Association games. Speech therapy card file (senior group)


What is associative thinking and why is it important to develop it in children?

Association is a mental, tactile or visual connection when, upon contact with one object, other images, phenomena, situations are remembered. Consequently, associative thinking is the ability to think figuratively and find analogies. This helps to understand and remember information and generate ideas. For example, if the password for a bank card is 1812, then the Napoleonic wars immediately come to mind. By remembering them every time you make transactions at an ATM, a person will enter the correct code.

In order for a child to grow intellectually developed, his associative thinking must be regularly stimulated. The goal of the game “Associations” is to teach a preschooler to use his imagination every time when memorizing new information, to sort out in his memory what the information received can be associated with.

There are 4 types of associations:

  • by similarity - external, functional, structural, semantic (fire-bonfire);
  • in contrast (hot-cold);
  • by spatial-temporal connection (meat-cutlet);
  • by cause-and-effect relationship (dampness-cold).

Association games. Speech therapy card file (senior group)

Children's games "Associations" for the development of thinking and imagination

The Association game is a good way to develop thinking, vocabulary, memory and imagination. Children of different age groups can play; depending on this, the task can be made more difficult or easier. The development of associative thinking is extremely important for a preschooler, because it affects general intellectual abilities. Playing association is easy and fun, parents can practice with their child at any time

What is associative thinking and why is it important to develop it in children?

Association is a mental, tactile or visual connection when, upon contact with one object, other images, phenomena, situations are remembered. Consequently, associative thinking is the ability to think figuratively and find analogies. This helps to understand and remember information and generate ideas. For example, if the password for a bank card is 1812, then the Napoleonic wars immediately come to mind. By remembering them every time you make transactions at an ATM, a person will enter the correct code.

In order for a child to grow intellectually developed, his associative thinking must be regularly stimulated. The goal of the game “Associations” is to teach a preschooler to use his imagination every time when memorizing new information, to sort out in his memory what the information received can be associated with.

There are 4 types of associations:

  • by similarity - external, functional, structural, semantic (fire-bonfire);
  • in contrast (hot-cold);
  • by spatial-temporal connection (meat-cutlet);
  • by cause-and-effect relationship (dampness-cold).

Rules of the game "Associations"

The didactic game “Associations” exists in many variations. It arouses interest among children of all age groups and is played in pairs and in large groups. The general principle is simple: one player names a word, picture, object, or depicts what is intended with facial expressions. The rest, having understood the information received, come up with associations.

The level of difficulty varies depending on the age category of the children and their general intellectual development. For pupils of the younger age group, you should choose simple words and images and build short associative chains from them. Senior preschoolers and schoolchildren find it interesting to play complex games where they need to form long chains.

Association games are:

  • verbal – chains are formed by words;
  • figurative – images, facial expressions, body movements are used;
  • subject - objects are demonstrated.

Guess by the signs

The presenter pronounces two adjectives characterizing a certain concept or phenomenon. Players try to guess what it is about. For example, the spoken words are cold and sweet. You can guess that we are talking about ice cream.

Chain

The first participant says the word. The next child comes up with an association for this word. And so all the players take turns. For example: sky - cloud - rain - earth - garden - vegetables - harvest. You can't repeat yourself.

Association by similarity

The game is recommended for working with older preschoolers and schoolchildren who already have a fairly developed vocabulary.

Children stand in a circle. The teacher throws a ball to everyone in turn and names the object. And the player must, when asking for the ball back, say what this object looks like. The child who could not name anything similar is eliminated. The winner is the last player remaining in the circle.

Here are examples for the game:

  • snake - rope;
  • lamp - pear;
  • ice - glass;
  • snowdrifts - blanket;
  • mountain - camel's hump;
  • dragonfly - helicopter;
  • head of cabbage - head;
  • dandelion - sun;
  • cloud – cotton wool;
  • puddle - mirror;
  • hedgehog - cactus;
  • button - pig's snout;

Words from the word

The presenter thinks of a long word, breaks it into syllables. And the players must form a separate word from each syllable, adding to it a part from the front, back or both sides

For example, the word “translator” is guessed:

  • “pe” – oven;
  • “re” – river;
  • “vod” – water;
  • “chick” – key.

Opposites

The presenter names the adjective, and the children must remember the word with the opposite meaning:

  • dark – light;
  • sunny – cloudy;
  • fresh - rotten;
  • cheerful - sad;
  • silent - speaking;
  • distant - close;
  • soft - hard.

Rules of the game "Associations"

The didactic game “Associations” exists in many variations. It arouses interest among children of all age groups and is played in pairs and in large groups. The general principle is simple: one player names a word, picture, object, or depicts what is intended with facial expressions. The rest, having understood the information received, come up with associations.

The level of difficulty varies depending on the age category of the children and their general intellectual development. For pupils of the younger age group, you should choose simple words and images and build short associative chains from them. Senior preschoolers and schoolchildren find it interesting to play complex games where they need to form long chains.

Association games are:

  • verbal – chains are formed by words;
  • figurative – images, facial expressions, body movements are used;
  • subject - objects are demonstrated.

Didactic game for preschoolers “Associations”.

Ministry of Labor and Social Development of the Krasnodar Territory

State government institution

social services of the Krasnodar region

"Belorechensky Social Rehabilitation Center

for minors"

date Time F.I. minor(s)

Didactic game "Associations"

Goal: to introduce the concept of “association”, develop associative thinking, imagination, fantasy, cultivate a friendly attitude towards others and self-confidence.

Conversation "Association"

Purpose: to introduce the concept of “association”.

Our world is full of colors, objects and creatures. They are all different, and at the same time they have something in common.

If you look closely at the world around you, you can see that some things resemble others. For example, an electric light bulb looks like a pear (showing pictures), the sun is a ball, an elephant is a vacuum cleaner, a pillow is a cloud.

The similarity and comparison of objects with each other is called association.

Didactic game “Associations” (lotto)

Goal: to develop associative thinking.

Playing Lotto "Associations"

Working in a notebook

Exercise "Associations"

Goal: to develop children’s imagination and imagination, stimulate variability of thinking.

A dot is placed in the middle of the sheet, the student closes his eyes and freely moves the pencil along the sheet to the music. Then he opens his eyes and looks at what it looks like, and completes the drawing or simply paints the picture with different colors to create an ornament.

Child’s behavior in class__________________________________________

______________________________________________________________________________________________________________________________________________________________________________________________________

Conclusions___________________________________________________________

__________________________________________________________________

____________________________________________________________________________________________________________________________________

Recommendations______________________________________________________

____________________________________________________________________________________________________________________________________ __________________________________________________________________

Teacher_________________ _____________________

(Signature) (I.O.F)

Word association game

The teacher draws the core of a flower on the board and writes the main word in it. And the children come up with associations for it - these are petals. For example: resort - sea, beach, sun lounger, sun, yacht, vacation, hotel. The players' task is to draw as many petals as possible to make the flower beautiful.

Association by similarity

The game is recommended for working with older preschoolers and schoolchildren who already have a fairly developed vocabulary.

Children stand in a circle. The teacher throws a ball to everyone in turn and names the object. And the player must, when asking for the ball back, say what this object looks like. The child who could not name anything similar is eliminated. The winner is the last player remaining in the circle.

Here are examples for the game:

  • snake - rope;
  • lamp - pear;
  • ice - glass;
  • snowdrifts - blanket;
  • mountain - camel's hump;
  • dragonfly - helicopter;
  • head of cabbage - head;
  • dandelion - sun;
  • cloud – cotton wool;
  • puddle - mirror;
  • hedgehog - cactus;
  • button - pig's snout;
  • cockscomb - comb;
  • watermelon - ball.

Games for imaginative and associative thinking

"Association"

Purpose: a game for imaginative and associative thinking, designed for high school age, develops logical thinking. Type of activity: mental. Number of participants: 10-15 participants. Required Equipment: Does not require the use of equipment.

Description of the game: the leader leaves the room (moves away from the group of players) so that the players can make a wish for one participant from the circle of participants. When the leader returns, he asks the circle questions (you can ask one question to the whole circle, you can ask each player a question), for example: “What kitchen furniture do you associate it with?”, “Which flower?”, “Which animal?” etc. Having received a sufficient number of answers, the presenter makes his choice. If the choice is correct, then the guessed player takes the place of the leader, but if the leader does not guess correctly the first time, then he is given two more attempts. If he doesn’t guess even then, then he fulfills one wish of the game participants (crow under the table, make a victory lap around something, etc.)

"Association" (variant)

Purpose: a game for imaginative and associative thinking, designed for high school age, develops logical thinking. Type of activity: mental. Number of participants: 4 participants. Time: unlimited. Required Equipment: Does not require the use of equipment.

Description of the game: the participants of the game sit opposite each other (crosswise) to form two teams of two participants. Members of each team sit opposite each other. One of the players thinks of a word that he whispers into the ear of his neighbor, that is, a member of the opposing team. Now one member of each team knows this word. The team member who has been given the floor starts the game. He must say a word (not just a single-root word in the nominative case without a preposition) with which, in his opinion, his partner should associate the intended word. If the partner does not guess the intended word, then the turn goes to the player who guessed the word. In addition to one of his new words, he can use words already spoken (again, not words with the same root in the nominative case, without prepositions), thereby building a logical chain. The game continues until the intended word is named. The next player to guess a new word is the one who was guessed for the previous time.

"How are you doing?"

Goal: remember the rules of etiquette, develop dexterity and dexterity. Type of activity: physical. Number of participants: unlimited. Time: unlimited. Required Equipment: Does not require the use of equipment.

Game description: players stand in a circle facing the center. One of the players, the host, walks along the outside of the circle, behind their backs, and selects another player (guest), tapping him on the shoulder. The owner shakes the guest’s hand, identifies himself and very carefully asks: “How are you doing?” The guest says his name and very politely answers his question: “Wonderful, thank you,” but the host, obviously, is very hard of hearing, so he asks again: “How are you?” To which the guest again repeats his answer. But the owner does not calm down and asks again. The guest, with difficulty restraining his irritation and abandoning all decency, repeats his answer loudly. This is where the action begins. The host runs in a circle in the same direction as at the beginning, and the guest runs in the opposite direction. Each of them needs to come to the guest's place first. When their paths cross, they must stop, shake hands and repeat their dialogue three times from beginning to end. Whoever loses the race will be the host in the next round.

"Karaoke in Russian"

Goal: develops artistic abilities, helps each participant in the game to relax. Type of activity: physical, mental. Number of participants: unlimited. Time: at the discretion of the presenter. Necessary equipment: player, headphones.

Description of the game: one is selected from a group of participants (optional). He will be a pop star and will perform a song. They turn on the player to the highest volume so that he cannot hear his own voice. The performers will inevitably scream and howl like crazy, and the audience will need time to stop laughing between the "singers" performances. After the concert, small prizes can be distributed to everyone, and the main prize will be awarded to the best according to the jury.

"Contact"

Goal: develops vocabulary, ability to ask questions correctly, identification of an intellectual leader. Type of activity: mental. Number of participants: unlimited. Time: at the discretion of the presenter. Required Equipment: No special equipment required.

Description of the game: the presenter thinks of a word (noun) and names the first letter to the player. Their task is to guess this word by asking questions to the presenter, indirectly asking about the meaning of the intended word. If the leader does not know what word he is being asked about, and there is another player who knows this word and can name it at the same time as the questioner (in this case, he says “contact”), then the leader says the second letter of his word. Do this until the word is guessed. For example: a word starting with the letter “D” is guessed. The presenter is asked: “Isn’t this something that’s German and flies?” Presenter: “This is not an airship.” “Isn’t this what goes into making doors?” "This is not a tree." “Isn’t this the choir director?” Host: “I don’t know such a word.” Two players playing: “Conductor.” Presenter: “The second letter E.” And so on.

"Eco-web"

Purpose: a tight game that gives the opportunity to show participants the dependence of various biological structures on each other and their influence on each other. Type of activity: mental. Required equipment: a ball of thread. Number of participants: 10-12 participants. Time: 15-20 minutes.

Description of the game: all participants in the game stand in a circle. The leader has a ball of thread in his hands. He starts the game and says the first word, for example: “Earth.” Keeping the tip of the thread in his hands, he throws the ball itself to any player, who in response says: “Tree” (since it grows on the ground) and throws the ball to the next player, not forgetting to leave the thread in his hand. All the following participants pass the ball to each other, naming the following derivatives of the earth: tree, grass, (on the tree) squirrel, nuts (from the squirrel), seeds (from nuts), etc. After the last player has spoken, the presenter draws the participants’ attention to the cobweb that has formed in the center of the circle and asks them to think about what will happen to the story we have invented if some connection is broken.

"Table Racing"

Goal: develops imagination, allows players to feel like real drivers of sports cars. Type of activity: physical and mental. Necessary equipment: A-4 paper, felt-tip pens, tables. Number of participants: unlimited. Time: 40-50 minutes.

Game description: players receive paper and markers. They are asked to use their imagination and draw the racing car of their dreams. The car should be almost flat, like a bird's eye view. The car is given a number and a name. It is very important that the front and rear of the car are different. After this, the competition begins. One representative from each team competes at the same time. The start and finish are marked on the table. The owners of the “machines” blow lightly on the back of the machine so that it moves smoothly along the table. Those cars that fall off the table or start spinning in one place are disqualified. You can have races against time or among each other.

"Pull"

Purpose: allows you, by demonstrating your physical capabilities, to unite the team or to defuse the situation and relax. Type of activity: physical. Required Equipment: No special equipment required. Number of participants: unlimited. Time: 10-15 minutes.

Description of the game: all male participants stand in a circle as closely as possible and clasp their arms around each other. The participants try in every possible way to pull the participants out of the circle, while the latter try to resist. The last participant standing in the circle wins. Participants should not push participants away - just hold on to each other and try to stand

"Rain"

Purpose: tight game - imitation of the sound of rain, develops imagination, attention, and speed of reaction. Type of activity: mental, physical. Required Equipment: No special equipment required. Number of participants: 7-15 participants. Time: 5-7 minutes.

Description of the game: everyone sits in a circle facing the center, closes their eyes and freezes for a moment to calm down and hear the sound that will come from the neighbor on the right. Everyone sits with their eyes closed in complete silence until the leader begins to rub his palms together. The leader is joined by a neighbor on the left, then another participant on the left, and so on until the end of the circle, and then everyone will hear the sound of drizzling rain. When the leader hears noise from the neighbor on the right, he begins to snap his fingers. One by one, everyone replaces the sound of the drizzling rain with the snapping of their fingers, and the light rain turns into a continuous patter of drops. Then everyone, following the leader, switches to clapping their hands - the rain intensifies. When the presenter starts slapping his thighs, our heavy rain turns into a downpour. And when everyone stamps their feet in the next circle, the heavens open and thunder roars. And now all the actions are repeated, but in reverse order according to the same pattern until silence is restored. And now everyone is trying to open their eyes - maybe the sun will come out now?

"Development of photographs"

Goal: develops artistic abilities, memory, allows for a more united team. Type of activity: mental, physical. Required Equipment: No special equipment required. Number of participants: not limited, but approximately equal number in each team. Time: unlimited.

Description of the game: Having prepared a “pose” in advance, the group “takes a photo.” The other group, which can “develop” the photo, that is, correctly repeat their pose, receives a point. If no one “develops” the photo correctly, the posing group gets a point. After several groups have taken a photo, the points are counted. The team with the most points wins.

"Moods"

Purpose: develops fantasy, imagination, relieves stress after long sedentary work. Type of activity: physical. Number of participants: unlimited. Time: 10-15 minutes. Required equipment: none required.

Description of the game: Participants walk around the audience or site. The presenter asks them to feel their body, which parts of it are awake, which are still sleeping, which are more tired and which are less. After this, each participant should try to express their mood in their gait. (15 sec.) It is important not to pay attention to other group members and conduct everything in complete silence. After this, several mood settings are given that the participants must portray with their gait. For example: a tired, exhausted person, a completely happy person, a very fearful person, a sleepwalker in his sleep, dishonest, etc. It is better not to delay each type of gait for more than 15-20 seconds.

"Balloon"

Goal: team, development of logic, oratory, ability to choose priorities and defend one’s point of view. Type of activity: mental. Equipment needed: paper, pens or markers. Number of participants: unlimited. Time: up to 2 hours.

Game description: All participants are divided into equal teams of 5 to 9 people each. The presenter gives the task. Each team must write 10 problems on a topic chosen by the presenter (ecology, democracy, children's rights, etc.). Time to write problems is 10-15 minutes. Each team reads out a list of written problems. Then the presenter talks about how somewhere in a far, far away land there lives a wizard who can solve all these problems. But he doesn't know about them. You can only get to the wizard by hot air balloon. Each team receives a ball, all team members sit in the ball's basket and load bags of problems into it (1 bag - 1 problem). During the flight, each team encounters all sorts of troubles (the balloon burner is damaged, they get caught in a cyclone, birds peck at the casing, etc.). With each problem, the team must decide in a short time which of the problems they can solve themselves, without the help of a wizard, which of them is not the most important. Once the problem is thrown away, the ball can move on. Teams must not only throw out a problem, but also justify their choice. The time to make a decision is minimal – up to 2 minutes. At the end of the game, each team is left with 1-2 problems, which, in their opinion, are truly the most important. The leader must ensure that the opinions of all team players are taken into account when making decisions. After the game, you can discuss the progress of the game and its results.

"Heart Transplant"

Goal: team play, develops logical thinking, oratory, expands vocabulary, fosters a sense of belonging and participation. Type of activity: mental. Necessary equipment: note paper, pens or markers, printout of game conditions. Number of participants: unlimited. Time: up to 2 hours.

Game description: All participants are divided into teams of 7-9 people each. The number of game participants in each team may vary depending on the total number of players, due to the fact that there must be at least three teams. The leader gives each team a list of patients (the list is the same for all teams) who require an urgent heart transplant operation. The problem is that there is only one donor heart. Each team selects one patient who, in their opinion, needs surgery the most. The list consists of five patients, different in social status, significance for the country and society (for example: prime minister, Nobel laureate, simple worker, Olympic champion, mother of many children, etc.) Teams must come to a consensus in choosing a patient and give reasons own choice. The main condition is that the remaining patients will die. Time for discussion is 30-40 minutes. There is no correct solution to this problem. Any human life is priceless. After the game, you can discuss the progress of the game and its results.

Association card game

The teacher shows the children a picture depicting an object. Players must say what it looks like. For example, the sun is a dandelion, a light bulb, a wheel, a ball, an orange. Let the children try to remember as many similarities as possible.

Opposites

The presenter names the adjective, and the children must remember the word with the opposite meaning:

  • dark – light;
  • sunny – cloudy;
  • fresh - rotten;
  • cheerful - sad;
  • silent - speaking;
  • distant - close;
  • soft - hard.

The missing word

The presenter says 2 words, and the players must add a third one that makes sense to form a chain. For example:

  • beds, weeding (hoe);
  • Christmas tree, decoration (balls);
  • poet, rhyme (poem);
  • morning, food (breakfast).

Children with speech or mental development disorders may have problems forming a chain of meaning. In this case, the second noun should be replaced with a verb. For example, “beds, weed, hoe.” The child must realize that the beds will be watered with a hoe.

Game "Associations" for children with pictures

The game is also called “Crocodile”, it is the most popular of the presented ones. Even high school students play it with interest.

Players must split into 2 teams. Each group of participants chooses a leader and takes a pack of cards with images. Teams take turns showing pictures to the leader of their opponents so that his group does not see the image. The presenter tries to show his team what he saw on the opponents’ card, using facial expressions and body movements. In doing so, he must comply with the following rules:

  • don't make a sound;
  • from the very beginning, show exactly the hidden object, and not concepts close to it, when composing which you can guess what it is about;
  • do not point with a finger or nod your head at surrounding objects related to the image, even indirectly.

The task of the presenter's team is to guess what he is showing them. It is advisable not to think silently, but to immediately name the words that come to mind one after another. This makes it more likely to quickly find the correct answer, because the winning team is determined by the speed of guessing.

Progress of the game: Tell me what happens:

green - cucumber, crocodile, leaf, apple, dress, Christmas tree....

wide - river, road, ribbon, street...

The one who can name the most words wins.

Didactic game 7

"Give me a word"

Target:

development of thinking, reaction speed.

Progress of the game:

Mom asks: “The crow is cawing, and what about the magpie?” The child must answer: “The magpie is chirping.” Examples of questions: – An owl flies, but what about a rabbit? - The cow eats hay, and the fox? - The mole digs holes, and the magpie? - The rooster crows, and the chicken? - The frog croaks, and the horse? - The cow has a calf, and the sheep? – The bear cub has a mother bear, and the baby squirrel?

Didactic game 8

"Name the color"

Target:

selection of nouns for the adjective denoting color.
Consolidating the names of primary colors, developing imagination in children .
Progress of the game:

The adult names an adjective denoting color, and the child names a noun that matches this adjective: Red - poppy, fire, flag. Orange - orange, carrot, dawn. Yellow - chicken, sun, turnip. Green - cucumber, grass, forest. Blue - sky, ice, forget-me-nots. Blue - bell, sea, sky. Purple - plum, lilac, twilight.

Didactic game 9

"The Fourth Wheel"

Target:

strengthening children’s ability to identify common features in words and develop the ability to generalize.

Progress of the game:

The adult calls the child four words and asks him to determine which word is the odd one out. For example:

- blue, red, green, ripe. - zucchini, cucumber, pumpkin, lemon. -cloudy, stormy, gloomy, clear. – Tuesday, May, Saturday. - airplane, crow, ostrich. - house, hut, school.

Didactic game 10

"One is many"

Target

: consolidation of various types of endings of nouns in children’s speech.

Progress of the game:

The adult names singular nouns. And the child names nouns in the plural. Example: Table - tables, chair - chairs. Mountain - mountains, leaf - leaves. House - houses, socks - socks. Eye - eyes, piece - pieces. Day - days, jump - jumps. Sleep - dreams, gosling - goslings. Forehead - foreheads, tiger cub - tiger cubs.

Didactic game 11

"Call me kindly"

Target:

strengthening the ability to form nouns using diminutive suffixes, developing the child’s dexterity and reaction speed.

Progress of the game:

the mother names the first word (for example, ball), and the child names the second word (ball). Words can be grouped according to the similarity of endings. Table-table, key-key. Hat-cap, squirrel-squirrel. Book-book, spoon-spoon. Head-head, picture-picture
.
Soap-soap, mirror-mirror. Doll-doll, beet-beet. Braid-braid, water-water. Bug-bug, oak-oak. Cherry-cherry, tower-turret. Dress- dress, armchair.

Didactic game 12

“Finish the sentence”
II
Objective

: develop in children the ability to use complex sentences in speech.

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