Games and competitions on an Orthodox theme. Sunday school "ark"

1. MRS MUBLE

10-15 people sit in a circle. One begins the game with the following question addressed to the neighbor on the right: “Is Mrs. Mable at home?” He must answer: “I don’t know, I’ll ask my neighbor.” And he asks the neighbor the same question, to which he receives the same answer. Participants get all the pleasure from how the words are pronounced. They must be spoken without showing teeth, i.e. biting my lips.

2. ROBBIE
To play you need 5 or more people. The presenter pronounces some commands. If he says: Robbie says.... (do this), then the others follow the command. If the presenter simply says a command (do something), then there is no need to carry it out. Whoever makes a mistake leaves the game. Commands can be the following: close your eyes, raise your hands, lower your hands, jump up, meow, etc. The last one standing wins.

3. REMEMBER THINGS
15-20 are laid out on the table various items. Players are given 30 seconds to remember them. After which the items are covered. Each participant writes what he remembers. The one who remembers the most items wins. The game can be made a team game, that is, it is not just one person who remembers, but a team; The team that names the most items wins.

4. THE LOST SHEEP
Children's game on the theme: "Jesus is the Good Shepherd." Main idea: The Lord always knows where we are and can always find us, like the Good Shepherd. 5-50 people play. One person leaves the room, at which time a “sheep” - some object - hides. The “shepherd” enters and begins to search, and everyone else helps him, clapping their hands, according to the “hot-cold” principle.

5. BAG
The game is good for analyzing the Bible story about the healing of the blind. The presenter invites the children to imagine themselves blind and guess objects by touch. To do this, take a bag into which a variety of objects are placed: a watch, an apple, matches, a glass, etc. If desired, everyone can reach into the bag and pull out objects one by one, guessing them.

6. CROCODILE
A minimum of 4 people are required to play. Players are divided into two teams with approximately the same number of people. The first team thinks of a word, for example, “student”. Then they call any one player from the opposing team and tell him this hidden word. This player's task is to pantomime this word for his team to guess it. When a player shows the hidden word, his team begins to guess out loud. For example: are you showing the school? To which the player can respond with a nod of the head, but must not utter any words or sounds. When the word is guessed, the teams change roles.

7. CONDUCTOR
A minimum of 5 people are required to play. Everyone stands in a circle, one player comes out. One person is selected to be the “conductor”. He will show as if he is playing a musical instrument, and repeat everything after him. The guessing player enters and everyone starts playing, repeating after the “conductor.” The guessing player must find out who the “conductor” is. If he guessed right in less than three attempts, then he stands in a circle, and the “conductor” comes out instead, and if he fails to guess right two times, then he guesses again, only a new conductor is chosen.

8. THE RIGHT VOICE
The game is good for the lesson topic: how to follow Jesus. You need at least 5 people and a room for playing or space on the street, in the yard, in the forest. One player is blindfolded. Among the remaining players, one is selected to be the “right voice.” There are many different obstacles in the room (yard, forest). The blindfolded player must walk a certain path between these instructed objects, while everyone else advises him how to go. The “right voice” always tells the truth, but everyone else deceives and tries to lead you astray. The traveler needs to understand whose voice is telling the truth and then constantly listen to it.

9. SALAD
Although this game is very simple, it can become your favorite one. It's worth playing it once and you'll love it! To play, you need one less chair than there are players. 10-20 people play. Everyone sits on chairs, one remains in a circle. He gives everyone the names of fruits and vegetables. For example, it turned out 3 apples, 3 pears and 4 bananas (the person standing in the circle also takes the name of the fruit). The game begins. The person standing in the circle shouts out one name: pear! Those who received this fruit must change their place. Again there is one extra left. He also shouts out the name of the fruit, or maybe two at once. If the word “salad” is shouted, then all players must change places. The game can continue indefinitely.

10. TRANSFER IT TO ANOTHER
The game requires two teams of 5-7 people. This game is similar to the game "Crocodile". Only here the first team guesses not just one word, but an entire Biblical story, for example, how Noah led the animals into the ark. Then the first team calls one player from the second team and tells him what is in store. Unlike the game "Crocodile", the players of the second team must be in another room at this time. They are called one at a time.

So, the first player from the second team learned his task: to depict how Noah led the animals into the ark. A second player from the second team is called, to whom the first player in pantomime portrays a hidden story. He does this only once, and the second player just watches and doesn’t ask anything. The second player’s task is to understand what they wished for, in order to then pass the story on to the third player from his team. So, the whole story is transmitted along a chain from one player to another. If the guesser knows the story, it will not be difficult for him to portray it himself in pantomime, but if he does not guess correctly, he will begin to show him incomprehensible movements, which will make everyone else simply delighted.

The last player of the second team, having watched the pantomime, must say what kind of story it is. It may happen that he will name a completely different story, which will cause general laughter. Then everyone begins to be asked what he understood and what he depicted. After this, the teams change places.

11. IN COIN
10 - 20 people required. Everyone is divided into two teams, stand or sit opposite each other, hiding their hands behind the backs of their neighbors. The leader is located at one end of the chains. An object is placed at the other end: an apple, a matchbox, etc. The presenter tosses a coin, and the end players of the teams look at what comes out, while everyone else must look at the apple (box). If “tails” comes up, then nothing happens and the coin is flipped over; if “heads” comes up, then the end players of the teams must shake hands with their neighbor, and he transmits the signal further until he reaches the opposite end. The latter, having received the signal, must grab the apple. The team that grabbed the apple moves: the one who grabbed it sits on the opposite end of the chain, and everyone moves. Now he watches the coin fall out. The team with the fastest movement of all players wins.

12. GUESS THE MELODY
The game involves 10-15 people. Everyone stays in the room, one leaves. Players make a song, for example, “A Christmas tree was born in the forest.” The first line of the song is taken, from which everyone gets one word. That's what he will sing. The guesser enters, and everyone begins to sing only their word. The task is to guess the song.

13. RING
8-20 people play. To play you need a thread and a ring. The thread is threaded through the ring and the ends are tied. Everyone stands in a circle, holding the thread in front of them with both hands. The thread should be taut. One person is in the center of the circle. He must find the ring that the other players are constantly moving along the string. The next one to go into the circle is the one who has the ring.

14. REMEMBER THE DETAILS
The game requires 5-15 people. The presenter and one player go out and change some detail in the appearance of this player. For example, they unbutton one button, roll up a sleeve, or change their hairstyle. They then return to the rest of the players, who must guess what has changed.

15. SUITCASE
Memory development game. 3-12 people play. The first player says: "I take a suitcase and put... a cucumber in it." The second player continues: “I take a suitcase and put a cucumber and a tree in it.” And so on. Everyone adds their word to the chain. The last one to correctly name the entire chain wins.

16. WHITE ELEPHANT or HOW TO GIVE GIFTS
special game on New Year's Eve
I don’t know why “White Elephant”, but that’s what it’s called.

This game is good to play on New Year's or Christmas night. But this is not necessary.

So, each participant in the game (7-25 people) brings with him a gift, wrapped so that it is impossible to guess what is inside. All gifts are placed under the tree.

All players gather in one room and watch what is happening. The game begins. The first participant approaches the tree and takes any gift he likes. He unfolds it in front of everyone, shows it, demonstrates it, and sits down with the gift in his place. Then the second participant stands up and chooses a gift for himself. He can take a gift from under the tree or take a gift from the first player. And so each next participant can take a gift from under the tree or take an already unwrapped gift from one of the players. If someone's gift is taken away, then that person chooses a new gift for himself. He can again take either something from under the tree or take it from someone else. But he cannot take back the gift that was just taken from him. The game is considered over when there are no gifts left under the tree.

During the game, each person who has already received a gift should not hide it from others, but rather advertise what a wonderful gift he has, take it, whoever wants it, I don’t mind. This game teaches sacrifice.

NOTE: in order to play this game, you need to warn everyone in advance that there will be a “White Elephant”, explaining the rules. Gifts should be such that they can be useful to both the guy and the girl.

17. CALLER
Everyone is blindfolded except the leader. He must move around the room all the time with a bell in his hand. The rest are trying to catch the leader by ringing the bell. Sometimes they catch each other and are convinced that they were mistaken when they hear the ringing of a bell in the distance. The player who catches and recognizes the caller becomes the host.

18. WHO IS NOT?
Participants sit on chairs. The presenter leaves the room. At this time, one of the players is covered with a blanket, the other players change places. Then the leader is called. He will have to find and determine as quickly as possible who is not in the room. If the leader names the one who is hiding, the latter becomes the leader. The one who quickly determines who is missing wins.

19. WHO BURPLES LONGEST?
Find a few volunteers to come out in front of the group. Everyone takes water into their mouth and begins to gurgle. Swallowing is not allowed! You can stop for a few seconds to get some air. From laughter and gurgling, water splashes on the floor - then the participant is disqualified.

20. Blind's Bluff in the DARK
Place a small piece of paper on the back of each player. Blindfold each person's eyes. Then give each player a pencil. The goal of the game is to wander around the room and get to know the people you encounter while trying to hide your own identity. This can be achieved by changing your voice, refusing to speak, changing the trajectory of movement around the room, not allowing anyone to touch you. On the back of each person he encounters, the player must write who he thinks that person is. The game continues until you feel that the majority of players have had the opportunity to write something on each spin.

21. SHOE A FRIEND
Have all team members entering the room remove their shoes and place them in a bag. Leave the package in the next room. A runner is selected from each team to run for the shoes described by each of the players on his team. So, the first one describes the signs of his shoes, the runner runs after it and brings it, the second one says the signs of his shoes. The goal of the game is for the runner to quickly find and bring his team's shoes.

22. ENCYCLOPEDIA
This team mind game you'll definitely like it. It is good for her to have 1-3 hours left, for example, if you are celebrating the New Year in a friendly company.

The game requires a little preparation. Let the presenter take an encyclopedic dictionary and write down several unknown words on a piece of paper. For example, these:

. LOPARI - the name of the Sami peoples used in literature

. OBRAT - an outdated name for skim milk, which was returned from dairy factories to farms for feeding calves

. PERCAL - thin cotton technical fabric made from untwisted yarn

. RECHITSA - a city in the Gomel region, a marina on the Dnieper

. SUTRA - in ancient Indian literature, a laconic and fragmentary statement

. KIMBUNDU - the language of the Bambundu people

. MELTON - in Russian architecture of the 15th-17th centuries, a decorative detail, thickening in pillars, columns in window frames

. GOKCHA - the former name of Lake Sevan

. SCOTIA - (from Greek - darkness) - an asymmetrical architectural bummer with a concave profile of two arcs of different radii

After that you can play. 4-5 teams of 1-5 people each play. All teams are given identical blank sheets of paper, exactly the same as the one on which the presenter wrote out the words for himself. The presenter reads the first word without revealing its meaning. Each team writes its own meaning of this word (i.e., invents it). Then the presenter collects all the pieces of paper, puts his own piece of paper with the correct answer on top of them, mixes it up and starts reading. Once he has read all the versions (along with the correct answer), each team must guess the correct answer. If she guessed right, she gets one point. If the other team accepted her answer as correct, then she gets another point (or two, or three, if two or three teams believed her answer).

In this game, the task of each team is not only to guess the correct answer, but to write their answer so that it looks like the truth, and everyone believes this “truth”.

The team that scores wins nai more points.

23. CHEWING GUM WITH GLOVES
This is a mini relay race.

Two teams with the same number of players receive a pair of rubber gloves, a bag that is hermetically sealed, and which contains sweets for each player. At the leader’s command, the first player from each team puts on gloves, opens the bag, takes out and unwraps the candy, puts it in his mouth, closes the bag tightly, takes off his gloves and passes everything to the next player. The team that completes this operation first wins.

24. RUSH OFF THE SOAP
This is also a mini relay race.

Each team receives a bowl of water and a bar of soap. At the leader's command, each team tries to wash off the soap using only their hands and water. Through certain time The presenter checks the sizes of each team's soap. Well, of course, a small piece.....

25. WHAT DO I TAKE WITH ME ABROAD?
10-15 people play. It is possible for 2-3 people to know what the essence of the game is. The presenter is a customs representative.

So, everyone in turn says: “I’m going abroad and taking with me... (table, chicken, volcano, etc.). If a person names an object by the first letter of his name, then the presenter (customs officer) says: “I’m skipping.” For example: Dima - money, Tanya - TV.

Otherwise, the customs officer will not let you through. The players’ task is to understand by what criterion they are allowed to go abroad.

26. BUN
a game for those who like to laugh

A large piece of bun is shoved into a person's mouth so that he is almost unable to speak. Then he is given a text to read. He begins to read with expression (even if it is some unfamiliar verse).

Another person writes down what he understands and then reads it out loud for everyone. Its text is compared with the original.

27. BLANKET
The game requires 15-40 people. People should at least know each other's names, or better yet, be well acquainted. One person walks out the door. One of the remaining ones is seated on a chair and covered with a blanket. The man who went out the door comes back in. His task is to guess who is under the blanket. If there are a lot of people, this will not be so easy.

28. PRIZE FOR THREE
Two participants stand opposite each other - there is a prize on a chair in front of them. The leader counts: “One, two, three...one hundred, one, two, thirteen....eleven, one, two, thirty...twenty,” etc. The winner is the one who is more attentive and the first to take the prize when the presenter says “three”

29. CUCUMBER
The players stand in a circle with the leader in the center. The circle should be tight - shoulder to shoulder, and your hands should be behind you. Take an ordinary fresh cucumber, preferably a larger one, and pass it around. The presenter's task is to determine in whose hands this cucumber is now located. And the players’ task is to pass the cucumber to each other, and when the host is not looking, bite off a piece. You need to chew very carefully so as not to arouse the host’s suspicions. If the operation was successful, and the cucumber was eaten unnoticed by the leader, it means that this very victim of his own inattention will fulfill the desire of the entire already well-fed meeting!

30. NOSE POWER
For the competition, take a matchbox lid and put it on your nose (stronger). The task is to remove the lid using facial movements. The best results are obtained with the box tightly placed on the nose.

31. RUSLAN AND THE HEAD
The leader is chosen - Ruslan, the rest of the participants play the role of “head”. To do this, you need to split up as follows: one plays the role of the left eye, the other plays the role of the right, the third plays the nose, the fourth plays the ear, etc. Then you need to arrange the mise-en-scène so that a figure is formed that resembles a giant’s head. If there are many participants, then it is good to give someone the role of left and right hands. Ruslan stands in front of the “head” and performs the simplest manipulations. For example, he may wink, then yawn, sneeze, scratch his ear, etc. "The Giant's Head" must accurately reproduce all these actions. You can complete the task at a slightly slower pace.

32. I HAVE A BIRD...
Game for laughs. 5-15 people participate. A match is inserted into the mouth between the teeth so that the mouth cannot be closed. Then everyone takes turns saying, “Hi! My name is... I have a bird, its name is... (cuckoo, nightingale, sparrow, etc.) Everyone else must guess the name of the bird.

33. NUMBERS
This game is played by 7-15 people. Each player is assigned a number from 1 to 15 (according to the number of participants). Everyone sits in a circle and the game begins. The players make the following movements: two claps, two strikes with their palms on the knees. Everyone does this at the same time, this is how the rhythm of the game is maintained. The first one begins: “One-one (two claps), five-five! (two strikes with palms on the knees).” The player with the number five continues: “five-five, eight-eight.” So, until someone gets lost: he misses or loses his rhythm. Then such a player is eliminated. And its number can no longer be pronounced, otherwise it will also be considered an error. There should be two winners left.

34. GESTURES
The game is similar to the game "Numbers", but instead of numbers, everyone invents a gesture for themselves. For example, scratch your ear, clap your hands, show your horns, etc. It's much more fun and difficult.

35. CINDERELLA'S SHOES
Guests are divided into two teams. In each, a captain is chosen. The teams sit opposite each other, everyone takes off one shoe or boot and throws them in the center in one pile: you can put extra shoes. The captains don't see this. The captain's job is to put on his team's shoes. The first team to wear shoes wins.

OUTDOOR GAMES

Games occupy a special place in the life of every child. The need for play is laid down by God himself. The game gives a load to the body, helps to get rid of stiffness, shyness, and helps to reveal hidden character traits. The game helps to unite, teaches how to help others, patience, the ability to forgive and not to be proud of victory.

Outdoor games - why are they needed?

Games are part of the science of physical education.
Philosopher Herbert Spencer expressed the idea that in biological terms, play is useless and aimless, but unclaimed energy accumulates in the body, which is realized during outdoor games. One can argue with this formulation, because. often the opposite happens: a person plays, although he has no extra energy, but he likes to play.

The point of outdoor games is that children can realize themselves both physically and intellectually. Games are constantly being transformed, taking on new forms. Outdoor games help a child demonstrate such a quality as the will to overcome difficulties. Ya.A. Comenius expresses the idea that, whatever children want and can play without harm, it is better to help them rather than hinder them, because idleness is harmful to both body and spirit.

Children's play is the sphere in which fantasy finds its most complete expression, and it develops and exercises all those skills and reactions that serve to develop this feeling. Much more serious is that the game, being with biological point from the psychological side, it is revealed as one of the forms of children's creativity.

A child always creatively transforms reality in play. We all know how infinitely different the roles that various objects can play in a child’s game. One and the same chair can serve as both a horse and a ship. But at the same time, the game remains a game and does not take the child away from life in the slightest degree, but, on the contrary, develops and exercises those abilities that are necessary for life.

Adults often look at the game as idleness, as fun, which only needs time. Therefore, they usually do not see any value in the game and, at best, believe that this is a natural weakness of the child’s body or age, which helps the child occupy his leisure time for a while. But, nevertheless, the game also has spiritual significance for the child. A child always plays, he is a playing creature, but his play has great meaning. It must exactly correspond to his age in terms of interests and include elements that lead to the development of the necessary skills and abilities.

Children always wanted to play, even in primitive society: archaeologists found a child's doll in one of the burials of ancient people.

The game is an educator. The game develops all the qualities necessary for a person’s future life, what the child’s fate depends on: his ability to communicate with other people, academic success, qualities necessary in the family - the parent’s and the one he will create in the future. m. His career is finally...

Games are an excellent means of development! Each game develops a whole range of different abilities. The child periodically participates in different games, the games are repeated, and he begins to see his own growth, his own movement. Here he constantly lost, but now he began to win.

And he begins to perceive himself as a growing, developing little (for now!) person who is gradually improving and perfecting himself.

Games will give your child a way to figure out what he can do, what he can’t, what works well, what works poorly.

Many teachers believe that a child should not lose in a game. Human wisdom says: a person must be able to lose. Losing in a children's game is not something harmful and unnecessary. It is absolutely necessary. Of course, if your child only loses and never wins, he will develop neurosis. In everything, of course, moderation is needed. But if he always wins, he will not learn to lose, and in life the first small failure will knock him down.

And if we love our children, if we want them to grow up to be good people who achieve success not in any way, but in the ways accepted in human society, then all we have to do is teach them to “lose well.” To a greater extent this applies to Christian society.

So, play with your children, lose and win.

PSYCHOLOGY OF BABIES

What are they like, kids?

All the great people in human history were preschoolers. Even the Son of God, the Savior of the world, was also a baby and spent his preschool years and entire childhood with his earthly parents, Joseph and Mary.

The preschool years can be considered the foundational years of life. The most important thing in preschool education is to lay a foundation of faith. To prepare the ground for faith, we must understand the child, know his needs, we must know how he develops.

A child learns more during the preschool years than during any other five years of his or her life.

Children 3-6 years old change greatly in appearance: the body lengthens, infant plumpness subsides. They have a vivid imagination. Children enjoy playing and enjoy imitating the actions of their chosen character. For example: policeman, pilot, doctor. Their body needs constant movement. At this age they already walk and run well. They need games that help them develop control over their large muscles. Small muscle groups are just beginning to develop, and children quickly tire from difficult exercises. Therefore, games should be both active and calm so that both muscle groups can develop.

A 3 year old is easier to control than a 2 year old. From the age of three, children already understand reasoning. Their ability to reason helps them solve problems that come their way.

Children at this age begin to enjoy being with other children and playing with them. When they learn to play with other children, they become interested in taking turns and sharing things with others. With age, the desire to play with other children increases. Children at this age are very curious. They ask a lot of questions. They already have a sense of humor, and it often comes out. They often laugh while playing. They are often amused by noise, someone falling, or a collision.

They cannot yet play games that have strict rules. In the game they come up with their own rules, and during the game they can change them. They can participate in simple games that adults organize for them, and such games do not require complex rules.

Children 4-5 years old have a very vivid imagination, but in games they rely only on knowledge of the real world. A child can play at being a policeman, but at the same time he, as a policeman, does only what he himself knows about the work of a policeman. Imagination and animation of objects make up a large part of children's play. They also include imaginary play partners in their play.

It is important to know and understand the needs of the children we teach the Bible to. Jesus knew what the people around Him needed. He meets their physical needs as well as their spiritual and emotional needs. He taught us to do the same.

Preschoolers can develop their God-given abilities only in an environment in which they feel confident and safe. Guidance is also essential for preschoolers. Teachers must guide children's activities.

But the most important thing that children need is love. The child must feel that he is loved.

Adults sometimes call the work of a preschooler “game.” But the preschooler makes great efforts, trying to complete the task during the game. In a good classroom, preschoolers do more than just play. Through play they learn about themselves and the world around them.

Play for a child is the same as work for an adult. Sometimes adults complain when talking about children: “They only know what to play.” Meanwhile, it is through play that children learn and acquire norms of behavior. The game helps them relate what they learn from the Bible to their lives.

When selecting games, it is necessary to take into account the age characteristics of children and the nature of their attitude towards games of a particular age category. There is such a thing as developmental psychology, which answers various character questions of children and adults. You cannot work with children without knowing their characteristics.

Physical development is an integral part of the overall development of a child.

The author of the book “Movement + Movement” V. A. Shishkina describes the opinion of various specialists about the importance of motor activity: “Physiologists consider movement an innate, vital need of a person. Hygienists and doctors say: without movement, a child cannot grow up healthy. Movement is the prevention of various types of diseases, especially those associated with the cardiovascular and respiratory nervous systems. Movement is an effective remedy.”

The main conclusion of the book “Games and Entertainment for Children in the Air” is that “games and entertainment should be indispensable companions for children.”

In a book on psychology, L.S. Vygotsky believes that “play represents the first forms of conscious behavior, arising on the basis of instinctive and emotional. It is the best means of holistically nurturing all these different forms and establishing proper coordination and connection between them.”

All outstanding teachers have always directly or indirectly considered movement to be the most important condition and means of comprehensive development.

J.J. Rousseau wrote about movement as a means of understanding the world around us. K.D. Ushinsky repeatedly emphasized the role of movement in a child’s mastery of his native language.

Doctor and teacher V.V. Gorshevsky, as a result of in-depth research, came to the conclusion that lack of movement not only negatively affects the health of children, but also reduces their mental performance, inhibits the overall development of children, makes them indifferent to their surroundings.

According to preschool pedagogy specialist E.A. Arkin's intellect, feelings, emotions are aroused to life by movements. He recommended that his conclusions be based on personal observations and research on the subject by others. But for us, the most important argument in favor of children's physical activity and the use of games in the classroom is the Bible.

A BIBLE VIEW OF GAMES

Outdoor games are part of the science of sports.

The Bible mentions exercise more than once. Ap. Paul used many examples from this area, comparing physical exercise with the life of Christianity (1 Cor. 9.24-27; Phil. 3.12-14; Heb. 12.1-2).

Physical activities are a natural area for shaping children's character and influencing their development. There are places in the Bible that mention the importance physical development and good physical shape. “Moses was 120 years old when he died; but his vision was not dull, and his strength was not exhausted” (Deut. 34.7). Caleb, at the age of 85, asks I. Navin, “... now, behold, I am eighty-five years old. But even now I am as strong as when Moses sent me; As much strength as I had then, so much strength do I have now to fight, and to go out and in” – I.Nav.14.10-11. In the first book of Kings there is a description of Goliath: height - almost 3 meters, weight of copper chain mail about 60 kg, iron spear kneecap - about 7 kg (1 Samuel 17.4-7).

The Word of God tells us about Samson’s extraordinary strength: “And Samson went with his father and his mother to Timnath, and as they approached the vineyards of Timnath, behold, a young lion, roaring, came to meet him. And the Spirit of the Lord came upon him, and he tore the lion to pieces like a kid; but he had nothing in his hand” - (Judges 14.5-6).

In the first book of Samuel in chapter 17. David's words are recorded about his skill and how, with God's help, he got rid of the lion and bear.

David's victory over Goliath demonstrated not only his faith in the Lord, but also his skill in using a sling.

Jonathan was a master of the bow. He could send the arrow wherever he wanted (1 Samuel 20:20-22,35-38). It is said about Saul and Jonathan that they were “swifter than eagles, stronger than lions” (2 Sam. 1.23). After the confrontation on Mount Carmel, it began to rain heavily, and Ahab rode to Jezreel. “The hand of the Lord was upon Elijah. He girded his loins, and fled before Ahab as far as Jezreel” - (ZKings 18.46).

There are also places in the Bible that talk about numerous runners, whose duty was to run before the chariots of kings and princes (1 Kings 8.11; 2 Kings 15.1; 3 Kings 1.5).

The word “play” is used to translate several Hebrew words in the Bible. Apart from playing musical instruments, it is most often found and used in two meanings: celebration and leisure sports.

In the 2nd book of Kings 2.14-16, this word also denotes a mortal game or single combat. Hints of folk games can be found in Is. 22.18, which speaks of “rolling” (implying a ball or sword) and in Zech. 12.3 about lifting heavy stones, the so-called “test of strength”, a decoration that, according to Jerome, was very ancient custom among young men in Palestine. After the Babylonian captivity, competitions were introduced in the Greek style: running runs, fencing, fist fighting, etc. The Herodians eventually decided to build theaters and an amphitheater in Jerusalem and some other cities and sometimes staged magnificent games in honor of Caesar.

After David’s victory over Goliath, “... the women who were playing exclaimed, saying: Saul defeated thousands, and David tens of thousands!” -(1 Samuel 18.7). Besides being used in the sense of celebration, the same word is used in some places to describe a cheerful mood. Describing to Job the hippopotamus, a monstrous animal so large that it is called “the top of the ways of God, God says that the mountains bring the hippopotamus food, where all the beasts of the field play” (Job 40.15-19).

The Prophet Zechariah, describing the blessing of Israel, writes this way: “Thus says the Lord: I will turn to Zion and will live in Jerusalem... And the streets of this city will be filled with boys and girls playing in its streets” - (Zechariah 8.5).

Looking at just a few examples from the Bible, we see that games and sports compatible with the Christian life.

Many biblical sports demonstrate principles of Christian living. “Do you not know that those who run in a race all run, but one receives the reward? So run to get it. All ascetics abstain from everything: those to receive a perishable crown, and we to receive an incorruptible crown. And that’s why I don’t run in the wrong way, I don’t fight in a way that just beats the air; But I subdue and enslave my body, so that, while preaching to others, I myself may not remain unworthy” (1 Cor. 9.24-27).

“Those who strive will not be crowned if they strive unlawfully” - (2 Tim. 2.5). After carefully studying the biblical view of games, we can conclude that Sunday Schools should make greater use of games in order to develop a Christian way of thinking in students.

Various games can be considered as role-playing training in Christian life and with their help instilling some of its basic qualities:

  • Willingness to make sacrifices for a distant goal. and Consideration for others.
  • Ability to respect criticism and draw conclusions.
  • Ability to work in a team.
  • The ability to lose without hostility.
  • Determination, perseverance, self-discipline.
  • Submission to the rules and instructions of elders.

But we must always remember that we must always put piety and virtue first and only then strive for physical achievements.

Physical achievements are of little importance to the Lord. “He does not look at the strength of the horse, nor does He favor the speed of human feet; The Lord takes pleasure in those who fear Him, in those who trust in His mercy” - (Ps. 146.10,11). “But put on the Lord Jesus Christ, and do not turn the cares of the flesh into lusts” - (Rom. 13:14).

“For bodily exercise is of little benefit, but godliness is of benefit for everything, having promise of the present life and the life to come” (1 Tim. 4.8).

To summarize, Paul writes these words. Although Paul does not exclude the importance of physical exercise, his main emphasis is on the exercise of godliness.

LEARNING THROUGH GAMES

Adults play to relax and escape from everyday work. Children play and learn at the same time. When children play, they not only run and scream, but also perform some actions, which in essence are a form of learning.

What can the game teach?

All this suggests that we should use games in teaching. Through play, a child learns to discover the world. For children 3-6 years old the game is important element in knowledge of the world.

The game must be purposeful and the child must understand well why he is doing it. Games stimulate the child not only to physical development, but also to the development of his mind. The game helps to identify the child’s abilities, talents and capabilities. Playing with his comrades, he learns friendliness, the ability to forgive and give in. By playing, a child will learn to think, speak and remember faster than if he simply passively listened to the teacher.

By showing his desire to play, the child thereby indicates that he wants to learn this and he has the physical abilities for this. The game used in teaching is a way to keep children's attention and interest in Bible studies.

Play is a teaching method in which Bible truths become real for children. A very important element after the game is a discussion of the progress of the game and its content. The game helps turn learning into a conscious and interesting activity for the child and provides the child with a natural transition from learning to play.

By combining the rich and diverse world of play with learning, we gain the opportunity to make learning tasks meaningful and interesting. The introduction of games into the learning process will make it possible to create in children a desire to master the educational content.

Senior preschool age (5-6 years) is a stage of intensive mental development.

In preschool age, attention is involuntary. The state of heightened attention is associated with orientation in the external environment, with an emotional attitude towards it. At the same time, the meaningful features of external impressions change with age. But, despite all the changes, they still find it difficult to focus on something monotonous. But in the process of a game that is interesting to them, attention can be quite stable.

A child remembers better what is of greatest interest to him and gives the best impression. In older preschool age, the child is able to reproduce the impressions received over a sufficiently long period of time.

One of the main achievements of an older preschooler is the development of voluntary memorization. Some forms of this memorization can be noted in children aged four to five years, but it reaches significant development by six to seven years. This is largely facilitated by gaming activities, in which the ability to remember and reproduce the necessary information in a timely manner is one of the conditions for achieving success. The presence of such an opportunity is due to the fact that the child begins to use various techniques specifically designed to increase the effectiveness of memorization: repetition, semantic and associative linking of material.

Thus, by the age of six to seven years, the structure of memory undergoes significant changes associated with the significant development of voluntary forms of memorization. Involuntary memory, not associated with an active attitude to current activity, turns out to be less productive, although in general it retains a dominant position.

A similar ratio of voluntary and involuntary forms of memory is noted in relation to such a mental function as imagination. A big leap in its development is provided by play, a necessary condition for which is the presence of a substitute activity. The formation of imagination is directly dependent on the development of the child’s speech. Imagination at this age expands the child’s capabilities in interacting with the external environment, promotes its mastery, and serves, together with thinking, as a means of understanding reality.

The development of ideas largely characterizes the process of formation of thinking, the formation of which is largely associated with improving the ability to operate with ideas at an arbitrary level. Preschool age represents the most favorable opportunities for the development of various forms of imaginative thinking.

Visual-schematic thinking (the highest form of visual-figurative thinking) creates greater opportunities for mastering the external environment, being a means for the child to create a generalized model of various objects and phenomena. Acquiring the features of a generalized, this form of thinking remains figurative, based on real actions with objects. At the same time, this form of thinking is fundamental for the formation of logical thinking associated with the use and transformation of concepts. Thus, by the age of six to seven years, a child can approach solving a problem situation in three ways: using visual-effective, visual-figurative and logical thinking. The accumulation of extensive experience in practical actions by the senior preschool age, a sufficient level of development of perception, memory, imagination and thinking increase the child’s sense of self-confidence. A child of six to seven years old can strive for a distant (including imaginary) goal, while withstanding strong volitional tension for quite a long time.

When performing volitional actions, imitation continues to occupy a significant place, although it becomes voluntarily controlled. At the same time, the verbal instructions of an adult, prompting the child to take certain actions, are becoming increasingly important. For older preschoolers, the stage of preliminary orientation is clearly visible. The game requires you to develop a certain line of your actions in advance. Therefore, it significantly stimulates the improvement of the ability to volitionally regulate behavior.

At this age, a system of behavior with others is formed. Evaluation of actions by adults is very important for them. An important role in this process belongs to collective role-playing game, which is a scale of social standards, with the assimilation of which the child’s behavior is built on the basis of a certain emotional attitude towards others.

Children love games. With the help of games, you can repeat stories from the Bible, you can learn to apply biblical principles in life. The rules of the game should be very simple and children should understand that it is important to learn something new in the game. Teachers should come up with and conduct such games and other types active development, through which children could learn the material.

Preschoolers are very active. They need to be given the opportunity to balance their activities: play and relaxation. Children of this age group tend to learn through play activity. Play helps them participate in processes such as communication, joint work activities, walking, caring for other children, respecting their rights, personal responsibility, and decision-making.

Main method moral education serves as a gaming method. Children understand that other people they play often view the same things very differently.

Summarizing the most important achievements in the development of preschool children, we can conclude that children already at the age of 6-7 years are distinguished by a fairly high level of mental development. At this time, a certain amount of knowledge and skills is formed, a voluntary form of memory, thinking, and imagination intensively develops, based on which one can encourage the child to listen, consider, remember, and analyze. Preschoolers learn to coordinate their actions with peers and participants in joint games, regulating their actions with social norms of behavior.

SUNDAY SCHOOL GAMES

Fun and exciting games attract boys and girls. During games, children learn Christian ethics and noble behavior. Games give children an opportunity to burn off excess energy and have fun in a Christian environment. Children love to win, but victory has to be won in a hard but fair game. In team games there are always winners and losers. It is important to be able to win fairly and lose gracefully. Children are usually sociable and love to play, both with children and adults. They love to do things for fun, for entertainment. In the game, in the heat of excitement, their personal qualities and their characters are revealed. A selfish child will choose the best role for himself in the game, will strive to take over the game and “make a name for himself.” The leader must be very vigilant during the game. Competitive games provide an opportunity to move the knowledge of Christianity from theory to practice. During Bible studies, students learn the principle of loving one's neighbor as oneself, and through play they become familiar with his practical application. Through play, children need to be reminded of honesty, an important biblical principle.

Outdoor games are one of the means that a teacher uses to form the Christian character of students.

The question of the need for outdoor games in Sunday School lessons is still controversial. But, nevertheless, outdoor games, as a means of education, benefit in many ways compared to some other methods of education, during which students remain passive.

In the book “Mother’s School” Y.A. Comenius has one example about the glorious husband and ruler of Athens, Themistocles. One day a young man came to visit him at the moment when he, sitting astride a stick, was playing with horses with his son. The young man was very surprised to see such a famous husband behave so childishly and play with the child. Themistocles limited himself to asking not to tell anyone about this until he himself had children. Themistocles made it clear that only then will he understand what parental love means when he himself becomes a father and is not alien to what now seems to him childishness.

The same can be said about Sunday School games. In order to understand why games are needed in Sunday School, you need to know well the psychology of children, their needs and requirements, you need to know the methodology for teaching the Bible to children in Sunday School and not only know the theory, but also experience it in practice. Many Christians are convinced that games are inappropriate in Sunday School classes. But if you develop a lesson plan in such a way that the elements of the game fit successfully into the lesson itself, then everyone will benefit from this: both children and adults. Children will have a natural opportunity to realize their energy by reinforcing the lesson material. The teacher will have the opportunity to observe how children use the acquired knowledge during the game. Each teacher, before introducing a game into a lesson plan, needs to consider the following questions:

  1. Which game fits this lesson topic?
  2. At what point in the lesson should a game element be introduced?
  3. What type of game is appropriate for this lesson? (Noisy or calm).
  4. How many games can be played in this lesson?
  5. What kind of room is needed for the game?
  6. Is this game suitable for children's ages?
  7. What to do with those children who do not want to play?
  8. How to play the game so that there are no “extra* children left?
  9. How to avoid conflict during the game?
  10. What should you say at the end of the game when summing up the results?

When playing any game, you must remember safety precautions.

Remember that excessive excitement in children can be harmful. As soon as you see that children do not follow the rules of the game, that their excitement has crossed the border, stop the game. Invite the children to calm down, explain their mistakes, discuss why they were wrong, then continue the game. Games, as well as other forms of activity that are closely related to the topic and purpose of the lesson, can be used in Sunday School lessons to help children better perceive biblical truths.

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Orthodox calendar

St. Vasily Spanish (750). Sschmch. Arseny, Metropolitan Rostovsky (1772). St. Cassian the Roman (435) (memory moves from February 29).

Blzh. Nicholas, Christ for the Fool's Sake, Pskov (1576). Sschmch. Proterius, Patriarch of Alexandria (457). Sschmch. Nestor, bishop Magiddisky (250). Prpp. wives of Marina and Kira (c. 450). St. John, named Barsanuphius, bishop. Damascus (V); martyr Theoktirista (VIII) (memory moves from February 29).

Liturgy of the Presanctified Gifts.

At the 6th hour: Isa. II, 3–11. For eternity: Gen. I, 24 – II, 3. Proverbs. II, 1–22.

We congratulate the birthday people on Angel Day!

Icon of the day

Venerable Martyrius of Zelenetsky

Venerable Martyrius of Zelenetsky , in the world of Mina, came from the city of Velikiye Luki. His parents, Cosmas and Stefanida, died when he was not yet ten years old. He was raised by his spiritual father, the priest of the city Church of the Annunciation, and the boy became more and more attached to God with his soul.

Having been widowed, his mentor accepted monasticism with the name Bogolep at the Velikiye Luki Trinity-Sergius Monastery. Mina often visited him at the monastery, and then he himself took monastic vows there with the name Martyrius. For seven years, teacher and student worked tirelessly for the Lord in the same cell, competing with each other in feats of labor and prayer. The monk Martyriy carried out the obediences of a cellarer, treasurer and sexton.

At this time, the Mother of God for the first time showed Her special care for the Monk Martyria. At noon, he dozed off in the bell tower and saw the image of the Most Holy Theotokos Hodegetria on a pillar of fire. The monk reverently kissed it, hot from the pillar of fire, and when he woke up, he still felt this heat on his forehead.

On the spiritual advice of the Monk Martyrius, the seriously ill monk Avramiy went to venerate the miraculous Tikhvin Icon of the Mother of God and received healing. The monk was imbued with ardent faith in the intercession of the Mother of God. He began to pray to the Queen of Heaven to show him where to hide in order to complete the feat of perfect silence, to which his soul aspired. The monk secretly withdrew to a deserted place 60 miles from Velikiye Luki. As the monk himself writes in his notes, “in that desert I took great fears from demons, but I prayed to God, and the demons were put to shame.” In a letter to Elder Bogolep, the monk asked for a blessing to live in the desert, but the confessor advised Martyry to return to the hostel, where he was useful to the brethren. Not daring to disobey and not knowing what to do, Saint Martyrius went to Smolensk to worship miraculous icon Mother of God Hodegetria and the Wonderworker Abraham (August 21). In Smolensk, the Saints Abraham and Ephraim appeared to the saint in a dream and reassured him with the announcement that the Lord had appointed him to live in the desert, “where God will bless and the Most Holy Theotokos will guide.”

Then the monk went to the Tikhvin monastery, hoping that there the Mother of God would finally resolve his perplexities. And indeed, the monk Abramy, who, in gratitude to the Mother of God for the healing, remained forever in that monastery, told him about the hidden desert, over which he had a vision of the shining Cross of the Lord. Having received the blessing of the elder this time, the Monk Martyrius took with him two small icons of the same size - the Life-Giving Trinity and the Most Holy Theotokos of Tikhvin - and went to the desert, called the Green, for it rose as a beautiful green island among a wooded swamp.

The life of the saint in this desert was cruel and painful, but neither cold, nor deprivation, nor wild animals, nor the machinations of the enemy could shake his determination to endure the trials to the end. He erected a chapel in glorification and thanksgiving to the Lord and the Most Pure Mother of God, in which he was again honored to see in a dream the image of the Mother of God, this time floating on the sea. Archangel Gabriel appeared to the right of the icon and invited the monk to venerate the image. After hesitation, the Monk Martyrius entered the water, but the image began to sink into the sea. Then the monk prayed, and the wave immediately carried him and the icon to the shore.

The desert was sanctified by the life of the hermit, and many began to come to it, not only to be edified by the word and example of the monk, but also to live with him. The increasing brotherhood of disciples prompted the monk to build a church in the Name of the Life-Giving Trinity, where he placed his prayer icons. As a testimony to the grace of God that rested at the monastery of the Monk Martyrius, the monk Gury was honored to see the Cross shining in the sky above the church cross.

This was the beginning of the Trinity Zelenetsky Monastery - the “Green Martyrian Hermitage”. The Lord blessed the work of the monk, and the grace of God apparently shone on him. The fame of his insight and gift of healing spread far. Many eminent Novgorodians began to send offerings to the monastery. At the expense of the pious boyar Fyodor Syrkov, a warm church was built, consecrated in honor of the Annunciation of the Most Holy Theotokos in memory of that first church in Velikiye Luki, from where he began his path to God as a boy.

The monk continued to receive grace-filled reinforcements from the Most Pure Mother of God. One day, in a subtle dream, the Mother of God Herself appeared to him in his cell, on a bench, in a large corner where the icons stood. “I looked, without looking away, at Her holy face, at her eyes, filled with tears, ready to drop on Her most pure face. I got up from sleep and was terrified. I lit a candle from the lamp to see if the Most Pure Virgin was sitting still, where I saw Her in a dream. I approached the image of Hodegetria and became convinced that the Mother of God truly appeared to me in the same image as She is depicted in my icon,” the monk recalled.

Soon after this (about 1570), the Monk Martyry received the priesthood in Novgorod from the archbishop (Alexander or Leonid). It is known that in 1582 he was already abbot.

Later, the Lord gave the Green Desert an even richer benefactor. In 1595, in Tver, Saint Martyrius healed the dying son of the former Kasimov king Simeon Bekbulagovich, praying before his icons of the Life-Giving Trinity and the Tikhvin Mother of God and placing the image of the Most Holy Theotokos on the sick man’s chest. With the donations of the grateful Simeon, churches were built in honor of the Tikhvin Icon of the Mother of God and St. John Chrysostom - Heavenly patron healed Tsarevich John.

In 1595, Tsar Theodore Ioannovich gave the monastery a charter, approving the monastery founded by the monk.

Having reached old age and preparing for death, the Monk Martyrius dug a grave for himself, placed a coffin made with his own hands in it, and cried a lot there. Feeling the imminent departure, the monk called the brethren and begged his children in the Lord to have unshakable hope in the Most Holy Life-giving Trinity and place his entire trust in the Mother of God, just as he always trusted in Her. Communion of the Saints Mysteries of Christ, he gave a blessing to the brethren and with the words: “Peace to all Orthodox,” he rested in spiritual joy in the Lord on March 1, 1603.

The monk was buried in a grave he himself had dug near the Church of Our Lady, and then his holy relics rested under cover in the church Holy Trinity, under the basement church in honor of St. John the Evangelist. The former monk of the Zelenetsky Monastery, Metropolitan of Kazan and Novgorod Korniliy (+ 1698), composed a service and wrote the life of the Monk Martyrius, using the personal notes and will of the saint.

Troparion to St. Martyrius of Zelenetsky

From your youth, O blessed God, you loved Christ,/ you left your fatherland/ and, evading all worldly rebellions,/ you reached the quiet refuge of the most holy monastery of the Mother of God;/ having seen the impassable the new desert, / shown by the cross-shaped dawn, / you wished to find it, / and, dwelling in it,/ you gathered the monastics,/ and these with your teachings, like a ladder ascending to Heaven,/ you laboriously strove to lead them to God,/ you prayed to Him, the Bogomudry Martyria,// Great mercy to our souls.

Translation: From your youth, blissful in God, having loved Christ, you left the Fatherland and, having retired from all the bustle of the world, you found yourself in the quiet refuge of the venerable monastery of the Mother of God, from there you saw the impenetrable desert, indicated by the cross-shaped dawn, found it suitable, and having settled in it, gathered the monastics and With your teaching, like a ladder ascending to Heaven, in tireless work you tried to bring them to God. Pray to Him, God-wise Martyrius, to grant our souls great mercy.

Kontakion to St. Martyrius of Zelenetsky

You desired to evade the Fatherland, Reverend, and all worldly rebellion,/ and, having settled in the desert,/ there in the blissful silence you showed a cruel life,/ and children of obedience and humility in with him you grew./ For this reason, you have acquired boldness towards the Holy Trinity, / pray, O blessed one, for us, your children, whom you have gathered, / and for all the faithful, let us call you: Rejoice, Father Martyrie, lover of the silence of the desert.

Translation: You wished to leave the Fatherland, and all worldly vanity, and settled in the desert, there, in blissful silence, you showed a difficult life and raised children of obedience and humility [monks] in it. Because of this, I gained the boldness [courage, decisive aspiration] to pray to the Holy Trinity for us, your children whom you have gathered, and for all believers, we call on you: Rejoice, Father Martyrius, lover of desert silence.

Prayer to St. Martyrius of Zelenetsky

Oh, good shepherd, our mentor, Reverend Father Martyrie! Hear our prayer brought to you now. We know that you are with us in spirit. You, reverend, having boldness towards the Lady, Jesus Christ, our God, and towards the Most Honorable Mother of God, be an intercessor and a warm prayer for this monastery, even if you have rewarded about us, unworthy slaves, living in it, even if you are an enlightener and chief, helper and intercessor to your God-gathered brotherhood, so that through your intercession and prayers we will remain unharmed in this place; We are not cursed by demons and evil people, and we will remain free from all troubles and misfortunes. To all who come from everywhere to your holy monastery and pray to you with faith and worship the race of your relics, please hasten to be free from all sorrow, illness and misfortune, For the Orthodox, give peace, silence, prosperity and an abundance of earthly fruits; and for all of us, a warm representative to the Lord and a helper for our souls, even if we forgive our sins and through your prayers, holy ones, may we be delivered from eternal torment and be worthy of the kingdom with all saints, let us send glory, thanksgiving and worship to the one God, glorified in the Trinity, the Father and to the Son and the Holy Spirit, now and ever, and unto ages of ages. Amen.

Reading the Gospel with the Church

Hello, dear brothers and sisters.

In the last program we talked about the gospel of Zechariah in the Jerusalem Temple about the birth of John the Baptist.

Today we will look at the text of the same evangelist Luke, which tells about the Annunciation to the Virgin Mary.

1.26. In the sixth month the angel Gabriel was sent from God to a city of Galilee called Nazareth,

1.27. to a virgin betrothed to a husband named Joseph, from the house of David; The name of the Virgin is: Mary.

1.28. The angel, coming to Her, said: Rejoice, full of grace! The Lord is with You; Blessed are You among women.

1.29. She, seeing him, was embarrassed by his words and wondered what kind of greeting this would be.

1.30. And the Angel said to Her: Do not be afraid, Mary, for You have found favor with God;

1.31. and behold, you will conceive in your womb and give birth to a Son, and you will call His name Jesus.

1.32. He will be great and will be called the Son of the Most High, and the Lord God will give Him the throne of His father David;

1.33. and He will reign over the house of Jacob forever, and His kingdom will have no end.

1.34. Mary said to the Angel: How will this be when I don’t know my husband?

1.35. The angel answered Her: The Holy Spirit will come upon You, and the power of the Most High will overshadow You; therefore the Holy One who is to be born will be called the Son of God.

1.36. Here is Elizabeth, your relative, who is called barren, and she conceived a son in her old age, and she is already in her sixth month,

1.37. for with God no word will be powerless.

1.38. Then Mary said: Behold, the Servant of the Lord; let it be done to me according to your word. And the Angel departed from Her.

(Luke 1:26–38)

Both stories about the appearance of the Archangel Gabriel are built according to the same scheme: the appearance of an angel, his prediction about the miraculous birth of a child, a story about future greatness, the name with which he should be given; the doubt of the angel's interlocutor and the granting of a sign confirming the words of the messenger of Heaven. But still, there are also many differences in these narratives.

If Zechariah meets the messenger of God at the most majestic moment of his life and this happens in the house of God, in Jerusalem, during a divine service, then the scene of the appearance of the same angel to a young girl is emphatically simple and devoid of any external solemnity. It takes place in Nazareth, a run-down provincial town in Galilee.

And if the righteousness of Zechariah and Elizabeth is emphasized from the very beginning and the news of the birth of a son is given in response to intense prayers, then practically nothing is said about young Mary: neither about her moral qualities, nor about any kind of religious zeal.

However, all human stereotypes are turned upside down, for the one whose birth was announced in the clouds of incense will turn out to be just the forerunner, the herald of the coming of the One about whom it was told so modestly.

Evangelist Luke points out that Elizabeth was six months pregnant when an angel appeared in Nazareth with good news to the Virgin Mary. In the case of Elizabeth, the obstacles to birth were her infertility and old age; for Mary, it was her virginity.

We know that Mary was betrothed to Joseph. According to Jewish marriage law, girls were betrothed to their future husbands very early, usually at the age of twelve or thirteen. The betrothal lasted about a year, but the bride and groom were considered husband and wife from the moment of their engagement. This year the bride remained in the house of her parents or guardians. In fact, the girl became a wife when her husband took her into his home.

Joseph, as we remember, came from the family of King David, which was extremely important, because through Joseph Jesus became legally a descendant of David. Indeed, in ancient times, legal kinship was considered more important than blood kinship.

With greetings: Rejoice, O Blessed One! The Lord is with you(Luke 1:28) - the angel addresses the Virgin Mary. The author writes in Greek. It is quite possible that the Greek word "hayre" ("rejoice") in Hebrew could sound like "shalom", that is, a wish for peace.

Like Zechariah, Mary is confused and full of confusion caused by both the appearance of the angel and his words. The messenger tries to explain to Mary and calm her down with the words: Do not be afraid, Mary, for you have found favor with God(Luke 1:30). He then explains what is about to happen. And he does this through three main verbs: you will conceive, you will give birth, you will name.

Usually the father gave the child a name as a sign that he recognized him as his own, but here this honor belongs to the mother. Jesus is the Hellenized form of the Hebrew name Yeshua, which most likely translates as “Yahweh is salvation.”

As Mary listens to how great her Son will be from the angel, she asks a natural question: How will this happen when I don’t know my husband?(Luke 1:34).

This question, dear brothers and sisters, is both simple and difficult to understand. Mary cannot understand the angel’s words, since she is not yet married (in the actual sense, although in the legal sense she already had a husband). But Mary will soon enter into marital intercourse, why is she so surprised?

There are several attempts to explain this question, and they are built on the words “I don’t know my husband.” Thus, some believe that the verb “to know” should be understood in the past tense, that is, “I have not yet known my husband.” From which it follows that Mary understood the angel's words as announcing to her her actual state of pregnancy.

According to another point of view, the verb “to know” comes from the word “to know,” that is, to enter into marital communication. The patristic tradition tells us that the Virgin Mary took a vow of eternal virginity and her words should be understood only as “I will not know a husband.” But some scholars argue that this was impossible, since in the Jewish tradition of that time, marriage and childbearing were not only honorable, but also obligatory. And if there were communities where people led a virgin life, then these were mostly men. And such statements seem logical. But let’s not forget that God does not act according to human logic - He is above everything and can put a virtuous thought on the heart of a pure person and strengthen even a young girl in her godly desire to preserve her purity.

A clear confirmation that God does not act within the framework of the physical laws of nature is the answer of the angel to Mary: The Holy Spirit will come upon You, and the power of the Most High will overshadow You; therefore the Holy One who is to be born will be called the Son of God(Luke 1:35). Often one hears a distorted understanding at this moment gospel history. People try to explain the Virgin Mary's virgin birth of the Son of God as a literary device taken from Greek myths, where the gods descended from Olympus and entered into relationships with women, from whom the so-called “sons of God” were born. But in this text we see nothing of the kind. And in the Holy Spirit there is no masculine principle, which is emphasized even by grammatical gender: the Hebrew “ruach” (“spirit”) - feminine, and the Greek “pneuma” means middle.

The Jewish Talmud also tries to challenge the purity of the Savior’s conception, claiming that Jesus was the illegitimate son of a fugitive soldier named Panther, hence the name of Christ in the Talmud - Ben Panther. But some scholars believe that “panther” is a corruption of the Greek word “parthenos,” which translates as “virgin,” and therefore the Talmudic expression should be understood as “Son of the Virgin.”

The Annunciation scene ends with Mary's response to Gabriel's message: Behold, the Servant of the Lord; let it be done to me according to your word(Luke 1:38).

These words contain the great humility of a young girl, ready to fulfill any will of God. There is no slavish fear here, but only a sincere readiness to serve the Lord. No one has ever succeeded, and it is unlikely that anyone will be able to express their faith the way the Virgin Mary did. But we, dear brothers and sisters, need to strive for this.

Help us in this, Lord.

Hieromonk Pimen (Shevchenko),
monk of the Holy Trinity Alexander Nevsky Lavra

Cartoon calendar

Orthodox educational courses

OLD BUT NOT ALONE WITH CHRIST: Word for the Presentation of the Lord

WITH Imeon and Anna - two old people - did not see themselves as lonely, because they lived by God and for God. We do not know what kind of life sorrows and old age ailments they had, but for a person who loves God, who is grateful to God, such trials and temptations will never replace the most important thing - the joy of the Meeting of Christ....

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Hieromonk Nikon (Parimanchuk)

Preparation for the Sacrament of Holy Baptism

IN section " Preparation for Baptism" site "Sunday school: on-line courses " Archpriest Andrei Fedosov, head of the department of education and catechesis of the Kinel Diocese, information has been collected that will be useful to those who are going to receive Baptism themselves, or want to baptize their child or become a godparent.

R This section consists of five cataclysmic conversations in which the content of Orthodox dogma within the framework of the Creed is revealed, the sequence and meaning of the rites performed at Baptism are explained, and answers to common questions related to this Sacrament are given. Each conversation is accompanied by additional materials, links to sources, recommended literature and Internet resources.

ABOUT course conversations are presented in the form of texts, audio files and videos.

Course topics:

    • Conversation No. 1 Preliminary concepts
    • Conversation No. 2 Sacred Bible story
    • Conversation No. 3 Church of Christ
    • Conversation No. 4 Christian morality
    • Conversation No. 5 The Sacrament of Holy Baptism

Applications:

    • Frequently Asked Questions
    • Orthodox calendar

Reading the lives of saints by Dmitry of Rostov for every day

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Radio "Vera"


Radio "VERA" is a new radio station that talks about the eternal truths of the Orthodox faith.

Methodological material for counselors
At the age of 7-10 years, children show high physical activity, which allows them to play games with significant physical activity. However, despite their great mobility, children quickly get tired and their attention is unstable. Therefore, rest breaks are important during games.
Junior children school age They play a lot in their free time. They master all types of natural movements, although they are not yet perfect, so games related to running, jumping, and throwing are interesting to them. In addition, all these movements are best developed in games.
The attention function of younger schoolchildren is not yet sufficiently developed; they are often absent-minded and switch from one subject to another. In this regard, it is advisable to offer them short-term outdoor games, in which greater mobility alternates with short-term breaks.

The rules of the game need to be stated briefly, since children strive to reproduce everything outlined in the actions as quickly as possible. Often, without listening to the explanation, children express a desire to play one or another role in the game. It’s a good idea to present the game in the form of a fairy tale, which is perceived by children with great interest and contributes to the creative performance of roles in it.
The choice of driver should contribute to the development in children of the ability to correctly assess their own strengths and the strengths of their comrades. It is recommended to change the driver more often so that as many children as possible can play this role.
It is better to give signals in games for primary school children not with a whistle, but with verbal commands, which contributes to the development of the second signaling system, which is still very imperfect at this age. Recitatives are also good. Rhymed words spoken by the choir develop children's speech and at the same time allow them to prepare for performing an action on the last word of the recitative.
Children of this age are very vulnerable, so it is not recommended to take them out of the game for mistakes. If the content of the game requires the temporary withdrawal of the losers, then it is necessary to determine a place for the dropouts and remove them for a very short time. Violations in the game and non-compliance with the rules must be tolerated, remembering that this is mainly due to inexperience, inability to play group games and insufficient general physical development of children.
The predominant place is occupied by games with short dashes in all directions, in a straight line, in a circle, with changes in directions, games with running like “catch-up and run away” and with dodging; games with jumping on one or two legs, with jumping over conditional obstacles (a drawn “ditch”), games with passing, throwing, catching and throwing balls at a distance and at a target, games with various movements of an imitative or creative nature.
BALL GAMES

1. Ball for neighbor
Players stand in a circle facing the center at a distance of a step from each other. Two players facing each other each have a volleyball in their hands.
At the signal, the players begin to pass the ball to the right or left in a circle (in one direction) so that one ball catches up with the other. The one who has two balls receives a penalty point.

2. Don’t give the ball to the driver
All players, except one or two drivers, stand in a circle and begin to throw the ball to each other. The task of the drivers in the circle is to touch the ball with their hand. If the driver manages to do this, he changes place with the one who unsuccessfully threw the ball.
If the ball rolls out of the circle, any player can run after it.

3. Edible - inedible
The players stand in a circle. One of them has a ball. Having named an object, he simultaneously throws the ball to any of the players. If an edible object was named, then the ball must be caught; if it is inedible, then it cannot be caught. If a player makes a mistake (catches a ball called inedible), then he is eliminated from the game. If he is not mistaken, then he names an object and passes the ball.
The last one not eliminated from the game wins.
This game may have another variation. Play like hopscotch. Eleven lines at a distance of 0.5 m from one another indicate 10 classes. The players are located in front of the first class, and the driver is behind the tenth.
The driver takes turns throwing the ball to the players and names edible or inedible objects, and the players must catch or not catch the balls. If the player did not make a mistake, he moves one class forward; if he made a mistake, he remains in place.
As the game progresses, the driver throws the balls first to the older students (standing in front), then to the younger ones. At the same time, high school students step aside without interfering with catching the ball.
They play until everyone “graduates from school.” The last person to graduate from school is the driver in the next round.

4. Catch or throw
We choose a leader. The rest of the children stand along the line at a distance of 5-10 meters from the leader. The leader throws the ball to one of the guys and shouts “Catch” or “Throw.” If the leader shouted “Catch,” then the child to whom the ball was thrown must throw the ball away (that is, execute the command in reverse). If the presenter shouts “Throw it,” then the child to whom the ball was thrown must catch the ball. If the child followed the command correctly, the game continues. If the child does not follow the command correctly, he is eliminated from the game, the rest of the children continue to play. The last player left behind the line is the winner. He will be the host for the next round. To complicate the game, you can alternate the rules between rounds: in one round, the guys must accurately follow the leader’s commands, and in the next round they will follow the commands in the opposite way.

5. Shtander, stop!
The players stand in a circle. The driver hits the ball on the ground several times, keeping the players in suspense. Unexpectedly for the others, he throws the ball high into the air and shouts “Stander...” and the name of one of the players.
At this time, everyone scatters, trying to move to a safe distance. The player whose name was called (now he is the driver) must catch the ball. When the ball is in his hands, he shouts: “Stander-Stop!”, and everyone freezes in place. The player with the ball chooses any player to touch with the ball. Then the player begins to say how many and what steps he will need to reach the player. The steps are:
*giant - step over the entire span of the leg
*human - normal steps
* Lilliputian - when the heel of one foot is placed immediately in front of the toe of the other
* ants - take small steps on their toes (one step immediately before the other)
*duck - squat steps
*frog - jump
You need to calculate the distance so as to get as close as possible to the so-called “victim” in order to hit it with the ball. The players stand motionless, and the driver must walk strictly in a straight line. And, having counted the steps, he also does not have the right to lift his feet off the ground, but must hit the “victim” from the position in which he stopped. The victim can dodge, crouch and catch the ball without leaving his spot. If the player catches the ball or dodges it, the driver throws the ball up again and everything repeats all over again. If hit, the player becomes the driver.

6. I know 5 names...
First, the queue of players is determined.
The first player takes the ball, holding it in his hands, says the rhyme: “I know five names of girls,” hits the ball on the ground and calls the names: “Tanya - one, Masha - two, Ira - three, Olya - four, Sveta - five.” . In this case, the ball must be struck on the ground with the palm of your hand and called one name for each strike.
The same player then continues:
— I know five boys' names
— I know five colors
— I know five animals
— I know five cities
They play a game until ten - “I know ten girls’ names”, etc.
If in the process of hitting the ball the player did not have time to name the next name or did not hit the ball, the game passes to the other player, one by one. When the ball makes a circle and returns to the player, the game for that player resumes from where it left off.
The winner of the game is the one who first gets to the last counting rhyme “I know ten names of cities” and completes it.

GAMES – “CHECK”

1. Burbot
They play on a flat, clearly marked area 20-30 m long and 10-15 m wide. This area is a “river”.
In the middle of each of the four sides of the site and in its center, circles with a diameter of 1.5-2 m are drawn. These are “pools”. Then two “fishermen” are selected. Holding hands, they catch the rest of the players - the “fish”, closing their hands around them. Those caught join the “fishermen”, holding hands with them, i.e. they expand the chain of catchers - the net. "Pisces" can escape in circles - "pools", but only one player can be in one circle.
The game continues until the “fishermen” catch all the “burbot”, except those who escaped in the “pools”.

2.Game "Octopus"
The playing area is divided into two parts. One part will represent the sea kingdom of the octopus. It can be designed accordingly, but in such a way that the design does not interfere with the movement of the participants in the game. The other part is the shore. An “octopus” is selected, which cannot go to the “shore”, but the rest of the participants run wherever they want, “swim in the sea”, trying not to fall into the “tentacles” of the octopus. If the “octopus” was able to touch the participant, he is considered caught and turns into a “shell”. “Shell” falls to his knees and groups up. The “shell” can be released by running around it 3 times.

3.Game “Help a Friend”
This game is aimed at developing mutual assistance and support for each other. Two players are selected, one of whom is the driver, must catch up and “trash” the other. The rest of the children stand in a circle, at a distance of about one step. The runner and the driver run along the circle, and the second one tries to catch up with the second one. But the runner, if he feels that he is being overtaken, can ask for help from any player in the circle by shouting his name. Then the named player leaves his place and runs in a circle, and the first running player takes his place. However, the vacated place can also be taken by the one who is catching up, then the “driver” becomes the one who did not succeed. The game continues as long as the children are interested

4. Game “Pike and crucian carp”
Preparation. On one side of the site there are “crucian carp”, in the middle there is a “pike”.
Contents of the game. At the signal, the crucians run to the other side. The "pike" catches them. The caught “crucian carp” (four or five) join hands and, standing across the platform, form a net.
Now the “crucians” must run to the other side of the site through the net (under their arms). The “pike” stands behind the net and lies in wait for them. When there are eight or nine “crucians” caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted by 15-18 participants holding hands. The “pike” takes a place in front of the basket and catches the “crucian carp”.
When there are more caught crucian carp than uncaught ones, the players form vertices - a corridor of caught crucian carp, through which the uncaught ones run. The “pike”, located at the exit from the top, catches them.
The winner is the one who remains last. He is entrusted with the role of the new “pike”.
Rules of the game: 1. The game begins at the signal of the leader. 2. All “crucian carp” are required to go through the net, basket and top when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a “pike” if they manage to throw their clasped hands behind the back of the “pike” and drive it into the basket or slam the tops. In this case, all the “crucians” are released, and a new “pike” is selected.

5. Game "Paints"
According to the rules of the game, a seller and a buyer are selected. All other colors. Each paint makes a guess about its color and quietly tells it to the seller.
So, the paints and the seller sit down on the bench. The buyer approaches the players and says:
"Knock-knock."
Salesman:
“Why did you come?”
Buyer:
"For paint!"
Salesman:
“For which one?”
Buyer:
calls paint.
If there is no such paint, the seller replies:
“We don’t have that kind of paint. Jump along the path on one leg!”
Then the buyer jumps in a circle on one leg around the bench (or next to it) and returns for new paint.
If there is such paint, then the seller says:
“There is one, pay this much”
(names a number, usually the player's age), but does not show who it is. The buyer must pay quickly (pat the seller’s palm as many times as he needs to pay).
At this time, the paint jumped up from the bench and ran as far as it could. After that, the buyer had to catch the paint. If it worked, then the caught player became the buyer. If the paint managed to return to the bench uncaught, the game started over with the previous buyer.

6. Game "Frozen"
A site without dangerous obstacles is determined. The driver is selected - “Frost”. Everyone runs for their lives, scattering around the site in random order, and the driver begins to catch up with the players. The one who was insulted freezes in place, saying “Unfreeze me, a black horse.” Those who did not have time to “freeze” can help by touching the “frozen” player and thereby freeing him from the ice captivity, the game continues.
You can complicate the game by choosing two drivers.

GAMES FOR ATTENTION AND QUICK RESPONSE

1. Cones, acorns, nuts
Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after another facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.
Contents of the game. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing in the triplets are second, if “cones” - those standing in the triplets first change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.
The winners are the players who have never been a driver.
Rules of the game: 1. Those summoned are prohibited from remaining in place. 3. Players cannot move to any other three (otherwise the player becomes the driver).

2. “The slower you go, the further you will go”
Two stripes are drawn on the ground with chalk at a distance of approximately 20 meters.
All players stand on one side; the driver stands on the other side, and turns his back to everyone. The driver says:
“The slower you go, the further you will go. Stop."
The phrase can be pronounced as you like - deliberately dragging out the words, the entire sentence, or, for example, starting slowly and then ending it abruptly and quickly - in general, introducing an element of surprise into the game.
At this time, all the players are trying to run as far as possible and get to the finish line; they freeze at the word “stop”. After the word “stop” the driver turns around. If he saw the movement of a player (who did not have time to freeze or stop due to the acceleration speed), he is eliminated from the game.
The winner is the one who gets to the finish line first and touches the driver - he takes his place, and the game starts over.

3.Traffic light
A platform is selected for the game and the driver is determined.
Two lines are drawn on the site at a distance of 5-6 meters from each other. Players must line up behind one of the lines. The driver stands between the lines, approximately in the middle, with his back to the players.
Next, he calls a color and the players must begin to cross the other line.
If the players have the named color in their clothes, then they calmly pass by the leader for another line. If the player does not have this color in clothing, then he must run away from the driver. If the driver has stained the player “without color,” then he becomes not his place.
This game develops visual memory and attention well.

4.Guess whose voice it is
All players form a circle, and one of them stands in the center and closes his eyes.
Children, holding hands, walk in a circle to the right (left) and say:
So we lined up around
They turned around suddenly.
At these last words, everyone releases their hands and turns 360 degrees, continuing to move in the same direction.
How about we say:
Skok, skok, skok,
Guess whose voice it is.
The words “skok, skok, skok” are spoken by one who was chosen in advance.
The person standing in the center opens his eyes and tries to guess who said the words “jump, juice, jump.” If the driver guessed right, he goes to the middle. If the driver does not guess correctly, he continues to drive - stand in the middle of the circle.

GAMES WITH RUBBER AND ROPE

1. Rubber band
To play you need 3-4 participants and that rubber band at least 4 meters long.
Two players become rubber bands. One player jumps (performs a series of exercises) - in turn at all levels. Usually each exercise is performed at all levels in turn, after which they move on to the next exercise and start jumping from level 1 - this way the game was more varied
If the game is played by three people: as soon as the jumper makes a mistake (gets lost, clings to the rubber band, steps on the rubber band, etc.) - he becomes “in the rubber band”, and the next player begins to jump. They always continue to jump from the place where they got lost. If the game is played with four people: when a player gets lost, a teammate can help him out. When he gets confused, the pairs change places (the team that got lost becomes “rubber banded”). The teams always continue to jump from the place where they are last time got lost.
Rubber band game levels:
- the first - when the elastic band is at the level of the ankles holding
- second - elastic band at knee level
- third - elastic band at hip level
- fourth - elastic band at waist level
- fifth - elastic band at chest level
- sixth - elastic band at neck level
- and even sevenths - the elastic band was held with hands at ear level.
List of exercises performed:
Simple
We jump: legs on both sides of one rubber band, jump, legs on both sides of the other, jump out on the other side of the rubber band

Runners (pedestrians, rails)
We jump, step at the same time - one leg on one “rubber band”, jump, change legs - like this 4 times (you can say “walk-she-go-dy”), jump out on the other side of the rubber band

steps
We jump with both feet (together) - we jump, hook one elastic band, stepping on the other, then with one jump we free ourselves from the elastic band and jump out on the other side

Bow
The right leg is below the first elastic band, the left is on top. We jump onto the second elastic band so that we get a bow (right on top, left on bottom). In one jump we free ourselves from the elastic band and jump out from the other side

Candy (envelope)
We jump with both feet immediately behind the second elastic band, hooking the first one (we get a cross, inside of which we stand), jump and step on both elastic bands with both feet, jump out of the elastic band

Ship
We start like in an envelope - we jump inside with both legs, jump and land so that both legs are “outside” the elastic, cross in one direction and the other, jump out of the elastic

Handkerchief
We grab one rubber band with one foot, carry it behind the second (it turns out to be an envelope, but with one foot), jump and turn 1800 without releasing the rubber band, then we jump - we free ourselves from the elastic band and land so that our legs are on both sides of the first rubber band

2. Olympics
An unlimited number of people can play. Two players stand at a distance of about 2 meters from each other, with a rubber band in their hands. Then, without letting go of the rubber band, they say:
“Oh-li-mpi-a-da - no need to touch me - just try to pass - one-two-three!”
With these words, they try to confuse the rubber band in every possible way: you can step on it, twist it, change places - the main thing is to confuse it as much as possible. You can’t move your hands where you took the rubber band—we keep it there. On the count of “three,” the players freeze, and the result is a “cobweb” made from a rubber band.
The task of the other players is to move one by one to the other side of the “web” without touching it. As a rule, to get over, you need to crawl into a small triangle or square; you can crawl along the ground or even jump over a “structure.”
When everyone has moved over and is not touched, the game begins again. If someone snags the rubber band, the players change places.

3. Watch
To play you need two jump ropes and at least three people. The jump ropes were tied together (only so that the knot was without rope handles). Two girls stood at a distance of 2-3 meters and twirled a long rope, the third had to jump. Jumps were performed in order and with to varying degrees complexity. The rope had to spin constantly and evenly, and a rather difficult part of the game was “jumping” and “jumping out” of the spinning rope. If they made a mistake while jumping, got lost, or tangled the rope, the turn passed to the next player. If not, all exercises were performed sequentially.
1 jump - jump, jump over the rope 1 time, jump out.
2 jumps - “cup” - jump with one hand on your side, jump over 2 times, jump out.
3 jumps - jump, jump three times on your right foot, jump out.
4 jumps - jump, jump four times on your left foot, jump out.
5 jumps - jump immediately in the center of the rope, jump over 5 times, and also jump in the center.
6 jumps - jump, squat over 6 times, jump out.

4. Tens
Only one jump rope is needed to play. The whole game consists of sequentially performing exercises with a skipping rope. Each exercise is performed from 1 to 10 times, depending on the complexity. Moreover, we start the game with 10 jumps and gradually come to the last one - the winning jump.
One player starts jumping, if he gets lost somewhere or doesn’t perform, the move moves on to the next one. The winner is the one who completes all the exercises first.
So, the exercises:
10 times - we jump over the rope in the most ordinary way, with both legs at the same time, twisting the rope forward.
9 times - we jump over the rope on one leg, but change legs - first the right, then the left - it turns out to be a kind of “running” over the rope
8 times - jump rope on the right leg
7 times - jump rope on the left leg
6 times - we jump over the rope in the usual way, but now we twist the rope backwards
5 times - we jump over the rope “running” (the same as 9s), but we twist the rope backwards
4 times - twist the rope forward. We jump once as usual, crossing our arms once, again as usual, crossing our arms again.
3 times - fold your legs in a cross, jump forward over the rope
2 times - jump on the right leg, twist the rope backwards
1 time - you had to jump and at the same time rotate the rope forward twice. This was the pinnacle of our skill :)
Whoever completed the last exercise first is the winner.

5.Swing
The players form a circle and settle for first or second. The leader stands in the center of the circle, holding a rope in his hands. He rotates the rope, holding it by one end, the other end makes a circle above the floor. Players must jump in a timely manner so as not to hit the rope. Anyone who touches the rope receives a penalty point. The game lasts 3-4 minutes. The team whose players receive fewer penalty points wins. To ensure that the rope passes under the feet of the players, a circle is drawn from which one cannot leave. The rope must be rotated evenly, gradually lifting it up. The game can also be played as a knockout game; the player who touches the rope is eliminated. In this case, the team that has more players left after time expires wins.

CREATIVE GAMES

1. “Grandma, unravel us”

One presenter is selected, who will be the “grandmother”. All the other people stand in a circle, hold hands, and when the leader turns away, they begin to get entangled in a ball - pass through the hands, step over, twist. The main condition is to not let go of your hands. When the participants begin to howl from uncomfortable positions, one of them shouts “Grandma, unravel us!” Then the presenter comes and tries to bring all this confusion to its initial state. It is prohibited to separate your hands.

2. The sea is agitated - once...
Among the participants, you need to choose the one who starts the game, i.e. presenter The presenter begins: “The sea worries once, the sea worries two, the sea worries three... the sea figure “freeze.” Everyone should freeze in the image of some marine figure, be it a shark, a starfish, an octopus. Who has enough imagination for anything? Participants must not move. Then the presenter approaches each figure and begins to “turn them on” in turn. The figure that he “turned on” should describe the sea creature that he depicts with the help of movements. All participants guess who the participant is portraying. And so all children must show their figures. Then the presenter chooses which figure he likes best. This participant becomes the new presenter.

3. "Owl"
Preparation. An “owl” is selected from among the players. Her nest is to the side of the site. It can be outlined, fenced off with a bench. The players on the court are located randomly. "Owl" in the nest.
At the presenter’s signal: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, imitating frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” — the players stop, freeze in the position in which the signal caught them. “Owl” go hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit, she can kill two or even three players. Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
The winners are the players who have never been caught. You can also note the best driver - the one who caught the most players.
1. The “Owl” is prohibited from observing the same player for a long time, and the caught one is prohibited from breaking free.
2. After two or three outings of the “owl” to hunt, she is replaced by new drivers from among those she has never come across.

GAMES FOR SPEED AND ENDURANCE

1.Forged chains
The players are divided into two teams. They stand in ranks, holding hands, opposite each other (at a distance of about 10-15 meters).
One team shouts in unison:
“The chains are forged, unchain us!”
The opposite team asks:
"Which one of us?"
“Chained” calls the name of a player from the opposing team. The chosen one tried to break the human chain with a running start (it is important to select “ right place", which seems to be the "weak link"). If you manage to break the chain, the player returns to his team and takes with him one of the two “uncoupled” comrades. If not, the player joined the team just between the “links” that he was trying to break.

2. "Empty space"
This is a group game. It begins with the presenter telling the children: “Let's check which of you runs the fastest!” After that, he invites everyone to hold hands and build a beautiful, even circle. Then the children lower their hands and sit on the floor with their faces inside the circle, and the leader, being behind the circle, walks around it, saying:
The fire is burning, the water is boiling,
I will wash you today
I won't catch you!
Then the leader repeats this text again with the children. On the last word, the leader touches one of the guys, asks him to stand up and turn to face him, after which he says: “One, two, three - run!”, showing in which direction you need to run behind the circle in order to be the first to occupy the vacant space place. The leader and the child run around the circle from different sides, while the leader needs to give the child the opportunity to be the first to take an empty seat.
After this, the leader goes around the circle again and repeats the words, giving the children the opportunity to remember them and learn the rules new game. Having chosen the second child, the leader should this time try to be the first to take a place in the circle. Now the baby becomes the driver and chooses his own partner. Each winner should be rewarded with applause.
The following rules must be followed in this game:
– you need to choose as a partner someone who has never run before;
– you can only run in circles in opposite directions;
- the one who did not have time to take a place in the circle becomes the driver.

3. "Burners"
For this game you will need a beautiful handkerchief.
Children stand in pairs one after another. The driver is in front, holding a handkerchief in his hand above his head. All participants sing in chorus:
Burn, burn clearly
So that it doesn't go out.
Look at the sky
Birds are flying
The bells are ringing!
After these words, the last pair of players runs along the column (one child on the right, the other on the left). The one who runs to the driver first takes his handkerchief and stands with it in front of the column, and the one who runs second is eliminated from the game.

Driver's choice
The counselor can appoint a driver. You can invite the children to choose a driver, suggesting at the same time what qualities he should have (the one who runs well, who doesn’t miss the ball, the most fun, etc.). This method is especially good because the chosen driver always tries to justify the trust of his comrades as best as possible.
But there are games where anyone can become a driver, especially since he will often change during the game. A counting game will help. Who does it fall on? last word, goes to drive.
Counting books
The bees flew into the field,
They buzzed, they buzzed,
The bees sat on the flowers,
We play - you drive.
Tara-tara - tara-ra!
We went out into the tractor field!
They began to harrow the arable land,
We should run, you should drive!
The sun hid behind the mountain,
The bunny goes into the forest, and the mouse goes into the hole.
Who remained in sight -
Run away! I'm going to drive!
One, two, three, four, five.
We're going to play.
A magpie flew to us
And she told you to drive.
But there are also counters in which the player who had the last word leaves the circle, and the calculation is made from the beginning. They count until one participant remains, who becomes the driver. (This method is used only when there are few participants.)
They sat on the golden porch
Tsar, prince, king, prince,
Shoemaker, tailor.
Who will you be?
Choose quickly!
Don't detain good and honest people!

Where have you been so far?
The traffic light was delayed.
Red - clear -
The path is dangerous.
Yellow is the same as red
And green is ahead -
Come on in!
Over the seas, over the mountains,
Behind the iron pillars
There is a tower on the hill,
There is a lock on the door.
Go get the key
And unlock the lock.
The vitamin was rolling
Named Marinka.
Didn't study my lessons
And I got a bad grade.
And when I went for a walk,
I got the number five.

Camp is, first of all, outdoor games. Games until you drop, until exhaustion (children or adults, depending on the circumstances). It is with the help of this ingenious invention of human thought that in the evening counselors manage to achieve unquestioning friendship with the pillow from their charges and snatch an hour or two of sleep themselves. Few people do not know how to create large sports relay races: “trains” alternating with running on their hands and running over a skipping rope. A little excitement among the competing teams - and sports game ready. How can you diversify the rest of the time when you want to move around and try something new? We hope that the experience of different camps will add some fresh ideas to your gaming treasury.

DON'T MISS THE BALL

The participants of the game stand in a circle and put their hands on each other’s shoulders. The driver stands in the middle of the circle, with a ball at his feet. The driver's task is to kick the ball out of the circle. The players' task is not to let the ball out of the circle, but to hit it to the center of the driver. You can't separate your hands. Neither the driver nor those standing in the circle are allowed to go beyond the line. If the ball sent by the driver flies over the hands or head, the kick is not counted. But when the ball flies between the legs, the driver wins. He stands in a circle, and the one who missed the ball takes his place.

FOREST, SWAMP, LAKE

Draw a circle of such a size that all players fit into it, and 3 more circles at an equal distance from the first. The players become the first, and the rest receive names: “forest”, “swamp”, “lake”. The presenter names an animal, bird or fish (you can agree and name plants). Counts quickly to the set number. Everyone runs and everyone stands in the circle that, in his opinion, corresponds to the habitat of the named animal or bird, then they return and start all over again. The word "frog" allows you to stand in any circle. Those who never make a mistake win.

You cannot change the circle. If a late arrival does not step into that circle with at least one foot, he receives a penalty point. Also the one who did not have time to reach the circle.

CHAIN

We determine the size of the territory in which the game will take place. At the beginning of the game, the leader is one person. He catches up with the fleeing participants. Having caught up with someone, he takes him by the hand, and together they catch up with the next one, and so on, until a chain is formed. If there are many players, you can form 2 chains. That is, when a chain of four people is formed, they are divided into pairs.

GAME WITH BALL

Participants are divided into 2 teams, they are given identification marks so that they can recognize each other. The task of each team is to throw the ball to each other 10 times without dropping it. Players from the other team try to win the ball. If the ball falls or gets to the other team, the game and scoring start again.

TICKET PASSENGERS

The group is divided into 2 equal teams, forming pairs. One is passengers (inner circle), and the other is “tickets” (outer circle). The leader stands in the center, and at his command the movement begins. Passengers turn to the right and run in a circle, and the “tickets” - to the left; Everyone sings the song “We are going, going, going to distant lands.” Suddenly the presenter shouts: “Controller!” The "tickets" stop in place, and the passengers try to stand in front of the "tickets" (looking for a pair). The presenter, meanwhile, tries to get ahead of someone and take an empty seat. The one left without a seat becomes the leader.

FAST IN A CIRCLE

Sit in a circle and place the leader in the center with his eyes closed. Pass an object around. When the presenter says “stop!”, the object is stopped being passed on, and the person holding it receives from the presenter any letter from the alphabet, except complex ones. When the letter is given, the object begins to move in a circle until the leader stops it again. The person holding the object must, until the object goes around the circle, name 8 objects starting with the letter given by the presenter. If the player fails, he goes to the center and the game continues.

JUMPERS

Take an empty large egg carton. Write numbers from 1 to 30 on the bottom of each indentation. Place the target cardboard on the floor (there should be no carpet on the floor!). Divide the players into 2 teams. Draw a line one and a half to two meters from the target and give each team 4-5 balls. The goal is to hit the cells and score as many points as possible, but the ball must hit the floor once before hitting the target.

WOLVES AND SHEEP

From the group (36 people) 9 sheep and 3 wolves are selected. The rest stand in a circle, holding hands - this is a fence. The sheep stand inside the circle, and the wolves outside. The leader scatters leaves with green paper (instead of grass) outside the circle. The essence of the game is that the sheep must collect all the grass outside the circle and bring it into the circle. Wolves catch sheep that leave the circle. The fence keeps sheep out and wolves out. A sheep that has been taunted by a wolf is out of the game. You can change wolves and sheep. The game continues until all the grass is collected or all the sheep are caught.

THREE, THIRTEEN, THIRTY

The players form a circle, standing apart from each other at a distance of arms outstretched to the sides. The driver stands in the middle of it. If he says: "Three" - all players must raise their hands to the side, at the word "thirteen!" - raise them up at the word “thirty!” - put them on your belt (you can come up with other movements). The driver quickly names any of the 3 numbers listed above. The one who makes a mistake takes a step back, but continues to play. The one who remains in his place until the end wins. The driver can draw out the words: “Three-and-and-and...”.

SNAKE

Divide into two teams (at least 20 people each). The teams line up. An object is placed in front of them at a short distance. At the signal, the first player from each team runs to this object, runs around it, returns to his team, takes the hand of another player and runs with him. When they return to the team, they take two players, then four, then eight... The chain must not be broken!

"LYING" SNAKE

(It’s better for the leader to stand at the beginning of the “snake”, it’s safer). Gather large teams and put them at the start. The task is to form a “snake” that will stretch throughout the room ( gym, field), and will come back again. At the command of the leader, the first player from each team lies face down with his arms extended towards the start. As soon as the first player lies down, the second one runs up, takes hold of the first player’s feet and lies down in the same way. When the whole team lies down, forming part of the “snake,” the first player gets up, runs to the tail of the snake and everything starts all over again. The game continues until the entire team returns to the start.

PRESSURE POINTS

Using marking tape, make 2 parallel lines on the floor, 2 steps apart. This is a neutral zone. Teams stand on a line, facing each other. One team "invites" the other to the neutral zone by dragging them by the arms. The one who is pulled becomes a member of the other team. Teams can try anything to lure them into the neutral zone. The only condition is that they must not move back from their line.

CIRCLE TRANSMISSION

Teams choose a captain and stand behind each other, forming two circles. The captains receive a volleyball. At the leader’s signal, each captain raises the ball above his head, passes it to the person standing behind, and the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he passes it to those in front (i.e. in the opposite direction). Then, at the captain’s sign, everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it above his head.

CHANGE OF PLACES

Two teams of 8-10 people stand in ranks along a line facing each other, at a distance of 10-12 m, and diverge to the width of outstretched arms. At the leader’s signal, they run towards each other, trying to get behind the opposite line as quickly as possible, turn around and stand in a line. The team that does it faster wins. By repeating the game, you can change the methods of movement: jumping, on one leg, with a skipping rope.

AMOEBA FLIGHT

This game requires serious teamwork. Divide the group into 2 teams. The players of each team stand close to each other. Tie a rope around each team. Set the distance to 15 meters, or give the task to run around the box, jump over obstacles and return. Everyone starts running at the leader’s signal, but they may collide and the box may fall. To avoid injury, participants must remove their shoes.

LOADED

Divide the group into 2 teams, no more than 12 people. Prepare and place two tables with objects at one end of the room so that each team member has at least one object. The teams line up at the other end of the room. At the leader’s signal, one player from each team runs to “his” table and chooses any item at random. Then he runs back and passes the taken item to another player. He runs to the table, also selects an item, returns and passes it to the next one, and so on, until one of the teams clears their table of items and moves them to their corner. If something falls, you need to stop and pick it up.

MINES

Blindfolded, you need to reach the designated place without touching the placed objects (shoes, watches, dishes, etc.). Note: If you want to amuse the participants, the second or third time, when everyone has already seen what these objects are, ask someone to take off the watch and put it on the field. Then blindfold the participants and replace the watch... eggshell, placing it in such a way that it is more likely to be stepped on. It is difficult to convey the feelings of a person who knows that there is a clock on the playing field and hears the crunch under his own foot...

KEEP THE BALL ON THE FLY

Everyone stands in a circle, holding hands. The task is to prevent the balloon from falling to the floor by pushing it with all parts of the body. After the ball falls once, it cannot be pushed with your feet, and so on until it can no longer be pushed with anything. You can complicate things like this: settle on the first or second, the first push them, and the second hold them back. Or in another way: some hold their ball, others hold another, while you need to keep yours in the air and prevent others from doing the same.

HIDE AND HIDE IN REVERSE

One participant is hiding, everyone else is looking for him. The one who finds the hiding person hides with him, and so on until only one seeker remains.

BURNING FOREST

The task is to run from one edge of the field (along which the line is drawn) to the other. In the center of the field there are 3-4 drivers who salute those who are running. Those who have been greased stop where they were greased, spread their arms to the sides, imitating a burning tree (you cannot move from the place). The rest continue to run back and forth. Their task is complicated by the fact that they cannot touch the “burning trees”. The one who touched it stops and “burns.” The game can continue until there are 2-3 “unburnt” participants left. They will be the winners.

TALKS-COINS

Two teams, lined up, stand opposite each other, at a distance of two meters. One of them is “heads”, the other is “tails”. The presenter tosses a coin and shouts out what came up. If it's heads, the heads run after the tails, and vice versa (usually confusion results). The team that is chasing must show off as much as possible more people from another team, and then the winners move to their team. You can save until the player reaches the pre-designated border. The game continues until everyone is on the same team, but this rarely happens, so play until you're exhausted.

RELAY RACES

    With an inflatable ball. Divide the participants into two teams. Give each person a stick and a balloon. The task of each player is to run to the place where the baton is handed over and not let the ball fall to the ground with a stick.

    With cotton wool. For this relay race, special tubes are prepared, bent at one end. You need to get to the place where the baton is handed over as quickly as possible without dropping the cotton wool. To do this, you need to constantly suck in air through a tube with a piece of cotton wool at the end.

    With a ball. The player's task is to jump with the ball between his feet to reach the place where the baton is transferred.

    Taking the legs of another... in your hands.

    Crab (crawl).

    Throw pebbles into a glass.

    Jumping in a bag.

    Steeplechase (the whole team holds on to a piece of toilet paper that cannot be torn).

    Drink all the water in the bottle through a straw, running up one at a time.

    Pass the matchbox with your nose.

    Soap relay race (while soaping your hands, shoot soap as far as possible).

    Whoever gurgles the longest (take some water into your mouth and, at the presenter’s signal... gargle).

    There is a spoon in your hand, and a potato in the spoon (you can use 2 chopsticks instead of a spoon).

    And it’s good for your posture (holding a bag of sawdust on your head).

    Blanket race (one sits, two carry).

    WITH inflatable balloon(two players run from start to finish, holding a balloon with their foreheads).

    Ride the horse (one goes down on all fours, the other sits on his back. The horse carries the rider to the finish line, and the rider holds a racket in his hand, with a badminton shuttlecock on it).

    Snake (one lies face down, everyone else runs over him, leaving him between their legs, returns, the second lies with his head at the feet of the first, everyone runs in the same way - until everyone lies down).

PROGRESSIVE RELAY

For several teams of 6-8 people, place chairs at different ends of the room, hall, etc. On each chair, place a stack of cards with tasks for the number of players on the team. At the leader’s signal, the first player from each team runs to a chair, takes a card, reads it and completes the task. Then he quickly returns to the team, takes the hand of the second player, they run together to the chair, take another card, read and complete the task, etc.