Blog Different.

Game on the development of tolerance for students of 6th grades "Magic crystal"

Please.log or register Do it.
Acid Galina Nikolaevna
library-master
MAOU SOSH No. 43
d. kaliningrad

Challenges of the game:

  • Help children to understand the differences in their attitudes towards whom they consider a close person and whom they consider a stranger.
  • Give children the experience of personal living of the situation of communication with “aliens” and “ours”.
  • To offer a model of constructive communication with people who are objectively or subjectively perceived as strangers.
  • To promote the development of a sense of sympathy, acceptance of a person unlike others.
  • Give an opportunity to revise and change previous negative perceptions of who was perceived as a stranger.

The structure of the game
In action, elements of a problem lesson (work of creative groups, group discussion) and a story-role game are combined. Problem situations are created to maintain children’s game motivation, to work with concepts and generalize the game experience. The story-role game allows you to organize the accommodation of children of dramatic situations.

Participant and presenters
The game involves the participation of the whole class (preferably up to 30 people). It can be carried out as a developing psychological occupation or as a special - double - lesson under the guidance of a teacher. In both cases, assistance from an assistant is required. They can be a psychologist, another teacher and even one of the parents of students. If necessary, the game can be held in two stages, with an interval of 1-2 days.

 

Gameplay scenario

    1. Preparatory phase

The presenter prepares the room for the game in advance: desks and chairs are made in such a way that all students of the class are sitting at four large tables (5-7 people at each table, depending on the total number of students in the class). The tables are arranged in such a way that all students can see each other if necessary. The board still has free space.
The class leader divides the class into four groups. The following safe and efficient method can be used to divide. Children are invited to split into groups of 2-3 people, uniting with those with whom they are most pleasant to communicate.
Each group shall then nominate a representative to vote. When voting, representatives draw one of the squares: yellow, red, blue or green. At this stage, the presenter does not explain to children what a particular color means, but simply offers to sit at the same table to all groups that stretched out the same color squares when voting. For convenience, paper of the appropriate color should already lie on each table. So groups are formed, approximately equal in composition. In these groups, each child is quite comfortable - friends, "their" guys are happy with him. But at the same time, children from different mini-communities gathered in one group, perhaps in real life practically not communicating with each other. You can say “aliens” to each other.
After the children are seated at their tables, the host announces the start of the game. It is good if at this moment a certain melody, call signs, lighting, etc. will sound.

    1. “Aliens” and “ours”: working with concepts

This stage performs asmotivationalwellconceptualfunction. On the one hand, it is necessary to interest children in the problem, to put them in an active position in relation to the topic under discussion, and on the other hand, to help them form the concepts of “a stranger” and “his own person”.

Host.
Today we will talk about the people around us and our attitude towards them. Among those who live near us, there are people closer to us and those with whom we hardly communicate, whom we do not notice, or notice, but do not understand. In general, there are people and strangers. Let's see what that means.

The host distributes sheets of paper to the children. The sheet is divided into three zones as follows.

The words are written on the board. The teacher suggests that children in the left part of the sheet write the word “own”, and in the right – “alien”. Next, he asks you to read the words written on the blackboard and rewrite them on your sheets: relating to the concept of “alien” – in the right zone, to the concept of “own” – in the left zone. In the lower triangle, you need to enter words that cannot be uniquely attributed to any of these concepts.

An approximate list of words.
Warning.
Openness.
Danger.
Calmness.
Evil.
Good.
Understandable.
Incomprehensible
Close.
distant
Similar
Other
I like it.
I don't like it.

Children rewrite words, at will read what they have succeeded. After an oral discussion, the teacher invites each group to give a definition of the concepts of “his own person” and “alien person”. Definitions are written by the teacher on A3 sheets and posted on the board. At the end of the game, they should return.

    1. Panel discussion

The presenter invites children to express their opinion on the following question: “Can all people around be their own?” During the discussion, the moderator summarizes the views of the children.

Host.
There are always people around us who we think are (or are) strangers. It's normal. And now we will talk about how to behave with those whom we consider not like us, strangers to us. To do this, imagine an unusual situation. We're going to be dwarves for a while.

At this point in the game, you need to take a break or a dynamic pause, including children in the mobile game. In fact, in the course of this game, you can “turn” children into dwarfs.

    1. Warm-up
      1. The beginning of the first story.
      1. The beginning of the second story.
      1. The beginning of the third story.
      1. The beginning of the fourth story.

The presenter reports that he will now become a wizard and turn children into dwarfs. To do this, they must build four columns (each column must have an equal number of children).
Participants who are last in the columns turn to the lead (each of them works with two teams) and receive from them a red, yellow, blue or green cube corresponding to the color of the team. Their task is to transfer the cube to the one in front, “turning” the cube into an object. For example, shaking a cube in your hands can turn it into a baby. If the teammate guesses what the cube is made into, he picks it up and passes it to the next one, turning it into something else.
The players of the team that coped with the task the fastest, the first receive the title of dwarfs, and the presenter hands them caps of the appropriate color. Then the caps get the other commands.

Immersion in a game situation.

The host explains to the participants that they are now dwarves. At the same time, each table represents its “dwarf” family, the inhabitants of the Yellow, Red, Green and Blue Mountains. In the depths of these mountains are their underground cities, mines, workshops. That's where their lives go. The host gives the dwarves of each mountain some special insignia. The simplest option is a circle of a certain color, which children pin to the collar or sleeve with pins. For a great immersion in the game situation, you can offer each group to come up with the name of their kingdom and list some of the biggest achievements of its inhabitants (what they are proud of), tell about how and where they live, what they do, what their features are. After a short discussion (no more than 7-10 minutes), the groups are introduced to each other.

Host.
So our story begins... It touches the milestones of the inhabitants of your kingdoms, each of you, but there is a main character in it. Let's call him the Dwarf with a capital letter. Before you know what happened, get acquainted with this Dwarf and how he has developed relationships with other residents of your mountain. Now each group will receive a small text. The texts differ from each other, it can not be otherwise: you have different kingdoms and different lives. Please read your texts.

Stories.

They lived in a huge yellow mountain of dwarfs. One day someone knocked at the main gate of their cave. He was a Dwarf, but from a distant "dwarf" country. The evil giant destroyed the mountain in which this Dwarf lived. And now a homeless wanderer asked the dwarves of Yellow Mountain to shelter him. They agreed. The alien Dwarf was strange: he loved to wander one through the labyrinths, did not always understand the meaning of the jokes of other dwarves, he invented some games and jokes incomprehensible to others. Other dwarves thought he was a freak. He knew how he was treated and did not try to change anything.

They lived in a huge red mountain of dwarfs. One day someone knocked at the main gate of their cave. He was a Dwarf, but from a distant "dwarf" country. The evil giant destroyed the mountain in which this Dwarf lived. And now a homeless wanderer asked the dwarves of Yellow Mountain to shelter him. They agreed. The new dwarf turned out to be very cheerful and sociable. It was interesting with him, he always came up with something: new games, adventures. The dwarf knew that he was loved and appreciated by the other inhabitants of the mountain.

They lived in the great Blue Mountain of Dwarfs. One day someone knocked at the main gate of their cave. He was a Dwarf, but from a distant "dwarf" country. The evil giant destroyed the mountain in which this Dwarf lived. And now a homeless wanderer asked the dwarves of Yellow Mountain to shelter him. They agreed. In a large and friendly family of dwarves, everyone considered the Dwarf to be his own and treated him very warmly. Many forgave him. But the little dwarf always felt that he was not like the others: he wanted to go out into the open air, into the woods. He secretly wrote poetry... The dwarf felt himself a stranger in the company of other dwarves.

They lived in a huge green mountain of dwarfs. One day someone knocked at the main gate of their cave. He was a Dwarf, but from a distant "dwarf" country. The evil giant destroyed the mountain in which this Dwarf lived. And now a homeless wanderer asked the dwarves of Yellow Mountain to shelter him. They agreed. The new dwarf wanted to be friends with other dwarves, to be an equal partner in play and work. But the dwarves shunned him, tried to avoid communication. He seemed like something different to them...

The host invites the participants to tell each other what their Dwarf was and what his relationship with others was.

Leading
You might be wondering what stories other groups got. Let's introduce them to each other. But let's do it in a way that's not quite the usual -- with a sculpture or a coupling without words.

The presenter asks each group to create a sculpture or play a small scene without words that reflects the relationship between the Dwarf and his entourage. The lot determines who gets the role of the Dwarf. Children are given 5-10 minutes to prepare. At this stage, children will need organizational assistance from the host and its organizers.
The presenter asks the participants to watch each other’s scenes very carefully, to notice the peculiarities of the relationship between the Dwarf and the others. The presenter invites the children to express their assumptions about when the Dwarf was treated as a stranger, and in which - as their own, and explain why they think so.
This discussion is best done after watching two scenes. After everyone has spoken, the presenter asks the representatives of the groups to read their texts aloud and sums up. It is important to pay attention to the following children. What was the attitude to the dwarf as a stranger? Why did the Dwarf sometimes realize that he was a stranger and knew how others treated him, and sometimes it seemed to him that he was the same as everyone else?
After discussion, the presenter invites each team to draw their Dwarf on a previously prepared sheet of Watman and write under his portrait those qualities that they believe he possesses.

    1. Incidents in the Dwarf Kingdom

Leading
Imagine that your kingdom kept a unique treasure – the Magic Crystal (the host puts on the table for each team the same cubes that were used in the warm-up). This crystal has an amazing property: it turns into anything they want in the hands of dwarves. This helped the Dwarfs in many different situations. Think about it and tell us what the magic crystal gnomes turned into and for what purposes?
(The host gives the groups time to discuss and introduce the unique features of the crystal to each other: 3-5 minutes.) Then his story continues.
But there was another feature of the Magic Crystal: it remained what it was turned into only as long as it was touched by the hand of the dwarves: but once it was torn from the crystal of the palm, it again became an outwardly ordinary stone. And if the hands did not touch him for fifteen minutes, the crystal 2 fell asleep, and his ability to transform could be restored only with the help of a special magical powder, located far, far away, in the Evil Witch.
Knowing this, the dwarves were on shift duty, holding their hands on a crystal. Isn't that a good solution?
(Take the crystal in your hands and pass it to each other as I speak.)
And here comes the next duty of our Dwarf. He came to him calmly: not for the first time. But he fell on duty at night, and I must say that the previous night he could not sleep because he fished in an underground lake until morning. Taking the crystal in his hands, the Dwarf yawned and began to dream about what a huge fish he would catch if the crystal turned into a boat and could swim to the very middle of the lake. He dreamed that he did not notice how he slept. And the crystal fell out of his hands. Only half an hour later did the Dwarf wake up. But it was too late: the crystal lost its ability to transform.
Very quickly the news of the tragic incident spread throughout the kingdom. People came to the house of the Magic Crystal, looking at the Dwarf. And not just watching. What do they tell him? How do you react to the incident? How is the Dwarf treated?

The presenter suggests the groups to make a small scene and show how the inhabitants of their kingdom behaved with the Dwarf (given everything they already know about the character of this Dwarf and his relationship with others). At this stage, many children will need the help of adults.
The children show their scenes, the presenter asks the audience to carefully observe how others and the Dwarf himself behave in this sad situation in each of the kingdoms.

Leading
So what do we do now? After all, without the Magic Crystal, life in the kingdom of dwarfs will become much more difficult! It would be good to bring back his amazing ability to transform! And the dwarves decided that the crystal should be saved by the one whose fault the trouble happened - the alien Dwarf.

    1. A Journey for Magic Powder

Each team nominates its own Dwarf and sends him on a journey, handing him the Magic Crystal.
The presenter reports that Dwarves from different kingdoms, who went for the magic powder, met and decided to go together. They have to overcome many difficulties to achieve their goal. Dwarves of different kingdoms go to the board (or any other free space), get acquainted with each other and then act in accordance with the scenario proposed by the presenter.

First mission.

The Dwarves came into a big dark forest. Night has come. In the dark there were strange noises and rustles. Some unknown creatures wandered through the forest. Dwarves did not know whether they were good or evil, but just in case decided not to attract attention to themselves. They're frozen.Children at the signal of the leader freeze in the poses in which they were at that moment.They didn't have to move, no matter what happened. They had to remain perfectly calm so that no one in the forest would feel their experience. Therefore, you Dwarves must not in any way change the expressions of your faces.
And you, the people of the Blue, Green, Red and Yellow Mountains, need to think and say what qualities your messengers should show in order to cope with the task.

The presenter reminds the children of those drawings and lists of qualities of the Dwarf, which they prepared a little earlier. While each team discusses and offers their answers, the presenter follows the frozen Dwarfs: whether they manage to remain completely unperturbed. If one of the Dwarves does not stand – laughs or crooks, the host may draw the attention of the inhabitants of the kingdoms and ask: “And what features of the Yellow (Red, Blue, Green) Dwarf do you think prevented him from remaining completely calm?” ?

Second mission.

It's morning. The dwarves moved on. They reached the high mountains. They walked along a narrow path over the abyss and met the ferocious Cave Bear, the Great Insidious Eagle, the Ugly Spider and the Poisonous Serpent. At first the Dwarves were frightened, but these beings said to them, “Everyone fears us and sees in us only the terrible.” Can you tell me if there is anything good about us? Discuss among yourself what good qualities are in the creatures you meet.
And you, the people of the Blue Mountains, the Green Mountains, the Red Mountains, and the Yellow Mountains, need to think about what qualities your messengers (of those they possess) should show in order to cope with the task.

After the inhabitants of the Blue, Yellow, Red and Green Mountains have spoken, the word is given to the Dwarves. They choose an animal and say something good about it. It is important that neither the Bear, nor the Eagle, nor the Spider, nor the Snake be forgotten.

Host.
Creatures, previously causing only horror and hostility, were glad that the Dwarves were able to see positive qualities in them, and missed travelers.

Third mission.

So for a long time the Dwarves came to the shore of a wide and deep river.(The host designates the river bank with two strings, the distance between which should be about 1.5 meters; in one place, the river should turn almost 90 degrees.)On the other side of the river stands the palace of the Wicked Witch. There was no bridge over the river. But on the shore of the Dwarf-travelers found the following items: a coil of string, an inflatable circle and two boards.
(All these items the presenter demonstrates to the participants of the game and puts on the "shore" on which the Dwarves are located. The boards should be the same in length - a little less than 1.5 meters. In other words, they should be slightly shorter than the distance between the shores.
You Dwarves need to find at least three ways to cross the river.

One way to use boards for crossing the river is as follows: the first board is laid ends on the outer sides of the river, forming a triangle with the banks, the second - one end in the center of the first board, the other end - at the opposite angle. After listening to the solutions proposed by the traveller Dwarves, the presenter turns to the other Dwarves – the audience: “Has anyone managed to find other ways to cross the river?”

Fourth mission.

Dwarves made their way into the main hall in the palace of the Wicked Witch and saw that bags of magic powder were attached to the ceiling of the hall. It's almost impossible to get them. ?Packets of different colors are better to attach in advance at a sufficient distance from each other; they can be suspended by binding to the strings of balloons filled with gel.At the same time, you can remove four bags at the same time, otherwise the magic will disappear! What should we do? But each of the Dwarves has a Magic Crystal. He has lost the ability to transform, but with his help it is possible to make the inhabitants of the kingdom of Dwarves here. Call your comrades for help!

Dwarves call for the help of others. Each Dwarf decides in what form he will do it. The group raises its Dwarf, and at the command of the Dwarfs simultaneously pull bags of magic powder.

Fifth mission.

But early Dwarves rejoiced at the success of the journey! The doors slammed shut. All the Dwarves suddenly felt their feet glued to the floor. What happened? The palace was all enchanted. So the kidnappers can't leave the palace. The evil sorcerer made it so that all the resentments that the dwarves had accumulated for each other became heavy, like weights, and did not allow them to move. The only way to overcome magic is to get rid of offense. Now each of the dwarfs will receive a piece of paper and a pen. If you want to get rid of the weight of resentment that you have accumulated on classmates, you first need to write on a leaf the words: “I was offended by ... ... because ...”
While the children write, the presenter and his assistant in the center of the room make chairs in a circle - with their backs in. There should be one or two fewer chairs than participants.

Host.
Now come to the large bottomless well that is in the hall. Approach as if you have heavy shackles on your feet. Do you want to get rid of your grievances? Yes? Then let's throw our grievances into this bottomless well!

Dwarves crush the papers and throw them into the center of a circle formed by chairs.

Host.
Do you feel like the weight is gone? You can climb to the edge of the well and rise above your offenses! Support each other so that no one falls! You have four magic crystals. Let the messenger Dwarves stand by and join the crystals together. Now you can turn these crystals into anything. But first, agree on what you want to turn them into, not allowing resentment and quarrels!

Children stand in chairs and support each other. They can, for example, turn crystals into airplanes or balloons and return to their realms together. They may want to build a common palace.
That concludes the game.

  1. Panel discussion

The presenter invites the participants to leave the roles: remove the attributes, sit in a general circle, say to each other: “I am not a dwarf, I am a person, a student of the 6th grade.”
In conclusion, the moderator invites participants to discuss such issues:

  • Which of the tasks was the most difficult?
  • Did every dwarf change during the journey? Why?
  • Have the inhabitants of each kingdom of Dwarves changed their attitude towards the coming Dwarf?
  • Is it possible to treat others so that this attitude does not offend or humiliate anyone?
  • What are the characteristics of this behavior and attitude?
  • Has your relationship with yours and yours changed?

ToleranceTolerantia is tolerance, forbearance toward someone or something.

Screenplay of the festive concert for March 8
“Healthy Food – Healthy Generation”

Reactions

0
0
0
0
0
0
Already reacted for this post.

Your email address will not be published. Mandatory fields marked*