the traffic lanes sea ​​vessels and you will have to equip your life here with the expectation of several years. Here is a rich animal and vegetable world, but there are dangers: poisonous plants, cold winters, visits of cannibals (cannibals) are possible with neighboring islands. It is possible to hold out as a close-knit group, but alone it is almost impossible. Your task is to create conditions for yourself in which you could survive. Understand the seriousness and drama of what happened, especially since during such a period people sometimes go wild, irritability is followed by rage and fights to the death. There is no place for frivolity - you need something to eat and you need to survive. Adjust yourself accordingly, observe yourself: how you will manifest yourself in this life.

What will you start with? Robinson Crusoe and his first steps immediately come to mind: reconnaissance of the island, search for water and food, collecting objects and things that “may come in handy”. But Robinson was alone, and you were a whole group, and each with his own character!

After the first material needs have been met and security measures have been taken, don't you think that you should great advice to decide how to organize life on the island?

You need to solve the following questions:

    1. Organization of life, survival. What measures need to be taken to provide your colony with food, clothing, housing? How to distribute responsibilities: should individual capabilities be taken into account, or should everyone have an outfit, the implementation of which is strictly mandatory? How to ensure the right to life for everyone? Or do you not have such a right? How will you determine the prospects for life on your island? What will be the main purpose of your colony's life?

      Power: what will it be? How will life be organized in your colony? From history you know different types of organization of human communities: tribal, monarchical, democratic. What will you take as a basis? Who will protect the interests of the members of your colony: the general meeting - the veche, the leader, the group of elders or the group of the strongest? How will performance be monitored? What measures will be applied to those who do not comply with the decisions or their duties?

What measures will be taken to maintain power and order? Who will make the final decision: all the inhabitants of the colony by voting or a simple majority? Or a grouping of the most powerful, authoritative, or most beneficial people? Or maybe the leader will do it alone? And how will the implementation of decisions be monitored? What happens if an order or instruction is not fulfilled?

    1. Who and what functions will perform for the life of the colony? Determine the main functions of the inhabitants, which are necessary not only for survival and protection, but also for the development of the entire community and its individual members. What does one need to learn, what to learn? By the situation, you are all a group of research scientists, so most of you are unfamiliar with manual labor. (Remember the TV game "The Last Hero", in which famous actors, politicians, TV presenters had to learn how to survive on the island, while also performing various tasks). Will you take into account the knowledge and skills of each in the distribution of responsibilities, and how will you transfer this knowledge to others? How will new knowledge and skills be acquired?

      What will be the code (rules, norms) of relations between the inhabitants of the colony? Develop your own set of rules that would help solve specific problems, effectively cooperate, maintain order and good relationships. How to ensure the active participation of everyone in society? What norms of relationships will you establish in your colony? Will the opinion of a minority or even one person be taken into account when making decisions? Will a person who does not listen to anyone and does not obey anyone have the right to live in your colony? What if this lifestyle makes him a burden to others? What are the limits of your colony's power? Will she interfere in her private life? Should there be sanctions for breaking the rules? Will you have common holidays? What traditions and rituals will you introduce? Will you have your own coat of arms, flag, anthem?

Reflecting on these questions, try to draw up your own code of laws - the constitution of your island.

No more than 20 minutes are given for the work of the groups, then each group in turn presents to the rest of its version of the organization of the life of the colony. If the proposals are the same, then you can not repeat them completely, but say which of the things said by the previous groups you completely agree with, what you would like to add. When all groups have spoken, a collective discussion of proposals begins. To make them visible to everyone, it is desirable that the proposals be written on large sheets.

It is necessary to tune the guys very well to the situation on the island: answer their questions, lead them to the problems that may arise in the organization of life, in the protection and relationships of people, but at the same time do not suggest solutions to problems. In the process of discussion, “enhancing” verbal techniques can be used: “Did I understand you correctly ...”, “What will happen if ...”. Special attention one should pay attention to how the laws of life of the colony will be created, discussed and approved.

The work can be built according to the following scheme:

      1. Formation of working groups.

        Group work. Discussion and execution of laws on the 4 above positions. The fifth group develops sketches of the coat of arms and flag, selects the text and music for the anthem.

        Protection: one speaker from each group presents and comments on the laws invented by the guys. The remaining groups have the right to ask 1 question for clarification. Critical comments are not allowed. Both the speaker himself and any member of his group can answer the questions of the groups. The time for the speaker's speech is 3 minutes. Questions and answers - 2 minutes.

        After all the speakers have spoken, the whole group votes for the adoption of laws, in case of disagreement, objections are raised, and adjustments are made.

        Comparison of the developed laws with the Universal Declaration of Human Rights. What are the similarities and what are their differences? The presenter's commentary on the history of the creation of the declaration, on the implementation of its laws in the world. (if the game is delayed, this item can be excluded)

PART 4. REFLECTION. SUMMARIZING.

Summing up the game : “We tried ourselves in the role of legislators. Creating a new society on a desert island, we relied on universal values: goodness, truth, beauty. We tried to understand such concepts as freedom, choice, responsibility. This can be achieved if in the first place - mutual understanding and respect between people. It is on these key positions that the basic laws of the inhabitants of our planet Earth are built.

Unfortunately, they are declared, but not everywhere and not always implemented.

Issues for discussion :

    1. Did you like the game?

      Do you think your class is a cohesive team? Why?

      What was the most difficult for you? What came easy?

      Have your ideas about what rights are most important changed during the game?

      Are there any other rights that you would like to add to the Code of Laws?

      Why was the work on the Code of Laws useful for you?

      Which of the invented laws for the island can be used in any human community, and which ones were created based on the circumstances?

      Which of the invented laws would you leave for the life of your class?

References:

    materials

Annex 1

List of items in the balloon basket

p/p

Name of things

Weight

Solutions

One

Group

Dishes (pots, bowls, spoons, mugs)

12 kg

Rocket launcher with flares

b kg

First aid kit with medicines

7 kg

Axes, shovel, crowbar

12 kg

Canned meat

20 kg

Rifle with ammo

25 kg

Large tent (for 10 people)

10 kg

Drinking water canister

20 l

Chocolate and candies

15 kg

10.

Oxygen cylinders

50 kg

11.

Fishing gear

1 kg

12.

Transistor radio

2.5 kg

13.

Boat rubber, inflatable

20 kg

14.

Photo and film cameras

25 kg

15.

Sextant (device for locating by the stars)

5 kg

16.

Warm clothes and blankets

50 kg

17.

Unique animal for the zoo

25 kg

18.

Set geographical maps

2 kg

19.

Materials of your scientific researches (8 folders)

6 kg

20.

Salt, sugar

5 kg