Role-playing game desert island. Team building training “Desert Island. The reproductive methods of presenting information that prevail in domestic education are not suitable for the purposes of personal self-determination. Let us name the conditions conducive to

This game is recommended for middle and older children. In a camp setting, such a game will be most effective during the organizational period. Aims at developing effective communication skills and the ability to act together. By enhancing the element of dramatization, this game can be turned into an effective means for participants to understand their goals and values, and to identify the relationships between the participants in the game. The game can also be played at another time of the season, but it should be borne in mind that the result obtained will be different.
Leading. Imagine that our entire group found ourselves on a large ocean ship making a voyage across the Atlantic. The journey was pleasant and interesting. However, in tropical latitudes, the ship was caught in a storm of terrifying force. Our situation was aggravated by the fact that a fire broke out in the hold, which instantly spread throughout the ship. Fortunately, there were no problems with the boats on the ship, but as fate would have it, half of the members of our group ended up in one boat, and half in another.
In this game, it seems necessary to divide into two groups for many reasons, in particular, to enhance excitement and competition. You can divide a group in different ways. For example, like this: The leader quickly commands: “Stand up, those who will immediately begin rescue work!” The first two who jumped up from their seats are announced as the leaders of the rescue efforts. Each of them is invited to choose one participant whom he will carry into his boat. Then the selected participants take turns choosing the next ones and so on until the group is divided into two parts. If there is an odd number of participants, then a situation will arise when one of them remains unclaimed. An “unclaimed” participant may feel very uncomfortable. Therefore, the facilitator should make this situation positive, for example by inviting the leaders of the two groups to argue about the right to this last participant. Let the leader give a short monologue and prove that, due to such and such merits, this person is needed in his boat. After this, the participant chooses a team for himself. Members of both teams form two separate circles.
Leading. Storm waves scattered the boats and carried them in different directions from the site of the shipwreck. The hurricane continued for another day, and when it finally subsided, the exhausted people on both boats saw land on the horizon. Delighted, they rushed to the shore, unaware of two things: firstly, that in front of them was not a mainland, but islands, and, secondly, about reefs hidden under water. Both boats were smashed into pieces by hitting the rock reefs, but it was already possible to swim to the shore. After some time, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you found yourself in a place unknown to you, having lost your swimming equipment and having nothing except what is currently in your pockets. You are given fifteen minutes to decide what to do in such a situation and how you will spend the next 24 hours on these islands. Size of the island, landscape, climate, vegetation and animal world and other circumstances you can set yourself.
At each stage, up to fifteen minutes are allocated for discussion. If the groups come up with their solution faster, they report this to the facilitator. Participants discuss the situation. The facilitator should pay attention to how the discussion is organized, who is leading it, and whether people listen to each other. After fifteen minutes, representatives of each team report the results of the discussion. At this stage, as a rule, messages are not very diverse: the islands are covered tropical forests, the climate is mild, dangerous predators no, but there are goats, there is water and plenty of fruit. The Robinsons are actively exploring their islands and diligently sending signals to rescuers.
Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and not a single ship is visible on the sea horizon and neither a plane nor a helicopter appears in the sky. And you begin to guess that the islands turned out to be remote from busy sea and air routes and, perhaps, rescuers have already stopped searching for the ship’s passengers, considering them dead. A month has passed. It looks like your stay on the island may drag on and turn out to be much longer than you expected. We need to arrange ourselves somehow. So what do you do?
At this stage of work, a deeper immersion into the game reality occurs. Priorities for the goals and meanings of life on the island are outlined, various ways of obtaining food and organizing leisure time are proposed (some “settlers” create amateur art groups, some create lectures in all areas of knowledge, so as not to lose cultural baggage, etc.). After each group reports about their life on the island, the leader can ask the following questions:
How do you build relationships with each other?
Do you have a leader, a leader? Who is he?
How do you solve the most difficult issues in your life?
How does the division of labor and responsibilities occur? Who is responsible for what?
In fact, group members begin to design a new structure for the world, creating it according to the laws that they consider correct and necessary.
Leading. So, you have completely settled down on the island and have established your life. Meanwhile, two years passed... And one day the waves of the surf washed the skeleton of a small yacht ashore. It was probably damaged during a storm because it was so damaged that it could not be restored. However, it miraculously preserved a compartment where carpentry tools lay - axes, saws, nails, etc., and in addition, you found an empty bottle on the yacht. The latest discovery, of course, gave you the idea to send a letter, entrusting it to the waves, and inform people that you are alive and well. Please write a letter that you put in this bottle. Let me remind you, just in case, that you do not know the coordinates of your island.
Participants write letters together, often showing inventive ways of describing the location of their island and telling humorous stories about their lives. Letters are read aloud.
Leading. The letter has been sent. But now you have carpentry tools. What will you do with them? Will you take advantage of this gift of fate?
After consulting, the teams usually decide to build a raft to try to get to the mainland on it. From this point on, the scenarios of events on the two islands may differ significantly. Several lines of development arise, and the presenter must be prepared for unexpected turns and improvisations. The fact is that, for example, part of a team will want to go on a risky voyage on a raft, and part may oppose this idea. The presenter invites the participants to somehow solve this problem. If the “seafarers” still insist and are ready to “break away” from the main mass, the leader asks them to sit to the side of the circle (“you’re on your way”). In another team, perhaps, such a split does not occur and they are united in their decision - to swim or not to swim. If someone remains on the islands, the presenter gives a new introduction.
Leading. After some time, very far on the horizon you saw a silhouette big ship. But he passed by, and the people from him did not notice the desperate signals you were giving. A day later, a small single-seater boat washed ashore. It was brand new, with a full tank of gas. Apparently, it was accidentally dropped from the side of a ship passing earlier, or perhaps it was washed away by a wave. One way or another, you have another chance. Will you use it and how?
This is one of the most interesting moments in the game. Participants quickly come to the conclusion that going in search of land on a small one-person boat is a very risky endeavor. After all, if the gasoline runs out before the land is reached, the lone brave man will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide to do this? Dramatic choice. There are almost always people who are ready to sacrifice themselves. (Some offer a compromise option: search the land until the tank is half empty, then return - however, the risk still remains.) From this point on, there is almost always a need for different instructions for the inhabitants of each of the islands. An experienced presenter can come up with his own moves. Here are several options (with any of them, participants must make some specific decision).
First option (someone floated away on a raft)
Leading. You didn’t have time to move too far away from the island when you saw a ship moving straight towards you. Your screams were heard, and within a few minutes you were already lifted aboard. Joy overwhelmed you, you excitedly told the captain about the years you spent on the island, asking him to change the route to pick up your comrades from the island. The captain agreed. However, your joy turned out to be, alas, premature: it was the ship of modern pirate slave traders. By naively pointing the way to the island, you turned your friends into prisoners. Meanwhile, as is typical for cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misadventures you experienced, he decided to make a noble gesture and leave you on the island, but not all of you: he will take two of your choice with him to sell to drug dealers to work on poppy plantations. He gave you until the morning, and in the morning these two must come to his ship. Decide what to do in such a situation!
Second option (everyone stayed on the island)
Leading. One morning you saw a ship entering the bay of the island. You couldn’t believe your eyes: your dream of meeting people has finally come true. You rushed to the shore towards the boat that had departed from the ship. As soon as the boat docked, you rushed to the sailors and began excitedly talking about your fate...
Further events are similar to those described in the first option. Once again a situation of dramatic choice arises. Sometimes volunteers appear who are ready to sacrifice themselves to save others - often this is due to their confidence that they will be able to escape from captivity. It happens that participants decide to surrender to the pirates together. It is also possible that the participants come up with the idea of ​​entering into battle with the pirates. The presenter, of course, does not interfere or comment on what is happening, but he will have to come up with further plot moves in the given logic.
Third option (all group members become prisoners of pirates)
Leading. The captain locked you in the hold, and the ship set off to sea. Less than two days had passed when you realized from the bustle and screams upstairs that something had happened. Shots rang out. The pirate ship was caught up by police boats. Not knowing that the pirates had prisoners, the police opened fire with cannons and machine guns. A fire broke out in the hold, but, fortunately for you, a shell hit caused a hole in the ceiling. Through a narrow hole you can climb out onto the deck one by one. But the fire is still burning. It is impossible to say whether everyone will have time to get out of the burning room. The one who is first will most likely be saved, and the further you are from the beginning of the line, the less likely you are to be saved. Decide how you will get out, in what order?
Fourth option (there are two who are given to the pirates, or the participants decide to engage in a fight with the pirates)
Leading. You hid from enemies in a cave. But here’s the bad luck: it was at that moment that the long-dormant volcano suddenly woke up. The eruption that began was accompanied by powerful underground tremors, from which the vaults of the cave began to collapse. The entrance was almost blocked with stones - only a very small hole remained, into which one could barely squeeze. At any moment, the ceiling of the cave will collapse, and you all could die. The one who is first will most likely be saved, and the further you are from the beginning of the line, the less likely you are to be saved. Decide how you will get out, in what order?
How the group members behave will largely reflect the system of relationships that have arisen between them and will clearly highlight many of the children’s life values ​​and orientations. This procedure is quite tough, but in groups of high school students you can take risks. Of course, at the end of the game, you should discuss in particular detail the feelings and thoughts of the children at that very moment, all the proposals made and the criteria on which they relied when choosing a line of behavior. This situation is the climax. After it you need to move on to the last stage of the game. The game must be completed in a positive mood.
Leading. You all managed to get out onto the deck (from the cave). And you immediately saw armed people approaching you. But there is no need to be afraid: these are police officers from the special department for combating drug trafficking and Russian sailors. A helicopter roared its engines above your head. It was no coincidence that these people appeared: on the open sea they met the raft on which your friends were sailing (a single-seater boat on which N went for help), and learned about the misadventures that befell you. A few days later you were already home.
It is important for the presenter not to forget all the characters and “return” them home in one way or another. After congratulations on the end of the adventure, we should move on to discussing the game.
Issues for discussion
Are you satisfied with the adventures you experienced?
Which episodes of the game were the most interesting for you?
In what situations did you find it especially difficult to make a decision?
Were you satisfied with the solutions the group came to?
Why did you decide (or not decide) to go sailing on a raft (on a single-seater boat)?
Why did N risk doing this?
How did you feel when you found yourself in the situation of choosing who to sacrifice to the pirates?
Did you easily agree to the place that was assigned to you in the queue for rescue during a fire (earthquake)?
Were you active yourself during life on the island and other events, or did you prefer to follow the leaders?
Who was the leader? Why? Was he given this right by the group or did he take the initiative into his own hands?
The game can take more than two hours. However, time should not be skimped on discussion. It must be detailed and multifaceted - only then will the training participants see the deep psychological meaning behind the fascinating plot of the game.

Leading. Imagine that our entire group found ourselves on a large ocean ship making a voyage across the Atlantic. The journey was pleasant and interesting. However, in tropical latitudes, the ship was caught in a storm of terrifying force. Our situation was aggravated by the fact that a fire broke out in the hold, which instantly spread throughout the ship. Fortunately, there were no problems with the boats on the ship, but as fate would have it, half of the members of our group ended up in one boat, and half in another boat.

You can divide a group in different ways. For example, like this. The leader quickly commands:

“Those who will immediately begin rescue work stand up!” The first two who jumped up from their seats are announced as the leaders of the rescue efforts. Each of them is asked to choose one participant whom he will take into his boat. Then the selected participants take turns choosing the next ones and so on until the group is divided into two parts. If there is an odd number of participants, then a situation will arise when one of them remains unclaimed. (This procedure is sociometric in nature.) The “unclaimed” participant may feel very uncomfortable. Therefore, the leader must turn the situation into a positive one, for example, invite the leaders of two groups to argue about the right to this last participant: deliver a short monologue in which to prove that, due to such and such merits, this person is necessary in his boat. After this, the participant chooses a team for himself. Members of both teams form two separate circles.

Leading. Storm waves scattered the boats and carried them in different directions from the site of the shipwreck. The hurricane continued for another day, and when it finally subsided, the exhausted people on both boats saw land on the horizon. Delighted, they rushed to the shore, unaware of two things: firstly, that in front of them was not a mainland, but islands, and, secondly, about reefs hidden under water. Both boats were smashed into pieces by hitting the rock reefs, but it was already possible to swim to the shore. After some time, both teams set foot on the solid ground of uninhabited islands. Alas, different! It so happened that you found yourself in a place unknown to you, having lost your swimming equipment and having nothing except what is currently in your pockets. You are given fifteen minutes to decide what to do in such a situation and how you will spend the next 24 hours on these islands. You can set the size of the island, landscape, climate, flora and fauna and other circumstances yourself.

The participants begin to discuss the situation. The facilitator should pay attention to how the discussion is organized, who is leading it, and whether people listen to each other. After fifteen minutes, representatives of each team report the results of the discussion. At this stage, as a rule, the messages are not very diverse: the islands are covered with tropical forests, the climate is mild, there are no dangerous predators, but there are goats, there is water and plenty of fruit. The Robinsons are actively exploring their islands and diligently sending signals to rescuers.

Leading. Well, your islands turned out to be very comfortable. However, day after day passes, and not a single ship is visible on the sea horizon and neither a plane nor a helicopter appears in the sky. And you begin to guess that the islands turned out to be remote from busy sea and air routes and, perhaps, rescuers have already stopped searching for the ship’s passengers, considering them dead. A month has passed. It looks like your stay on the island may drag on and turn out to be much longer than you expected. We need to arrange ourselves somehow. So what do you do? Discussion!

After each group reports about their life on the island, the facilitator can ask the following questions: How do you build relationships with each other? Do you have a leader, a leader? Who is he? How do you solve the most difficult issues in your life? How does the division of labor and responsibilities occur? Who is responsible for what? Etc.

In fact, group members begin to design a new structure for the world, creating it according to the laws that they consider correct and necessary.

Leading. So, you have completely settled down on the island and have established your life. Meanwhile, two years passed... And one day the waves of the surf washed the skeleton of a small yacht ashore. It was probably damaged during a storm, because it was so broken that it could not be restored. However, it miraculously preserved a compartment where carpentry tools lay - axes, saws, nails, etc., and in addition, you found an empty bottle on the yacht. The latest discovery, of course, gave you the idea to send a letter, entrusting it to the waves, and inform people that you are alive and well. Please write a letter that you put in this bottle. Let me remind you, just in case, that you do not know the coordinates of your island.

Participants write letters together, often showing inventive ways of describing the location of their island and telling humorous stories about their lives. Letters are read aloud.

Leading. The letter has been sent. But now you have carpentry tools. What will you do with them? Will you take advantage of this gift of fate?

After consulting, the teams usually decide to build a raft and try to get to the mainland on it. From this point on, the scenarios of events on the two islands may differ significantly. For example, part of a team may decide to go on a risky voyage on a raft, while part may resist this idea. The presenter invites the participants to somehow solve this problem. If the “sailors” still insist and are ready to leave the main group, the leader asks them to sit aside from the circle (“you’re on your way”). In another team, perhaps, such a split does not occur, and they are united in their decision - to swim or not to swim.

If someone remains on the islands, the presenter gives a new introduction: After some time, very far on the horizon you saw the silhouette of a large ship. But he passed by and the people from him did not notice the desperate signals you were giving. A day later, a small single-seater boat washed ashore. It was brand new, with a full tank of gas. Apparently, it was accidentally dropped from the side of a ship passing earlier, or perhaps it was washed away by a wave. One way or another, you have another chance. Will you use it and how?

This is one of the most interesting moments in the game. Participants quickly come to the conclusion that going in search of land on a small one-person boat is a very risky endeavor. After all, if the gasoline runs out before the land is reached, the lone brave man will be forced to drift across the endless ocean until he dies of hunger and thirst. Who will decide to do this?

From this point on, there is almost always a need for different instructions for the residents of each island. An experienced presenter can come up with his own moves. Some possible options(with any of them, the participants must make some specific decision).

1) If someone floated away on a raft.

You didn’t have time to move too far away from the island when you saw a ship moving straight towards you. Your screams were heard, and within a few minutes you were already lifted aboard. Joy filled you, you told the captain about the years you spent on the island, asking him to change the route to pick up your comrades from the island. The captain agreed. However, your joy turned out to be, alas, premature: it was the ship of modern pirate slave traders. By naively pointing the way to the island, you turned your friends into prisoners too. Meanwhile, as is typical for cruel people, the pirate captain suddenly showed sentimentality. Taking into account the misadventures you have experienced, he decided to make a noble gesture and leave you on the island, but not all of you: he will take two of your choice with him to sell to drug dealers to work on the poppy plantations. He gave you until the morning, and in the morning these two must come to his ship. Decide what to do in such a situation!

2) If everyone stayed on the island.

One morning you saw a ship entering the bay of the island. You couldn’t believe your eyes: your dream of meeting people has finally come true. You rushed to the shore towards the boat that had departed from the ship. As soon as the boat docked, you rushed to the sailors and began to tell about your fate...

Once again a situation of dramatic choice arises. Sometimes volunteers appear who are ready to sacrifice themselves to save others - often this is due to their confidence that they will be able to escape from captivity. It happens that participants decide to surrender to the pirates together. It is also possible that the participants come up with the idea of ​​entering into battle with the pirates. The presenter, of course, does not interfere or comment on what is happening, but he will have to come up with further plot moves in the given logic.

1) If all group members become prisoners of pirates.

The captain locked you in the hold, and the ship set off to sea. Less than two days had passed when you realized from the bustle and screams upstairs that something had happened. Shots rang out. The pirate ship was caught up by police boats. Not knowing that the pirates had prisoners, the police opened fire with cannons and machine guns. A fire broke out in the hold, but, fortunately for you, a shell hit caused a hole in the ceiling. Through a narrow hole you can climb out onto the deck one by one. But the fire is burning with all its might. It is impossible to say whether everyone will have time to get out of the burning room. The one who is first will most likely be saved, and the further you are from the beginning of the line, the less likely you are to be saved. Decide how you will get out, in what order?

2) If there are two who are given to the pirates, or if the participants decide to engage in a fight with the pirates (an option is to hide in a secluded corner of the island), then the main events unfold on the island.

You hid from enemies in a cave. But here’s the bad luck: it was at that moment that the long-dormant volcano suddenly woke up. The eruption that began was accompanied by powerful underground tremors, from which the vaults of the cave began to collapse. The entrance was almost blocked with stones - only a very small hole remained, into which one could barely squeeze. At any moment, the ceiling of the cave will collapse and everyone could die. The one who is first will most likely be saved, and the further you are from the beginning of the line, the less likely you are to be saved. Decide how you will get out, in what order?

The similarity of the situations that arise, which create the space for choice - sociometric and moral, is quite obvious. How the group members behave will largely reflect the system of relationships that have arisen between them and will clearly highlight many of the life values ​​and orientations of people. At the end of the game, you should discuss in particular detail the feelings and thoughts of the children at this very moment, all the proposals made and the criteria on which they relied when choosing their behavior.

This situation is the climax. After it, you need to move on to the last stage of the game, which must be completed in a major way.

Leading. You all managed to get out onto the deck (from the cave). And you immediately saw armed people approaching you. But there is no need to be afraid: these are police officers from the special department for combating drug trafficking and Russian sailors. A helicopter roared its engines above your heads. These people did not appear by chance: on the open sea they met the raft on which your friends were sailing (a single-seater boat on which N. went for help), and learned about the misadventures that befell you. A few days later you were already home.

It is important for the presenter not to forget all the characters and “return” them home in one way or another.

After congratulations on the end of the adventure, we should move on to discussing the game.

Are you satisfied with the adventures you experienced? Which episodes of the game were the most interesting for you? In what situations did you find it especially difficult to make a decision? Were you satisfied with the solutions the group came to? Why did you decide (or not decide) to go sailing on a raft (on a single-seater boat)? Why did N risk doing this? How did you feel when you found yourself in the situation of choosing who to sacrifice to the pirates? Did you easily agree to the place that was assigned to you in the queue for rescue during a fire (earthquake)? Were you active during life on the island and other events, or did you prefer to follow the leaders who emerged? Who was the leader? Why? Was he given this right by the group, or did he take the initiative into his own hands? Etc.

Vachkov I.V. Group methods in the work of a school psychologist. – M.: Os-89, 2002

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Category: GAMES AND EXERCISES FOR TRAINING » Communication and business training exercises

The game is based on the elements and principles used in the “Rope Course” training. The features of this training are the use of a person’s physical abilities to develop certain psychological qualities, the inclusion of tourist obstacles, the emphasis is on the work of the entire team, and special attention is paid to compliance with safety regulations. Each task has its own legend, which is told by the presenter before completing it. After completing each task, there is a discussion about it.

The purpose of the game: to unite the group, teach teamwork and the ability to take responsibility.

  1. Preparing the site for the game (together with teenagers).
  2. Introducing participants to the rules of the game.
  3. Carrying out stages of the game to unite the participants.
  4. Discussion of each stage with participants.

Target group: teenagers and adults, number of participants – 12 people.

Duration: 1-1.5 hours

Materials used: ropes, carabiners and harness (used in tourism), tent, hiking mats, tennis balls, rope ladder, balloons, chocolate, ski poles, scarf or shawl, three small boards 30x30cm.

Game plan

Discussion of the rules of the game

  1. Pre-stage
    1. Nest with golden eggs
    2. Travel by ship
  2. Main part of the game
    1. Legend – “Glade of Conversations”
    2. “Labyrinth”
    3. "Refuge"
    4. “Cobweb”
    5. “Salvation Signal”
    6. "Swamp"
  3. Ending the lesson

Pre-game preparation:

Before the game, teachers, together with teenagers, prepared a specially equipped area on the territory of the institution (a limited area that can be marked with bright marks), including:

  • a place for discussion “Meadow of Conversations” - three knocked together benches placed in a semicircle;
  • a rope ladder attached to a horizontal bar and stretched at an angle of 45 degrees relative to the ground;
  • place for crossing - a rope stretched between a tree (at a height of 5-6 meters) and a driven post (2 m);
  • place for playing the game “spider web” - a vertical web of ropes, with a minimum of 12 cells, is stretched between two pillars into which a participant can crawl (approximate size 0.8 x 0.2 m, thinner depending on the size of the participants). The bottom rope of the web is stretched at a height of 1 m above the ground.
  • a “labyrinth” marked with bright ropes;
  • knocked together wooden platform measuring 1.5 m x 1.5 m

Progress of the game Participants line up. The presenters announce to the participants the purpose of the game being played with them and the rules that they must follow.

Discussion of the rules of the game:

  1. There is no time limit for preparing the task; you are allowed to talk during this period.
  2. The task begins after the whole group says: “We are ready.”
  3. The task is considered completed if everyone completes the task without error. If at least one participant makes a mistake, the group returns to its starting position.
  4. During the task itself, all participants must remain silent; if someone begins to speak, the group returns to its starting position.
  5. If one of the participants cannot complete the task, the team can buy him back using bonuses received during the pre-stage.
  6. If the team fails to complete the task after several attempts, the participants can refuse to complete it only if the entire group says: “We give up.”

1. Pre-stage:

1.1. “Nest with golden eggs”

Legend: You are a team of travelers who have set out on a long voyage. But before you go on the road, you need to stock up on gold; for this, your whole team needs to get “golden eggs” (bonuses that will be useful to you in the future for redeeming items or participants).

Assignment: Each participant must climb a rope ladder to a nest with “golden eggs” (a basket of tennis balls suspended from a horizontal bar). Each participant can take only one “egg”. Those who fall stop completing the task. The team can help the participant by holding the rope ladder from different sides.

1.2. “Ship Trip”

Legend: So, you have earned your treasure, and now you are setting off on a long voyage to unknown lands.

Assignment: Participants as a whole team must fit into two hoops connected to each other in one place - this is a conditional ship, and set off on the road - they begin to move in the hoops to a certain designated place.

Closer to the designated border, participants are given an addition to the legend: “The team was shipwrecked during the voyage and ended up on a desert island.” Participants leave their “ship” (hoops) and are taken by the presenters to the “Glade of Conversations” (a place for discussion) on the territory of the “island” (designated territory).

2. Main part of the game:

2.1. “Glade of Conversations” (in the future, all discussions will take place in this place)

Legend: You find yourself on a desert island. The ship you were traveling on crashed on the rocks, but the “golden eggs” obtained before the journey were preserved. Your task is to survive: pass the tests and escape. There may be people on the island - aborigines, from whom you may have to buy or exchange something. There are situations ahead of you in which you must show your ability to work in a group and help each other.

2.2. “Labyrinth”

Legend: One of the group members, when fleeing a sinking ship, got ashore in a very dangerous place, he became entangled in poisonous vines (labyrinth) and from their poison he temporarily lost sight (the participant is blindfolded). You found out about this when you started getting together, now you want to save him.

Task: The team needs to take the participant out of the maze so that he does not touch the vines (ropes) or get hurt. If he touches the restrictions, he returns to the point of origin of the movement. Team members line up around the perimeter of the maze. They must lead their participant out of the maze using words, and one participant says only one word, he is prohibited from repeating the same word 2 times in a row. When one participant speaks, the others are silent, including the blindfolded participant. If the rule is violated, the task is repeated. Team members can interact using non-verbal means of communication (participants are given time to figure this out for themselves).

2.3. "Refuge"

Legend: Night falls on the island, it becomes dark and cold. The team needs to build a shelter for themselves, but you have nothing left after the shipwreck. While you were discussing what to do, aborigines appeared out of nowhere. They are ready to exchange things useful to you (which they also picked up after your shipwreck) for your “golden eggs”.

Task: The team needs to decide what exactly they will exchange their bonuses for (to choose from: rugs - 1 egg, awning - 4, tent - 9, ski poles - 1 egg/piece). Having completed the construction of a shelter on a wooden floor, the team must fit completely into it and sit there for 3 minutes so that it does not collapse.

After completing the task, the team returns to the “clearing of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they completed the task? Was it easy to make the decision?
  2. What helped you complete the task?
  3. What got in your way when completing the task?
  4. What do you need to consider before moving on to the next situation?

2.4. “Cobweb”

Legend: Day has come on the island, now the participants need to get food for the whole team. The food is in a certain place, the entrance to which is blocked by a spider with a poisonous web.

Task: You need to get food by moving the whole team to the other side of the web. There are cells in the web that you can climb through, but these cells cannot be reused, that is, each participant must crawl through his own cell. The web (ropes) must not be touched. If any of the participants makes a mistake, the whole team starts the stage all over again. One of the participants can be bought off for 2 golden eggs if he cannot cope. The bought-off participant can help the others. Having passed the stage, the team receives food (2 chocolates).

After completing the task, the team returns to the “clearing of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they completed the task?
  2. What helped you complete the task?
  3. What got in your way when completing the task?
  4. What do you need to consider before moving on to the next situation?

2.5. “Salvation Signal”

Legend: In the distance of the ocean, something similar to a ship suddenly appears, you need to give a signal that you are on this island. There was a signal bag on your ship, perhaps it washed ashore after the crash. The whole team goes in search of this bag and finds it on a tall tree. Now the team’s task is to signal the rescue.

Assignment: From the very tall tree a vine (rope) is stretched to the log. Along this vine (rope), one of the participants (chosen by the team) must crawl to a bag suspended on a tree and take it. The participant, with the help of the presenters, puts on a safety system, gloves on his hands, is secured to the rope with the help of a carabiner and, helping himself with his hands and feet, crawls up to the signal bag. Another rope is attached to the safety system, the end of which is held by the other participants. After the bag is retrieved, the team helps that participant back using a second free rope. The bag contains signal balloons, which the whole team inflates in 2 minutes. Then you need to attach the signal balls to the top of the log.

Participants can talk during this exercise.

After completing the task, the team returns to the “clearing of conversations”, there is a discussion of the task on the following issues:

  1. Are the participants satisfied with how they completed the task?
  2. What helped you complete the task?
  3. What got in your way when completing the task?
  4. What guided you when choosing the person who would complete the task?

2.6. "Swamp"

Legend: The signal was given, the people on the ship saw it and approached the island, now they can be clearly seen. But on the way from the island to the ship there is an obstacle - a swamp, through which the ship cannot pass, and it is also impossible to swim across it.

Task: The team's task is to overcome the swamp using three hummocks. Conditions: you cannot step into the swamp, it is forbidden to leave the hummock empty - otherwise it will drown, the whole team must cross. The task is completed silently. As soon as all participants overcome the swamp, the team is saved.

3. Completion of the lesson:

Legend: The team coped with the tests, everyone reached the side of the ship and were saved.

After completing all the tasks, the team gathers again at the “Meadow of Conversations” to sum up the results.

Sample questions from presenters: “What did you learn about yourself during this game?”, “What did you understand about your actions as a group, team?”

DISASTER GAME “DESERTED ISLAND”

Educational psychologist

Sedanova Valentina Anatolevna

GAME PLAN

Part of the game

Short description

Props

Organizing time

Checking whether all participants have gathered, explaining what we will do

Part 1 Warm-up

Energizer “Brake”, “Alligators”

Strips of paper, so that a group of children could stand on one.

Part 2 "Hot air balloon disaster"

The game is aimed at building group cohesion, identifying leadership, and developing communication skills.

First, the presenter gives an introductory instruction for the game. (game legend) And then hands the players a list of things that are in the basket. They will have to rank this list, i.e. select more and less significant things from the list: which of them should be immediately thrown overboard in order to save the expedition, and which should be kept and thrown away only as a last resort.

First, everyone works with their card individually, then in pairs, then in fours, and so on, trying to come to an agreement and make a common decision. After this, a group discussion takes place.

Presentation with the name of the first game, illustrations, music and noise to create the atmosphere of the game.

Each participant is provided with writing materials and a form with a list of things. Cardboard tablet.

Part 3. Game " Desert Island»

The task of the surviving expedition is to organize the life of a colony on a desert island, for which the participants are divided into groups and develop their own projects.

Whatman paper, felt-tip pens, writing paper, writing utensils.

Part 4. Reflection, summing up.

PART 1. WARM-UP

Energizer "Brake"

Participants sit in a circle.

Agree on what sound you will use to indicate the sound with which the car starts (for example: “tr-tr”), and the sound with which it brakes (for example, “stop”).

Explain that if you say “tr-tr”, the person on the right must say the same, etc. If someone says “stop”, the movement will start in the opposite direction.

Ask questions :

What qualities does the exercise train in participants?

What is its psychological meaning?

Energizer "Allegators"

The group receives a strip of paper.

Condition . The group should imagine that the stripes are boats and allegators are swimming around. If someone leaves the strip, the allegators will eat him.

Task. Line up by height

Ask questions:

Was it easy for you to complete the task?

What got in the way of completing the task?

PART 2. “BALLOON DISASTER”

Introductory speech by the presenter (instructions for the game):

So, after the balloon flight, you all escaped: someone fell straight onto land, someone fell into the water and got there by swimming. You are all alive, the wounded have received all possible assistance, but there are no seriously ill people. True, this land, by the will of fate, turned out to be an uninhabited island. You assume that this island is located away from the lines of movement of sea vessels and you will have to arrange your life here for several years. There is a rich animal here and vegetable world, but there are dangers: poisonous plants, cold winters, visits from cannibals (cannibals) are possible with neighboring islands. It is possible to hold out in a close-knit group, but alone it is almost impossible. Your task is to create conditions for yourself in which you can survive. Understand the seriousness and drama of what happened, especially since during such a period people sometimes run wild, irritability is followed by rage and fights to the death. There is no place for frivolity - you need to eat something and you need to survive. Set yourself up accordingly, watch yourself: how you will manifest yourself in this life.

Where do you start? Robinson Crusoe and his first steps immediately come to mind: exploring the island, searching for water and food, collecting objects and things that “might be useful.” But Robinson was alone, and there was a whole group of you, each with his own character!

After the first material needs have been satisfied and safety measures have been taken, don't you think that a big council should be held to decide how life should be organized on the island?

You need to resolve the following issues:

    1. Organization of life, survival. What measures need to be taken to provide your colony with food, clothing, and shelter? How to distribute responsibilities: should individual capabilities be taken into account, or should everyone have an outfit that is strictly required? How to ensure the right to life for everyone? Or will you not have such a right? How will you determine the prospects for life on your island? What will be the main goal of your colony's life?

      Power: what will it be like? By what principle will life in your colony be organized? You know from history Various types organizations of human communities: tribal, monarchical, democratic. What will you take as a basis? Who will protect the interests of the members of your colony: the general meeting - the veche, the leader, a group of elders or a group of the strongest? How will implementation be monitored? What measures will be taken against those who do not comply with decisions or their responsibilities?

What measures will be used to maintain power and order? Who will make the final decision: all the inhabitants of the colony by voting or a simple majority? Or a group of the most powerful, authoritative or most useful people? Or maybe the leader will do this alone? And how will the implementation of decisions be monitored? What happens if an order or instruction is not fulfilled?

    1. Who will perform what functions to carry out the life of the colony? Identify the basic functions of residents necessary not only for survival and protection, but also for the development of the entire community and its individual members. What does someone need to master, what should they learn? Due to the situation, you are all a group of research scientists, so most of you are unfamiliar with physical labor. (Remember the television game “The Last Hero”, in which famous actors, politicians and TV presenters had to learn to survive on the island, while also performing various tasks). Will you take into account everyone's knowledge and skills when assigning responsibilities, and how will you transfer this knowledge to others? How will new knowledge and skills be acquired?

      What will be the code (rules, norms) of relations between the inhabitants of the colony? Develop your own set of rules that would help solve specific problems, effectively cooperate, maintain order and good relationships. How to ensure everyone's active participation in society? What norms of relationships will you establish in your colony? Will the opinion of a minority or even one person be taken into account when making decisions? Will a person who does not listen to anyone and obey anyone have the right to live in your colony? What if this lifestyle makes him a burden to others? What are the limits of your colony's power? Will she interfere with privacy? Should there be sanctions for violating the rules? Will you have common holidays? What traditions and rituals will you introduce? Will you have your own coat of arms, flag, anthem?

While thinking about these questions, try to draw up your own set of laws - the constitution of your island.

The groups are given no more than 20 minutes to work, then each group in turn presents to the others its version of organizing the life of the colony. If the proposals coincide, then you don’t have to repeat them completely, but say which of what was said by the previous groups you completely agree with and what you would like to add. When all groups have spoken, a collective discussion of the proposals begins. To make them visible to everyone, it is advisable that the sentences be written on large sheets of paper.

The children should be very well prepared for the situation on the island: answer the questions that interest them, lead them to the problems that may arise in the organization of life, in protection and in the relationships of people, but at the same time not suggest solutions to the problems. During the discussion, you can use “amplifying” verbal techniques: “Did I understand you correctly...”, “What will happen if...”. Particular attention should be paid to how the laws of life of the colony will be created, discussed and approved.

The work can be structured according to the following scheme:

      1. Formation of working groups.

        Group work. Discussion and drafting of laws on the 4 above-mentioned positions. The fifth group develops sketches of the coat of arms and flag, selects text and music for the anthem.

        Defense: one speaker from each group presents and comments on the laws invented by the children. The remaining groups have the right to ask 1 question for clarification. Critical comments are not allowed. Both the speaker himself and any member of his group can answer questions from groups. The time for the speaker to speak is 3 minutes. Questions and answers - 2 minutes.

        After all the speakers have spoken, the whole group votes for the adoption of laws; in case of disagreement, objections are raised and adjustments are made.

        Comparison of the laws developed with the Universal Declaration of Human Rights. What are their similarities and what are their differences? Commentary by the presenter on the history of the creation of the declaration, on the implementation of its laws in the world. (if the game drags on, this item can be excluded)

PART 4. REFLECTION. SUMMARIZING.

Summing up the game : “You and I tried ourselves as legislators. Creating a new society on a desert island, we relied on universal human values: goodness, truth, beauty. We tried to understand such concepts as freedom, choice, responsibility. This can be achieved if mutual understanding and respect between people comes first. It is on these key positions that the basic laws of the inhabitants of our planet Earth are built.

Unfortunately, they are declared, but not everywhere and not always implemented.

Issues for discussion :

    1. Did you like the game?

      Do you think your class is a cohesive team? Why?

      What was the most difficult thing for you? What was easy?

      Have your ideas about what rights are most important changed over the course of the game?

      Are there any other rights that you would like to add to the Code of Laws?

      Why was working on the Code of Laws useful for you?

      Which of the invented laws for the island can be used in any human community, and which were created based on circumstances?

      Which of the invented laws would you keep for the life of your class?

References:

    Materials

Annex 1

List of items in the cart hot air balloon

p/p

Name of things

Weight

Solutions

One

Group

Utensils (pots, bowls, spoons, mugs)

12 kg

Flare gun with flares

b kg

First aid kit with medicines

7 kg

Axes, shovel, crowbar

12 kg

Canned meat

20 kg

Rifle with extra ammunition

25 kg

Large tent (10 places)

10 kg

Canister with drinking water

20 l

Chocolate and candy

15 kg

10.

Oxygen cylinders

50 kg

11.

Fishing gear

1 kg

12.

Transistor radio

2.5 kg

13.

Rubber inflatable boat

20 kg

14.

Photo and film cameras

25 kg

15.

Sextant (device for determining location by stars)

5 kg

16.

Warm clothes and blankets

50 kg

17.

Unique animal for the zoo

25 kg

18.

Set geographical maps

2 kg

19.

Materials of your scientific research (8 folders)

6 kg

20.

Salt, sugar

5 kg

Lead trainer: - Your ship, on which you were all traveling, was caught in a storm and sank. You all managed to escape. You find yourself on a desert island, where life is impossible for a long time. There is no fresh water on the island, no edible food. You have a large sheet of paper and a set of markers. You also know the coordinates of the island. You have a bottle you can put your message in.

After the explanation, the introductory group is given a task: to create a message in order for the group members to be saved. When creating a message, it is necessary to take into account that it can end up either in the hands of natives who do not understand the language, or in the hands of the captain of a passing vessel. The coach may or may not limit the group in time.

Issues for discussion: How did the group work? Who led the process? What leadership strategies were used during the creation of the message? Whose ideas were accepted first and why? Have all ideas been heard and implemented? Why didn't everyone take part in the process? What was your mood during the process and what influenced its change? What's your mood now? What were the actions of the participants during the game process?

At the end of the day, sharing with discussion of the following issues:

The main results of today for you personally. What have you learned, what have you realized?

What else would you like to accomplish in the coming day?

Day 8 “Conflict interaction”

Continuation

The day begins as usual with sharing. The duration of work is about an hour. These are emotional remnants, remnants of yesterday, reflection of one’s current state. Depending on the situation, the following may be asked in addition to the questions from previous days, which can be duplicated:

- Did you manage to sort out your behavior and role in the group yesterday?

- What prevented you from realizing your opinion in the group yesterday?

- The main results of yesterday for you personally. What have you learned, what have you realized?

- What else would you like to implement in the coming day?

Role-playing game “Disaster in the Ural Mountains”

The whole group participates in the game.

Lead Trainer : - You are all passengers on an airplane flying over the Ural Mountains. Your plane gets caught in a snowstorm, flies for an hour to an unknown destination, then crashes.

The pilot died, the plane burned down, but you all escaped. Everyone is wearing normal winter clothes; fell on a flat area about 1000 meters above sea level, air temperature -4 ° C, snowing, blizzard. A forest is visible 100 meters below on a gentle slope.

We managed to get out of the plane:

1) six woolen blankets;

2) one rifle and eight cartridges;

3) one pair of skis;

4) cosmetic mirror;

5) one large candle;

6) 20 bags of sandwiches, two sandwiches per bag;

7) polyethylene film 4x6 meters;

8) electric flashlight;

9) knife;

10) aviation card;

11) four bottles of vodka;

12) six pairs of sunglasses;

13) four boxes of matches.

What will be your next steps? Agree now what you will do in such a situation».

Next comes the usual group discussion. More often, one or more leaders are identified who will manage the discussion process. If the group discusses the problem too loudly, the coach can come up and remind them that the main thing is to come to an agreement and take into account everyone’s opinions.

First, each participant individually fills out the “I” column, then the group solves the same problem together and fills out the “Group” column. After the group discussion, an expert assessment is given and the difference is calculated according to the module “I - Experts” and “Group - Experts”. And the amount is calculated in a column (Form in Appendix 5.)

Expert assessment of “Disasters in the Ural Mountains” (form in Appendix 6). In the first place is a cosmetic mirror, because you can immediately give a signal. Blankets on the second, because it is cold, we need thermal insulation from such cold. Third - sandwiches, it’s clear why. Fourth - a lantern. A flashlight is needed to shine at night, it is both an alarm and a way to catch some animals. Matches - allow you to light a fire as a means of signaling, heating and cooking. Sixth - a pocket knife, most likely, if you catch some kind of animal, you can cut it. Seventh - plastic film, with its help you can extract water. The eighth is a rifle; it can mainly be used as a means of sound signaling and for hunting. Ninth - glasses. Vodka - for external use and rubbing against frostbite is in tenth place. 11th place - a candle for lighting at night. In 12-13 place are useless skis and an aviation map.

The group has two solutions: either build a camp and sit and wait for rescue, or go, but you can go alone, because there is only one ski. But you can’t go alone, because you might die. No, of course, he might get there. But even any experienced athlete can accidentally fall and break a leg. And he won’t crawl back, the wolves will simply eat him at night.

A thousand meters above sea level is not high, and you can breathe completely calmly. But at the same time, these are still mountains, which means that the terrain is not flat (not a field where you can clearly see for 30 kilometers in one direction and the other), but rugged. This presupposes more complex movement. A hundred meters down the gentle slope there is a forest. Visibility is one hundred meters, so it is clear that the snowstorm is not very strong. Temperature -4 °C.

The right decision is to sit still and wait for help, set up a camp and go on reconnaissance near the camp.

Once the time is up, stop the discussion and ask the group what they think. After listening to their decision, you can tell them the correct answer. Then we need to start analyzing how the group came to a decision and how the discussion was conducted. And here the main thing to emphasize is that when only two people communicate, they usually agree more easily and are satisfied. When there are three, then one may no longer agree. When the decision is made to vote, it will no longer be effective, since there are dissenters. That’s why the whole group should be involved in the discussion so that everyone participates and everyone’s opinions are taken into account. Effective communication is not a decision-making by majority vote, but a situation where everyone agrees, everyone is happy, that is, in this game both criteria are implemented at once.

In this process, it is possible to show how the group went through all stages of group interaction - from contact to decision making.

Based on the results of the work, the coach can praise the group and say: “You did well, you quickly came to a decision, took into account the opinions of all participants,” etc.

Lead trainer: - When interacting in a group and between students, various conflict situations arise. In conflicts, two main strategies for exiting the conflict can be distinguished: constructive and destructive. In the first case, the problem is solved; in the second, it becomes clear who is right and who is wrong.

What do you think should not be done in conflict situations?(participants speak out).