Find the arrows. COMENIUS PROJECT: "I know, I can.” Interactive games and Information Technology for modern education of European children Poland Kindergarten.

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Presentation transcript:

Find the arrows

COMENIUS PROJECT: "I know, I can.” Interactive games and Information Technology for modern education of European children Poland Kindergarten „EKO-JUNIOR” January 2013

 The Name of the game -"HARE AND HOUNDS"  Participants/number- from one to unlimited  Educational purpose - developing skills to participate in the group, the development of creative activity, improving mobility and orientation in the field, the brawn of physical perception and many others. Each stage of the game develops other skills, which will be described below. Combining exercise with a few areas of the child's perception of it can correct the development based on the multi-faceted education integrated.  Rules - Search for arrows, hidden in a garden, the playground or a school that lead to tips. Tips say what task you should perform on the stage of the game. The winner is one who will perform all of the tasks and reach the finish line at the best time. In the game can take part children of single or teams.

 We have split pupils on the 3 teams.  Each of them has a Captain - it can be the oldest or/and the smartest child in the group (increasing sense of responsibility for younger or weaker children). The Captain draws players to their team. We hide arrows in the kindergarten. The task of children is to find the arrow that lead to hidden clues. We've put the tips under the "magic stones". Each stage of the game has its own color- blue arrows lead to blue stones, etc. We’ve chosen the theme of the game-“partner countries”. The Captains drew countries to which they “travel”. At the finish, with tips gained on the various stages of the game, they must guess which country they have achieved.  You can choose any theme of the game -the seasons, nature, events, etc.  You can use any teaching aids to arrange the tasks of the various stages of the game. In this specific case we decided to arrange the game in the way, as below.

„On the way to a mysterious country You find meandering river full of vortices and deep water. Your task is to cross over the river using the stones and the footbridge so as to not fall into the water. Who falls into the water must pass through the river once again. Remember, however, that you can help each other. One of the older children can hold hand of younger one, that can not catch the balance. Count time. Group that reaches the mysterious country the faster, it wins.”

 Exercise of balance and motor coordination, body posture,  Interoperability, developing skills consistent intercourse.

„In the mysterious country you will certainly find a large body of water such as a large lake or the sea. On their bottom perhaps lies a lot of shells. You have to separate the shells true from those to the pasta dishes to eat by throwing real shells to the second bowl. You are very hungry after traveling, so you have to quickly separate the shells, to cook some pasta. Children can help to each other.”

 Improvement of efficiency of dexterity and speed of hand movements,  Developing eye-hand coordination, develop logical thinking skills, persisting to recognize colors and shapes.

„On your way to a mysterious country You find very high mountains. Your task is to move as quickly as possible by the tunnels and jump over gaps. Each of the kids has to go through the top as soon as possible, to stay warm. Children can help to each other.”

 Overcoming obstacles develops coordination fine motor skills and physical performance  Development of agility

„Now you have to use Your brain. To guess the last hint You have to arrange the puzzle. The Captain shall appoint two children, that lay the tip (one of them can also be the Captain). When the puzzle is ready, put all the hints on the table and guess to what country You have arrived.”

 The development of observation and motor skills, eye-hand coordination,  Stimulation of the development of the Visual Analyzer, activating thinking.