Collection "Developing games for children with disabilities (intellectual disabilities)". Outdoor games for children with disabilities (Disabled Health) Games for children with disabilities

Defectologist teacher

Tarasova M.N.

GBOU School 2127

Moscow 2017

AT recent times Computer techologies began to be actively used in pedagogy. For children with developmental disabilities, the computer can be a powerful tool for social adaptation, learning, professional activity. Students with severe motor impairments can perform written works on a computer, to communicate via the Internet, to fill leisure time and so on.

Our school is working to teach children with severe forms of cerebral palsy how to manage a computer using special peripheral devices such as a joystick, trackball, the Helmet Mouse system and the Accessibility program.

The contingent of those in need of special periphery is mainly made up of preschoolers and younger schoolchildren. For many of them, gaming activity is the leading one, which leads to the use of developing computer games. In the process of mastering the game, the child learns to make decisions, to bring the work started to the end. Motivation increases due to the game strategy and feedback: the child receives approval, praise from the computer, sees the result of his actions on the screen, which is an important point in the lesson.
Thus, the use of developing computer games optimizes the correctional process, helps to implement a high-quality individual approach to teaching children, increases the motivation and interest of children.

A series of special computer games "DJ"

Computer games of the "DJ" series are used on initial stage learning to control the cursor. They are designed to motivate you to work. They can also be used as a musical break during class.

Tasks:

  • generating a hand movement to move the cursor horizontally
  • establishment of an indirect connection between the actions of the hand that manipulate the special mouse and the movement of the cursor
  • the implementation of positive feedback in the form of turning on the sound, as confirmation of the action taken. Negative feedback through sound occurs when the student clicks outside the rectangle: the computer gives directional commands “left”, “higher”, etc., which makes it possible independent work student.
  • formation of eye tracking for the cursor.

Description of the computer game:

The child must move the cursor inside the rectangle with a picture or with the name of a song and click, then the song will sound. Depending on the existing disorders (vision, movements: the presence of spasticity, hyperkinesis and postural reflexes), there are options for games in which you just need to run into the picture.

A large cursor is used for visually impaired users. In accordance with the age of the student and his individual musical preferences, one of the programs is selected.

Lullabies
New Year's №1
New Year's №2
Songs of Pinegin

Special computer game "Washer"

The computer game "Stiralochka" is used at the initial stage of training. It is intended for the formation of primary cursor control skills.

Tasks:

  • formation of hand movements to move the cursor;
  • expansion of fields of view;
  • formation of focus and eye tracking behind the cursor;
  • image identification

Game description:

Screen flooded in green, below it is an image of an object or a photograph. The student must move the cursor around the screen, thus, as if erasing the green layer. Thus, he will be able to open the whole picture.

The game "Washer"


Stiralochka
Stiralochka

A series of special computer games "Reviving Pictures"

Computer games of the "Reviving Pictures" series are used at the initial stage of education for children with concomitant visual impairments. They are designed to form primary cursor control skills. They can also be used to increase motivation for work and as a musical break during class.

Tasks:

  • generating hand movements that move the screen cursor
  • establishing an indirect connection between the actions of the hand that manipulates the special mouse and the movement of the cursor;
  • expansion of fields of view;
  • formation of eye tracking for the cursor;
  • the implementation of positive feedback in the form of turning on the sound, as confirmation of the action taken.

Operating principle:

On the screen, a rectangle divided into 4, 6 or 12 parts, one of the parts flashes to attract attention. The student must move the cursor inside the blinking rectangle and click, then it will change to a piece of the picture. Then the other part starts flashing. When the child opens the last piece of the picture, it "comes to life": a fragment of the cartoon is shown.

There are options in which the sequence of opening pieces of the picture is determined by some known pattern, for example, the sequence of numbers in numerical series etc.

Matroskin

frogs


hike


Contact


Anagram


Chippolino


Schulte 9

A series of special computer games "Find the same"

Special games of the "Find the Same" series are used at the initial stage of education for children with concomitant visual impairments. They are designed to form and develop visual perception, operations of comparison and search methods of orientation to the properties of objects.

Tasks:

  • formation of comparison operation;
  • activation of visual attention;
  • establishing an indirect connection between the actions of the hand that manipulate the special mouse button and changes on the screen.

Game description:

The screen shows two different images that differ in one property, for example, color, shape, purpose, etc. The student must place the cursor inside the left image and click, then the right image will change to another image.

You should click until exactly the same image appears. As soon as the result is achieved, you need to move the cursor to the right picture and click, the video with the song will start playing. If the child does not notice the appearance of two identical pictures, then the images continue to change in a circle.

Form 1

Form 2

Color 1

Color 2

Transport

Birds

Toys

Vegetables

A series of special computer games "Halves"

Games of the "Halves" series are used at the initial stage of education for children with concomitant visual impairments. They are designed to form and develop visual perception. They can also be used to increase motivation for work and as a musical break during class.

Tasks:

  • activation of visual attention;
  • forming the focus of the gaze on the screen;
  • establishing an indirect connection between the actions of the hand that manipulate the special mouse button and changes on the screen;
  • recognition of the whole by its parts;
  • image identification.

Game description:

The screen shows halves of different images connected together. The student must place the cursor inside the left half and click, then the right half will change to another picture.

You should click until the image becomes whole. As soon as the result is achieved, you need to move the cursor to the right half and click, the video with the song will start playing. If the child does not notice the formation of a whole picture, then the images continue to change in a circle.

halves of fruit

halves of berries

halves of a circle

Halves of a square

A series of special computer games "Designer"

Computer game programs of the "Designer" series are used for students primary school with intellectual disabilities and associated visual impairments. Games are designed to consolidate the images of letters and numbers.

Tasks:

  • development of constructive activity
  • activation of visual attention

Game description:

on the left side of the screen there is a field divided into 4 equal parts and a menu with buttons to select the image that will need to be collected (numbers, letters or geometric shapes). When you press the menu button on the right side of the screen, 4 parts of the “cut” picture appear.

The student must collect a whole picture from them by dragging them to the field on the left side of the screen. If the student has positioned the piece correctly, then the bell sounds. When the picture is assembled, the computer praises it.

Assemble the geometry

Collect the letter

Collect the number

Computer game "Designer letters"

Game description:

on the screen there is a menu with buttons with which you can call one of the four games. In all games, you need to build, find, recognize the same letter, for example, P. In the game "Clean" you need to remove extra sticks to get the letter P.

If the answers are correct, sound reinforcement and praise are provided.

Letter constructor

find

take away

A series of special computer games "Tests"

Computer programs of the "Tests" series are used for students with intellectual disabilities and concomitant visual impairments. Games are designed to consolidate and test the knowledge gained in the lessons.

Tasks:

  • activation of visual attention
  • consolidation of ideas about the number series
  • consolidation of counting operations
  • reinforcing grammar rules
  • checking reading comprehension

Description for math:

in the center of the screen is a task or example. There are 4 answers at the bottom horizontally. When the cursor hits the answer, it is voiced and a ring appears around it. If the student gave the correct answer, then the computer praises him. If the answer is wrong, there is an unpleasant sound.

At the end, after solving all the tasks, the number of correct and incorrect answers is counted.

Choose a number

Fix the number line

Before, after, between

Arithmetic Grade 1

Fractions 6 cells.

Game result.

Description of the computer game for reading:

The text for reading is located on the screen, at the bottom of the menu with buttons. The student must press the "Questions" button after reading the story. Then he needs to answer the questions by selecting the button with the answer. If the answers are correct, sound reinforcement is carried out and the transition to the next question is carried out.

At the end, the number of correct and incorrect answers is counted.

Russian test 6 cells.

Story

Questions for the story

Computer simulator "Green circle"

The computer simulator "Green Circle" is used to train the vision of students with optic nerve atrophy or amblyopia.

Tasks:

  • focusing on an object
  • development of visual perception
  • development of spatial relations
  • activation of visual attention

Description:

The game is played in several stages. First, there is one green circle on a white background in the center of the screen. The task of the student is to hover over the green circle each time and click on it. There is sound reinforcement, and the game moves on to the next stage. At the same time, with each stage, the background around the circle begins to be noisy by others. geometric shapes(one-color, multi-colored and one color with a circle), then the background itself begins to change to light green.

green circle

Computer simulator "Football"

The computer simulator "Football" is used at the stage of mastering the skills of controlling the cursor through special peripherals. It is designed to train hand coordination.

Tasks:

  • development of the "hand-eye" system
  • development of spatial relations

Description of the football simulator:

the track indicated by two black lines on the screen. At one end of the gate, and at the other - the ball. The student must attach himself to the ball and lead it to the goal without touching the boundaries of the track. If this succeeds, then the exclamation “Goal!” sounds, and the game proceeds to the next stage. If the line touches, an unpleasant sound is heard, and the ball returns to the starting point. The stages change, gradually becoming more complicated: the direction of the track changes, then it narrows and final stages from a straight line becomes a broken line.

Football simulator

Computer game "Riddles"

The computer game program "Riddles" is used for primary school students with intellectual disabilities and concomitant visual impairments.

Tasks:

  • activation of knowledge about the world around
  • development of thinking (analysis, synthesis)
  • development of visual and auditory perception
  • activation of visual and auditory attention

Description:

A riddle is written in large type at the top of the screen. Below horizontally there are 3 answers in the form of pictures. When the cursor moves over the picture, it is voiced and increases in size. To give an answer, you must click on it.

If the child guesses the riddle, praise sounds, and the program moves on to the next riddle. If the answer is wrong, the child hears an unpleasant sound.

Editors

Computer programs "Editor" are modifications of the Editor program created at Moscow State University (Krichevets A.N.) They are designed to enter text and act as a virtual keyboard.

Tasks:

  • implementation of computer writing
  • development of the "hand-eye" system
  • development of spatial relations
  • development of concentration and stability of attention
  • development of spatial orientation in the plane of the screen

Description:

The screen contains letters and numbers, as well as service buttons. When you hover over a letter, the color is inverted, thereby highlighting the letter. When you click on a letter, it is written in the text field and voiced. For students with vision problems, an Editor Big editor has been prepared, in which there are only 3 large letters, and the rest are located below the text field. You can add or change them as needed.

Editor Big

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MOBILE GAMES FOR CHILDREN WITH DIFFICULTY

Compiled by: instructor

on physical culture

1. Winders».

Inventory: wooden stick - length 20 cm, diameter - 1 - 1.5 cm, rope - 1 - 1.5 m. The rope is tied to a stick.

The game is first played for quality:

Option 1 - hold the stick with both hands;

Option 2 - a stick with one hand, a rope with the other hand.

Then the game can be played at speed.

2. "Goalkeeper". The game is held to develop the speed of reaction and mobility of the hands.

Inventory: gymnastic stick, 2 racks, ball.

The trainee sits on the floor, acting as a goalkeeper. Gates of certain sizes - as convenient for the child. In order to hit the ball, he holds a gymnastic stick horizontally in his hands. First, the ball is directed directly at the goalkeeper, then the direction of the ball is slightly changed to the left, to the right.

3. "Catch the ball" The game is played to develop the reaction and strengthen the muscles of the shoulder girdle.

Inventory: a large rubber ball suspended in a net from a crossbar.

The trainee sits on a chair (on a bench, on the floor). The ball is passed to him, which he catches at chest level. Having caught the ball, he tries to send the ball back to his partner.

When the child begins to confidently catch the ball, you can use not suspended, and then

Use balls of different sizes.

4. "Darts". The game is intended for the development of throwing skills and vision correction.

Inventory: target and darts.

The student sits on a chair or bench. The target is on the floor. From this starting position, the child first learns to throw the dart so that it hits the target. Then he tries to score the most points.

5. "Musketeers".

Inventory: plastic gymnastic sticks.

It is carried out in the style of fencing. To make it easier for the practitioner to perform movements with a stick, he holds it with both hands. The stick is placed vertically.

6. "Ready - I'm falling!". The game is held to establish a trusting contact between the student and the teacher.

The child sits on the floor or on a bench with his back to the teacher. He asks the teacher: “Ready?”. The teacher replies: “Ready!”. The student warns: "I'm falling!". Teacher: "Come on." After that, the student, leaning back, falls on the hands behind the sitting teacher.

7. "Fishing". The game is held for the development of the vestibular apparatus.

Inventory: fitball, objects of various sizes, a stick with a hook.

Option 1 - the student lies on the fitball with his stomach. The teacher, insuring him by the legs, lowers him upside down. The student must alternately lift objects from the floor that are in front of the ball with his left hand, right hand, and both hands at the same time.

Option 2 - the student sits on a chair, holds a stick with a hook at the end with both hands. With the help of a hook, he must get objects that are located on the floor, on a bench, at knee level.

8. "Weightlifter". The game is played to develop the shoulder girdle.

Inventory: 2 racks, gymnastic stick.

The student lies on the floor on his back, holding a stick with both hands. Racks are left and right. The trainee must first alternately pry the racks with a stick, and then, straightening his arms, rearrange the racks.

9. "Bowling alley". The game is played to develop the muscles of the shoulder girdle and lower extremities.

Inventory: skittles, balls, club, 2 racks.

Option 1 - the student, sitting on a chair or bench, pushes the suspended ball from the chest with both hands. He tries to knock down the skittles that are ahead at a certain distance.

Option 2 - sitting on a chair or on the floor throws the ball to knock down the largest number of pins. You can roll the ball on the floor.

Option 3 - sitting on a chair, a large rubber ball in front of your feet. Kicking the ball with one foot or both feet, knock down the skittles. Skittles are placed close to the player. As the exercise is successfully completed, the skittles can be set aside further.

Option 4 - the student sits on the floor or on a chair, he has a club in his hands. In front of it are gates in which there are skittles. Beating the ball with a club, the child must knock down the skittles. The stick must be the size of the practitioner

10. "Milk the cow." The game is designed to develop fine motor skills.

Inventory: a rubber glove with a hole in the index finger, a bucket, water.

Water is poured into the glove and tied. An impromptu udder is hung on a rope. The student must, by pressing on the glove, release it from the contents.

The task can be performed with one hand, two hands, slowly and for a while.

11. "Musician". The game is played to develop the muscles of the outer and inner sides of the thigh, for the muscles of the neck.

Inventory: musical plates, a hat with bells.

Option 1 - the student is tied musical plates to the inside of the knee. Spreading the knees to the sides and bringing them back, the student must perform the given rhythm.

Option 2 - the child wears a hat with bells. He performs turns to the right - to the left, circular movements, head tilts forward - backward.

You can create any melody.

12. "To tie a knot". The game is designed to develop fine motor skills.

Inventory: scarf, rope 30 cm.

The student is blindfolded with a handkerchief and given a rope in his hands. He must make as many knots on the rope as possible. You can play the game for quality, quantity and speed. It can also be done in pairs.

13. "Magic knot". The game is designed to develop fine motor skills.

Inventory: gymnastic stick, several knots.

The student must get a bundle with a gymnastic stick. Untie it and find inside the bundle a surprise for good behavior and the diligence he showed in class. There may be several nodules, but there is only one surprise. The game is played at the end of class.

14. "Mushroom pickers". The game is played to develop speed of reaction.

Inventory: 2 baskets, paralon mushrooms and berries.

Option 1 - collect mushrooms and berries in one basket. Maybe for a while.

Option 2 - alternately berries in one basket, mushrooms in another, which hand is comfortable.

Option 3 - pick berries with the right hand, mushrooms with the left hand and vice versa.

Option 4 - collect everything blindfolded.

15. "Make your own name."

Inventory: cards on which each letter of the student's first and last name is written.

The student lies on the floor on his back. There are cards on the sides to the left and to the right. For example: Ivanov - And on the right, B on the left, etc. Rolling to the left, the child must find a certain letter, the same to the right. So make up your first and last name. If there are an odd number of cards, you can add punctuation marks, for example, the exclamation mark "!".

16. "Crossing". The game is played to develop the strength of the shoulder girdle.

Inventory: gymnastic wall, rope, gymnastic stick.

Option 1 - the student sits in a chair facing the gymnastic wall at a distance of 1 m, 2 m, etc. from it. A rope is tied to the wall, for which the student holds with both hands. Moving the right left hand along the rope, drive up to the wall.

Option 2 - wind the rope on a stick. Fix the practitioner to the back of the chair and insure.

17. "Ring of Saturn". The game is played to develop dexterity.

Inventory: small rubber ball.

The student, seated on the bench, must circle the ball around the neck and around the torso. The task can be performed on quality, and then on speed.

18. "Web".

Inventory: 2 ropes.

The student sits in a chair or armchair. The teacher fixes the ropes on the left and right so that they cross. Having made a turn to the right, the child must unhook the rope with his left hand, the same in the other direction.

19. "Bee". The game is played in the preparatory part.

Inventory: 6 yellow paper strips.

The student is sitting in a chair. The teacher attaches the strips to the right and left so that they are parallel to each other. The student, turning either to the left or to the right, must unhook the strips in order: from top to bottom and from bottom to top.

20. "Kick the ball."

Inventory: hoop, balls, wooden bars.

Option 1 - put a hoop on the floor, balls in it. The student, sitting on the floor, must push the ball away from himself, so as to knock the balls out of the hoop.

Option 2 - make a pyramid out of balls, which the child must knock down.

Option 3 - the same, "Gorodki".

21. "Meeting". The game is played in the main part.

Inventory: 2 rubber balls.

The teacher and student sit opposite each other. Their task is to roll the balls so that they meet.

22. "Journey". The game is played in the preparatory part.

Inventory: 6 pyramids, flags, balloons.

There are 6 stations in the hall, marked with pyramids.

Option 1 - a flag is placed behind one of the pyramids. The student in the chair must go around all the stations one by one and find the given object.

Option 2 - the route is chosen by the student himself.

Option 3 - different objects are placed behind the pyramids, but you only need to find a flag.

Option 4 - tied to each pyramid Balloons which the child must collect.

Option 5 - at each station, the student must perform a given exercise.

23. "Table Towns". The game is held for the development of the eye and dexterity.

When throwing, the player needs to control the bat - a catapult - this is a plank with two risers up to 80 mm high, between which an elastic band is stretched. With the help of this catapult, the gorodishnik sends his bat to the gorodki. A gorodish bat is a stick 4-5 cm long. The catapult is portable, it can be placed on the far line of battle and on the near one. In order for the stick-bit not to fly far, a side of 20x20 cm in size is attached to the edge of the table behind the square where the towns are placed.

Towns - round sticks 3-4 cm long. Towns are installed in figures, as in ordinary towns.

24. "The eye of the needle." The game is played to develop dexterity.

The game requires a wooden plank 40 - 50 cm long, attached to a rack 50 - 60 cm high. From below, for stability, the rack is mounted on a flat disk or cross. “Needles” cut out of thin plywood are hung on hooks to the crossbar. The length of the eye of the needle is 12 - 14 cm. A “camel”, which is located on a stick - a “thread”, must pass into this eye. The height of the camel is 10 - 11 cm.

A bell is suspended under each needle. The player's task is to guide the camel through the eye of the needle without hitting the needle. If the player leads the camel back and forth, he gets 1 point, for the second move - 2 points, for the third - 3 points.

25. "Gate". The game is played to develop dexterity.

A wooden block with five arches-gates of various widths carved into it is installed on the table. A number is written above each arch - from 1 to 5. These numbers indicate the number of points that are awarded to a player who has driven a white game ball into the arch by hitting his ball.

To prevent the ball from flying outside the playing field, protective bumpers are installed along the edges of the table. To play, you need several multi-colored balls (according to the number of players) and one white game ball.

The game ball is placed in the center of the field. You need to hit it with your ball first with your eyes open, then with your right eye closed, then with your left eye closed, perform with your eyes closed. If the white ball does not hit the arch, the player loses the right to move and the next one enters the game. In case of hitting the gate, the player is awarded the number of points that appears above the arch. The game is played up to 50 points.

26. "Trough". The game is played to develop dexterity.

The game requires an oblong wooden trough (it can be replaced with a rectangular elongated box with low walls). Eight partitions are installed inside the trough. They form sectors numbered from "0" to "9". The height of the partitions is equal to the height of the walls of the trough, but they block it only by half the width.

Before the start of the game, 10 balls should be placed in the zero sector. Taking the trough in your hands, carefully shake it so that the balls roll from the zero sector to the second, then to the third, and so on, and you need to do this so that not a single ball falls into the ninth sector. As soon as one of the balls enters the penalty area, the game ends. Korytse put on the table and count the points. For example, if there are 2 balls in the second sector, then the player gets 4 points (2x2). There are three balls in the fifth sector, therefore, the player gets 15 points (3x5). The player with the most points in one turn wins.

27. "Precise throw."

For the game, small rubber balls and a house made of cardboard are used. The task of throwing the ball is to get into the window of the house. The student is sitting in a chair. The distance is determined by the capabilities of the child. First, the chair from the house is located close. The student is given 5 attempts to hit the window. If 4 out of 5 attempts are successful, the chair can be moved back a few cm.

28. Tennis.

When playing table tennis, the student holds the racket with both hands, leaning on the table with his elbows. The teacher sends the balls one by one directly in the direction relative to the student. The child must try to hit each ball.

In order for the student to complete the serve, the teacher throws him a ball low vertically upwards. You can also use a device to which the balls are suspended. The student tries to hit the ball accurately.

29. "Air billiards". The game is played to develop dexterity.

For the game, a frame and racks are made of wooden planks. The height of the frame is 50 cm, the length is 60-70 cm. 10 wooden balls are suspended from the horizontal bar of the frame on a string. They hang at the same level, 25 cm from the table surface. The balls are placed on equal distance from each other. Each ball has its own number. A wooden stand 25 cm high is attached to the center of the crossbar. A movable rail 60 cm long is screwed to it. A shock ball hangs from its end on a cord 75 cm long. With this ball, the player must hit the balls suspended from the frame. The impact ball is sent by the cue.

The player must hit the balls in the order of their numbers. Before hitting, he announces the number of the ball he is hitting. After a successful hit, he gets the right to one more turn. If he misses or hits a ball with a different number, he loses his turn and gives way to the next player.

The winner is the player who hits all the balls first.

30. "Berries, vegetables, fruits."

Inventory: three cards - red, green, blue.

Three cards are placed in front of the student: red - berries, green - fruits, blue - vegetables. On the instructions of the teacher, the student performs a movement (for example, turns to the right - to the left). Suddenly, the teacher pronounces one of the words (for example, “pear”), the student must raise a green card.

31. "Forward - back." The game is held for attention, as well as for warm-ups.

The teacher calls any number: if it is even, the student must drive forward; if the number is odd, then the player must drive back.

32. "Attention - let's start."

The teacher shows in a certain sequence exercises numbered 1, 2, 3, 4, 5, etc. Then he gives the command: “Exercise 3, start!” The trainee must complete exercise 3.

33. "Simple arithmetic." The game is held for attention in the final part of the lesson.

The teacher calls different numbers one after the other, and the student after each number calls the next one in order. If this number turns out to be zero - put your hands on your belt, two zeros - hands forward, three zeros - hands to your shoulders.

34. "It's the other way around." The game is held in the preparatory part of the lesson.

The teacher shows the exercises, and the student repeats after him, but in the opposite direction. For example, the teacher tilts to the right, and the student to the left.

35. "Sensitive sentry."

Inventory: balls, skittles, cubes, scarf.

A blindfolded student sits on the floor, balls, skittles, cubes are laid out around him. The teacher carefully approaches the objects to take one of them. The trainee, having heard steps or a rustle, must indicate the direction from which the sound is coming.

You can involve the parents present at the lessons in the game.

36. "Put your nose." The game is held to develop orientation in space.

Inventory: drawing paper with a clown's face painted on it, a paper nose with a piece of plasticine, a handkerchief.

Whatman paper with the face of a clown without a nose is placed on the wall so that it is easy for the student to reach the sheet. The player is blindfolded, the chair is turned three times.

After the chair is placed in front of the sheet, the student must drive up to him and put his nose on the clown.

The teacher provides insurance and directs the student's action (tells him how far to go and when to stop).

37. Free throw. The game is played while learning to throw.

Inventory: hoop, ball, scarf.

The student sits on a chair. A hoop is placed on the floor in front of him. Then they blindfold the student and give the ball. The player must throw and hit the hoop.

38. "Sense of time." The game is played at the end of the lesson.

The teacher gives the student a task that he must complete within a certain time. When time, in his opinion, expires, he must complete the exercise. For example, leave the hall and come back in one minute; shift the balls from right to left for 20 seconds, etc. The teacher marks the time.

39. "Black box". The game is played at the end of the lesson.

Inventory: box, ball, etc.

An object (for example, a ball) is placed in the box. The student asks questions to the teacher, to which he answers only “Yes” or “No”. The player can ask 10 questions, after which he must say what is in the box.

40. "Sun, fence, pebbles." The game is held for attention and in the preparatory part of the lesson.

The teacher, gradually increasing the pace in any order, gives the student commands: “Sun”, “Fence”, “Pebbles”. Engaged in the command "Sun!" spreads his fingers on his hands, at the command "Fence!" closes his fingers and straightens his palms, clenches his hands into fists at the command "Pebbles!".

41. "So and so." The game is played for attention, in preparatory and concluding parts lessons.

When performing the exercise, the teacher pronounces the word “so”, the student must repeat the task. If the teacher says “that way” and performs some kind of movement, then the player does not repeat this movement.

42. "Decompose blindly." The game is played in the final part.

Inventory: 3 sets of sticks, each set contains 15 pieces. Each set is a different color and different length.

The student is blindfolded. The player's task is to sort the sticks by size and arrange them into separate piles.

The game can be complicated if the sticks differ in two ways: for example, in length and in thickness. You can also involve the parents present in the classroom into the game.

43. "Who flies?". The game is held to develop reaction and attention.

The teacher says: “The dove is flying,” and raises his hands up, the student does the same. Then he names other birds and insects. Suddenly he inserts: "The cow is flying" or "The table is flying." In these cases, you do not need to raise your hands.

44. "Turnip". The game is played to develop hand strength.

Inventory: a stuffed ball weighing 1 kg, a rope 3 m long. The rope is tied to a stuffed ball.

The student is sitting on a chair. The ball is placed opposite at a distance of 2.5 m. The end of the rope is given to the student. On a signal, the player must pull the ball towards him.

45. "What has changed?". The game is played with attention.

Inventory: toys.

10 -15 different toys (or other items) are placed in a conspicuous place in a mess, the Player must carefully consider them, after which he turns away. The teacher at this time rearranges 2 - 3 toys to other places (or removes, adds, replaces others). After the signal, the student turns and determines what has changed.

The teacher performs different movements and the student must perform them with him. But one movement is forbidden, it cannot be performed. For example, it is forbidden to perform the “hands to shoulders” movement. When the teacher performs the forbidden movement and the student repeats it, he will have to perform the given rhythm with his palms.

LITERATURE

Main literature

1. Adaptive physical culture in work with children with disorders of the musculoskeletal system (with cerebral palsy). Toolkit/ Under the editorship.- St. Petersburg, SPbGAFK them. , 2003, - 228s.

2. Adaptive physical culture at school. elementary School. / Author compiler / Under the general editorship. - St. Petersburg, St. Petersburg State Academy of Physical Culture named after, 2003, - 240s.

3. orientation along the trails. - Yekaterinburg, 1998, - 68 p.

4. Corrective outdoor games and exercises for children with developmental disorders / Ed. prof. . - M.: Soviet sport, 2002. - 212 p.

5. Socio-pedagogical rehabilitation of children with cerebral palsy / Edited. - M.: MGSU, 2001. - 198 p.

6. Technologies of physical culture and sports activities in adaptive physical culture: Tutorial/ Authors compilers, / Ed. . - M .: Soviet sport, 2004. - 296 p.: ill.

7. Private methods of adaptive physical culture: Textbook / Ed. . - M.: Soviet sport, 2003. - 464 p.

8. Portable and outdoor games for children and adolescents with disorders of the musculoskeletal system: Proc. allowance for students. defectol. fak. higher ped. textbook institutions / Per. with him. ; Scientific ed. Russian text. - M .: Publishing Center "Academy", 2003. - 112 p.

additional literature

1. Litvinova folk outdoor games: A guide for

child educator. garden / Ed. . - M .: Education, 1986. - 79 p., ill.

2. Outdoor games for grade 2, like additional material in the content of the third lesson of physical culture / Comp. . - Petrozavodsk: 1995. - 48 p.

3. Educational games. - St. Petersburg: Delta, 1998. - 208 p.

4. 300 outdoor games for junior schoolchildren. A popular guide for parents and educators / Artists,. - Yaroslavl: Academy of Development: Academy, K: Academy Holding, 2000. - 224 p.: ill.

Children with disabilities (disabilities) need a special approach. Specialized corrective outdoor games have a positive effect on these kids, helping to improve their health, helping to develop important skills. Such classes are not only a fun pastime, but also an extremely effective remedy. In our article, you will learn what types of games can be used for children with various features development.

Outdoor games for children with disorders of the musculoskeletal system (musculoskeletal system)

  • "Christmas tree". Children stand in a circle holding hands. The teacher starts telling the story about the Christmas tree. If the host said the word "wide", the kids should expand the circle, "small" - sit down, "high" - raise their hands, etc.

  • "Looking for a Pair". The game requires icons or flags of two colors, for example, yellow and green. On command, the little ones scatter in different directions. When the teacher gives the signal, each kid should quickly find a mate by choosing a participant with the same flag color as theirs. The created pair depicts some figure.
  • "A circle". The participants form a circle, at the command of the teacher they begin to pass the ball to each other. As soon as the leader gives a signal (for example, one clap of the palms), the kids change the direction of the ball.
  • "The fastest". For the game you will need a rope, colored ribbon and two sticks. The ends of the rope are tied to sticks, a ribbon is tied in the middle of the rope. Pairs participate in the entertainment. At the command of the teacher, each participant begins to tie a rope on a stick. Whoever does it faster and reaches the middle first - he won.

Outdoor games for children with mental retardation and mental retardation (delayed psychomotor development)

Consider outdoor games for children with intellectual disabilities.

  • "Name the word." The children line up. The teacher throws a ball to each of them and calls a letter. The kid must catch the ball, sit down, stand up, naming a word starting with this letter and throw the ball back to the teacher.
  • "Sparrows". With the help of a counting rhyme, one participant is chosen who will be the “cat”. His task is to catch the "sparrows" - the rest of the players. "Sparrows" can hide from the "cat" by standing on a log or on a line marked with chalk. When the leader pronounces the phrase “sparrows flew”, the participants must jump off the “perch”, “chirping” and “waving their wings”, the “cat” at this time begins its hunt.

PECULIARITIES! Each child with special needs requires an individual approach. It is necessary to take into account not only the preserved motor and intellectual functions of the baby, but also his temperament, age and gender, as well as strong-willed qualities.

Outdoor games for children with hearing impairment

Consider outdoor games for deaf and hard of hearing children.

  • "In zoo". Several kids, together with the teacher, stand one after another, holding on to the shoulders of the participant in front, depicting a train. The rest of the children stand in a drawn circle or in a hoop, and as soon as the train approaches them, they depict any animal with the help of movements, gestures and facial expressions. The task of the rest of the kids is to guess. At the end of the game, you can encourage children who have shown themselves best.
  • "Catch a squirrel." Among the players choose a "hunter". He must catch up with the rest of the participants - "squirrels", who, in turn, can hide in the house, standing on some kind of wooden elevation (bench, stump, etc.). If the "hunter" caught the "squirrel", they switch roles.

Outdoor games for visually impaired children

Consider outdoor games for blind and visually impaired children.

  • "Catchers with a bell." Each child is given a bell. A pair of drivers is selected, they must catch up with the participant with the bell, surrounding him. In turn, the player can pass the bell to any other participant. If the drivers caught the player, then he drops out and passes the bell to another child or becomes the driver himself. Instead of a bell, you can use a bright hat or cap.

  • "Laugh the figure." Toddlers perform arbitrary movements, on command they freeze in one position or another. Water should come to the figure and make her laugh. Participants are not allowed to smile or change posture. Those players who cannot fulfill these conditions are eliminated.
  • "Fishing". Two kids join hands, they will play the role of a “net” and catch “fish” - the rest of the children. With each “fish” caught, the “net” increases. The children who are caught join hands with the babies from the net. The last player not caught wins. When catching "fish" you can not "break" the "net", you need to hold hands as tightly as possible.

IMPORTANT! Carefully observe the baby during the game, revealing his potential. Encourage the development of new opportunities for the crumbs, using joint activities, gradually accustoming him to participate in them without your help.

Outdoor games for children with cerebral palsy

  • "Execute the command." Children stand in front of the leader and close their eyes, starting to complete tasks. For example, “take 2 steps forward”, “stand on your toes”, “turn your back”, etc.
  • "Pass the ball around." The kids of each team become in a circle. Then the captains are chosen and the ball is given to them. At the signal of the leader, the ball must be passed to each other so that it is returned to the captain as soon as possible. The team that does it faster wins.
  • "Push the cube." The task of the players is to move the cube as far as possible by throwing the ball. Instead of a cube, you can use a toy.
  • "Hot Ball" Children pass the ball in a circle while the music is playing, as soon as the melody ends, the player in whose hands the ball is is out. You can play without music and use a whistle to signal.

Regular corrective gaming sessions will definitely bear fruit. Kids will be able to smoothly adapt to the conditions of the world around them, spend their leisure time interestingly, and also learn communication skills and self-expression.

Outdoor games for correctional children: useful video

Video selection of games for children with disabilities:

One of the first tasks is to teach children to protect and strengthen their health, to shape the child's personality.
Children with various deviations in the state of health (with intellectual problems, the consequences of cerebral palsy, etc.) have different physical abilities, and this feature must be taken into account when conducting outdoor games.
Therefore, when selecting games, it is necessary to take into account the nature and depth of the defect, the real motor capabilities of the child and his individual reaction to physical activity. It is important that the magnitude of the load is accessible to the child and does not cause him to overstrain.
The content and dosage of the load should provide for the gradual complication of games, alternating them in direction, intensity and duration, which stimulates a constant interest in gaming activities.
Children with problems are dominated by mental traits characterized by the inability to obey the requirements and rules of the game, the inability to concentrate on the task, instability of attention, disinhibition of behavior, etc. When working with such children, all attention should be directed to identifying their potential and the formation of such motives for activity that would be close and understandable to them. Purposefully selected outdoor games develop in children fine motor skills, coordination of movements, balance, accuracy, differentiation of efforts of time and space, improve the quality of attention, sound - pronunciation, etc., that is, stimulate the development of physical, psychomotor and intellectual abilities children. In the game, communication skills are acquired both with adults and with children.
Outdoor games are a means of active recreation after class. During the game, it is necessary to manage both the actions of the entire group as a whole, and the actions of each child. It constantly maintains interest in games, encourage the players. The direct participation of an adult in the game will give it liveliness, make it more emotional. Leading the game, he must remember the task of correction to support the independence and initiative of children. Passive children are included in active actions, easily excitable, quickly distracted - in actions that require attention and endurance, strong-willed qualities, the ability to consciously control their movements.
Repeating old games and offering children new games, the educator should strive to improve their conduct. Only under the condition of a strong assimilation of the games held with children in children with disabilities will motor skills develop, interest in the game, collective activities will develop.
Involvement in play activities of children with disabilities usually begins with games of low mobility and simple in plot and content. Simple games prepare children for complex ones, since they already require compliance with the rules, the ability to listen and follow the commands of an adult, and the endurance and discipline necessary in any game are brought up. Sincerity, goodwill, cheerfulness and openness, empathy and the ability to help, notice success - these are the qualities that attract children, cause them sympathy and respect for adults, and sometimes are the main motive for participating in the game. The most important result of the game is joy and emotional uplift.
The only requirement for outdoor games is that they must be interesting for children.

Games for children with disorders of the musculoskeletal system

word games
1st option
The players stand in a circle. In the center of it is the leader with the ball in his hands. The host throws the ball to any participant in the game and loudly says part of a word. The player to whom the ball is thrown must catch it and immediately finish the word.
2nd option
The players form a circle, the leader is in the center of the circle. He throws a ball to someone and calls out the first letter of the alphabet. Returning the ball, the player calls the second letter. Then the leader calls the third letter, and the one who caught the ball - the fourth, etc. The one who made a mistake receives a penalty point.
3rd option
Letters of the alphabet are distributed among the players. If there are few players, then everyone gets a few letters. The facilitator offers to make words, sentences.
Each player during the game claps his hands for his letter. After the end of the word, all players clap twice. At the end of the sentence, everyone clap their hands three times.
Words with given letters
The host rolls a die and keeps track of the number that has fallen. For example, 3 fell out. Then he counts "One, two, three", announces the topic, suppose - " Animal world". The participant in the game, to whom the leader will show, must name three words related to this topic and starting with o, d, t, for example, deer, porcupine, tiger. Then the leader rolls the die again. Let's say the number 5 fell out. The leader counts up to five and calls another topic: " place names". The player, whom the leader pointed to, names five words with the letters o, d, t, h, p. The one who fails to answer correctly becomes the leader.
Movement games
"We are funny guys"
We were sitting on the bench
We are funny guys
We are funny guys
We all said together:
- Right hand, left hand (show).
Then we repeat everything from the beginning and add:
- Right leg, left leg (we put legs alternately). We repeat the words again and gradually add:
- Right shoulder, left shoulder (show). Then, after repeating the words, we attach the word head with movements. Then we repeat everything together.
Note: movements of arms, legs, shoulders, head are made throughout the entire text.
"Nose-Ear-Nose"
Turning to the participants in the game, the host says: "Touch your nose with your index finger and say:" Nose ". Once again, again. I will do the same. But if I say, for example," forehead ", you should immediately touch your forehead. Got it? Let's start! Nose-nose-nose-ear!" (At this time, the host points his finger to his chin, and many involuntarily do the same).
The game is repeated several times. Important attentiveness, reaction.
"We hunt the lion"
The host says the first line, everyone repeats in unison:
- We're chasing a lion. (depict walking in place)
We are not afraid of him.
We will fight him to the death.
- And, of course, we will win - chug!
- And what is it there? (They peer, placing their palms edge to forehead)
- Oh, it's swamp (swamp, forest, mountain)!
- You can't get around it. (They show with their hands, as it were, bypassing the swamp, forests, mountains)
- You can't crawl through it. (Point upward with hand.)
- You gotta go straight! (repeat all words again)
- And what is it there? (Peering)
- Oh, it's a hole!
- And who lives in it?
- It must be a lion! (Quietly repeat all the words)
- And what is it there?
- Oh, it's a tail! (Loudly.) (They run away, again overcoming, in reverse order, a mountain, a forest, a swamp, a swamp)
"We will buy with grandma"
Shopping game. Do you like shopping? Here also help.
Leading: You will repeat the words after me and do the same movements as me:
- We will buy a chicken with my grandmother.
- Chicken by grain - cluck-tah-tah. (Hang hands on knees)
- We will buy a duck with my grandmother.
- Duck - duck-ta-ta. (Hands in front of you crosswise, squirming like a duck is swimming)
We repeat everything from the beginning and add:
- We will buy a turkey with my grandmother.
- Turkey - fu you, well you. (We wave our hands)
We repeat everything from the beginning and add:
- We will buy a piglet with my grandmother.
- Piglet - oink-ki, oink-ki. (We twist the fists in front of the nose, it gives the impression of a patch)
Again we list everyone who was bought with my grandmother, and we add,
- We will buy a cow with my grandmother.
- Cow - mu-ki, mu-ki. (Butting with horns)
- We will buy a horse with my grandmother.
- Horse - come on, come on. (Hands forward, we pull the "reins" on ourselves)
- We will buy a dog with my grandmother.
- Little dog - av-av. (We rake in the "ears" with our hands)
- We will buy a kitty with my grandmother.
- Kitty - meow-meow. (Movement of hands in front of the nose, as if a cat washes itself.)
- We will buy a TV with my grandmother. (We show the TV with our hands.)
- TV - time - facts. (Time is a raised hand, facts are a hand lowered in front of you.)
- Announcer - la-la, la-la. (Waving hands to mouth.)
We must not forget that after you have bought something, all previous purchases are repeated from the beginning.
games in the room
Quiet music
Choose a driver. Show him the object that you will hide. Let the driver leave the room. Hide this item with one of the players - in a pocket, shoes, behind a collar, etc. Call the driver and start singing a song in chorus. When the driver comes close to the one who has the object hidden, sing louder, goes further - sing quieter, until he finds it. Found - another person goes to drive.
Get a handkerchief!
All players stand in a circle, in the center of which stands the leader with a handkerchief in his hands. The players clap their hands three times, and the host at this time throws the handkerchief up. The players clap louder and more often. When the host has caught the handkerchief, all players stop clapping. Everyone should be careful, because the leader cannot always throw a handkerchief. Whoever clapped his hands at the wrong time must do something.

The use of outdoor games in physical education classes in order to increase motor activity and relieve the complex of children with disabilities

To date, one of actual problems is the implementation of an inclusive approach in the upbringing and education of children with disabilities (hereinafter HIA) in conditions preschool.

Inclusive education is the process of creating an optimal educational space focused on finding new ways to meet the educational needs of each preschooler.

The stage of preschool childhood is the time when a child with disabilities enters the first public educational system - preschool education and upbringing.

At present, the so-called spontaneous inclusion of children with developmental disabilities into the environment of healthy peers often occurs, especially in countryside. Children with disabilities stay in general educational institutions, regardless of mental and speech development, from the structure of the defect, from the psychophysical possibilities. The presence of children with disabilities in the same room and at the same time with normally developing peers helps to reduce the distance between these categories of preschoolers. However, the ability to be included in the usual group of children characterizes not only the capabilities of the child with disabilities, but also the quality of the work of the preschool institution, the presence in it of adequate conditions for the development of pupils with disabilities. special needs. Therefore, for full functional and social inclusion, it is necessary to special organization substantive interaction, interpersonal contacts and communication, equal partnership, removal of social distance.

So, for example, one can observe low physical activity of children with disabilities in physical education classes, which leads to embarrassment, embarrassment, and complexes due to individual features organism.

The specificity of physical education classes with children with disabilities lies in the fact that pedagogical influences should be aimed not only at correcting physical, but also mental health. The main tasks at each lesson are the correction and prevention of posture, flat feet, walking, running and other natural movements, the activation of autonomic functions and the strengthening of the muscular corset. That is why classes with these children should be of a corrective and developmental orientation, and should also be emotionally saturated.

As already mentioned, children with disabilities are often notorious both emotionally and physically. Only in games do children become completely liberated, and only in games can the best results be achieved in mastering their physical skills and abilities, and provide a natural need for movement. For the versatile development of body functions, a combination of various types of movement is of particular value. The free use of sufficiently mastered skills in different situations creates more opportunities for preschoolers to show activity and creativity.

Through games, it is easiest to introduce a child to physical education. Education of the ability to walk correctly, run fast, jump easily and boldly is carried out in the classroom with the help of exercise and outdoor games. The game puts the child in a position where his mind is working lively, energetically, feelings are tense, actions are organized.

Perhaps it is the game that is the best means of educating the personality of a child.

The widespread use of outdoor games in one's practice in conjunction with a holistic system of measures for physical education will help to achieve the desired result. The main goal is to activate all body systems: blood circulation, respiration, vision, hearing. The game should bring the child positive emotions. Active actions in the game also help children with disabilities eliminate self-doubt, shyness, and timidity. All this taken together allows us to talk about the health-improving effect of outdoor games.

For a child, the greatest joy in the game is the satisfaction of the natural need for communication, emotional contact with other children, the opportunity to express their feelings. An environment of goodwill, trust, mutual assistance, approval of actions, respect and recognition in a peer group - all this is a permanent incentive and a great value of an outdoor game as a means of increasing physical activity.

The very process of the game is always associated with new sensations and emotions. Games attract children with their cognitive content, emotional coloring, warmth of relationships, unique experiences. How effective, in terms of physical and mental education, outdoor games turned out to be, can be judged by the behavior of children: diligent, joy in their eyes, focused, active.

I note useful outdoor games in which a situation is created that increases interdependence from each other. Communication skills acquired in such situations are most easily transferred to other activities, to ordinary life conditions.

The following are examples of games that can be used in physical education classes as a way of mastering basic movement skills, taking into account some of the limited abilities of children:

"Zoo".

Target: development of imagination, looseness in movements.

Number of players - 4-20 people.

Instruction. All participants in turn show the movements characteristic of the animal conceived by them according to the conditions of the game. The rest are trying to figure it out. Then the participants are united in subgroups of 2-3 people. The host, pointing to any subgroup, gives the name of the animal. Participants, without saying a word, together depict one named animal. Further, the subgroup can also depict any animal, and the other participants guess which one.

"Recognize by voice"

Target: development of hearing and the ability to navigate in space.

The number of players is 5-20 people.

Instruction. The game is played in the gym or on the playground. All the players, holding hands, form a circle, the driver stands in the center. Players, at the signal of the driver, begin to move in a circle to the right (left), saying:

We frolic a little

All were placed in their places.

You solve the riddle

Who called you, find out.

With last words everyone stops, and the player, whom the driver touches with his hand while moving in a circle, calls him by name in a changed voice, so that he does not recognize him. If the driver recognizes the player, they change roles, but if he made a mistake, he continues to drive.

Option: the driver must recognize the voice of his mother.

Methodical instructions.

· During the game, complete silence must be observed.

· The driver with the rest of the vision or the one who sees normally must close his eyes or put on a blindfold.

"Catch the ball"

Target: development of attention, accuracy and coordination of movements.

The number of players is 10-12 children.

Inventory: two scored balls.

Instruction. The game is played on the playground. All players form a circle. Two players standing in a circle 3-4 players apart are given a ball each. At the signal of the driver, the players try to pass the balls to the player on the right as quickly as possible so that one ball catches up with the other. When this happens, the game starts again.

Methodical instructions.

· Balls can only be passed, not thrown.

· The number of balls can be increased.

· The ball is passed at waist or chest level.

"Catch up the bell"

Target: development of speed, dexterity, ability to navigate in space.

The number of players is 10-12 people.

Inventory: bell.

Instruction. The playing area should be marked with tactile landmarks. From among the players, two pairs of drivers are selected. One of the players is given a bell. The player with the bell runs away from the drivers, and they try to surround him, closing their hands. This can be done by one or both pairs of drivers.

The player with the bell at the moment of danger has the right to pass (but not throw) the bell to any of the participants in the game.

The caught player and the one from whom he had previously received the bell replace one of the pairs of drivers. The bell is handed to the most dexterous player, and the game continues.

Option (a game for the visually impaired and sighted):

Instead of a bell, a cap is used on the head. You can only catch the one who has a cap on his head.

Methodical instructions.

· Pairs should be completed as follows: blind - a child with a residual vision; sighted - blind.

· Players are not allowed to leave the area.

· All players on the court can wear sounded bracelets (with bells, etc.).

· If the leading pairs open their hands, the fleeing player is considered not caught.

"Catch the ball"

Target: development of attention, memory, acquisition of skills in throws and catching the ball.

The number of players can be any.

Inventory: one medium sized ball.

Instruction. The players sit in a circle. The driver is in the center. Throwing up the ball, he calls the name of the player. The named player must catch the ball. If he caught him, then he returns to his place, but if he didn’t catch him, then he changes place with the driver. The winner is the one who is the least ball leading.

Methodical instructions.

· The pace of the game depends on the number of participants standing in a circle.

· If the players do not know each other, then before the start of the game they need to be introduced to each other: each in turn calls his name, and the whole group repeats it in unison.

· Players are free to move around the circle.

It is known that children with various deviations in health status (with pathology of vision, hearing, consequences of cerebral palsy, with intellectual problems, etc.) have different physical abilities, and this feature must be taken into account when conducting outdoor games. It is important that the magnitude of the load is accessible to the child and does not cause him to overstrain.

Thus, the motor activity of a preschooler should be purposeful and correspond to his experience, interests, desires, functional capabilities of the body, which is the basis individual approach to every child.

Outdoor games help to remove the child's complexes, increase his interest in physical activity.