Oral games that develop thinking

Oral games are games without the use of game equipment and accessories. At the heart of oral games is communication, for this reason, there should be a company for oral play, you can not play alone in such a game. You need two or more players to play. Oral games do not require special preparation, but they can be so fascinating and interesting that they are an ideal variant of the game on the way, with long waiting, in the train station, in the train, in the car, in nature, at moments of rest from outdoor games, in a cafe, on a Walk, on the way to kindergarten and school. Oral games are great for communicating older children with younger children in the family, parents with children, and also as entertainment in a company of any age. Oral games develop communication skills, speech, sense of humor, memory, resourcefulness, create a great mood and a warm atmosphere of pleasant communication.
While standing in a traffic jam, you can fidget or listen to music, and you can play with fellow travelers in games that develop the variability of thought. In fact, these games are not only suitable for shortening the time in an adult cork, they will come in handy in any forced waiting, idleness or mechanical work, a long trip, the way home, turn, cleaning. A golden collection of oral games that will help out at any awkward moment will not allow you and children to be bored, shake your imagination and train non-standard thinking, without requiring additional props and preparation.
Past and future
Terms of the game: Call any subject and ask the child the question: "What was this subject in the past?".
Then we begin to fantasize "What can this object become in the future?"

For example: chair
- What was this subject in the past?
- A tree / tree sprout / a seed from a tree (depending on how deep it is to dig).
- What can it become in the future?
- With wood / baton from the legs / swings, if you hang it somewhere, etc.
What is developing? What does he teach?
Penetrates the essence of objects and phenomena. Children understand how great the path that each subject can take is before it can take its habitual form.
He trains his imagination and forms the skills of invention. At a time when children begin to fantasize about the future, there is a great chance to create something new, to make something unusual out of the ordinary.
What does it consist of?
Game conditions : We represent any object and call its components.

For example: an electric kettle (a spout, a lid, a button, a heater, a bulb, a wire, a stand, etc.)
What is developing? What does he teach?
To look at the root. Here, children learn to look not at all superficially at a thing as a whole, but in-depth. So that the child understands that the objects themselves do not appear and consist of other objects.
Find the relationship. Many of the surrounding objects are useful only in interaction with other things. The child gets acquainted with the concept of "subsystem" - the constituent parts. The kettle will not work just like that, it needs to be plugged into a power outlet to do this, you need a voltage in the outlet, etc.
Mindfulness. We often do not pay attention to the little things that are usual to look at. We begin to delve into something only in case of breakdown. But even then there are difficulties, because forgetting about one important detail, we are looking for the cause of the breakdown is not where you want it.
Include variability
Game Terms: Introducing any subject.
We come up with how it can be used, in addition to its direct purpose.

For example: a plastic cup
- Put on the leg of the chair, so as not to scratch the floor;
- To make a cap of Aladdin on an elastic band;
- Cut out mugs, paint them and make yourself colored glasses;
- to grow plants;
- Collect a lot of glasses and make a costume ...
What is developing? What does he teach?
Overcoming psychological inertia. Psychological inertia is, as we used to think, small patterns in our head and stereotypes that prevent us from looking at things more widely and finding the most unexpected solutions. It is necessary to destroy stereotypes and develop the ability to think beyond the usual.
Understanding the super system. We already talked about the subsystem in the previous game. A supersystem is something outside, which can change the subject beyond recognition, and make it a supernova. The child learns not to confine himself to the functions of the object itself, it activates knowledge of what is around the object.
Useful / Harmful
Game conditions : We choose the situation and enumerate in turn what is harmful and what is useful.

For example:
- Rain is useful, because plants grow.
- Rain is harmful, because it can flood something.
- Rain is useful, because in the heat can freshen up the air.
- Rain is harmful, because you can get wet and get sick ... and so on.
What is developing? What does he teach?
Ability to see both sides of the coin. Children learn not to despair if something does not work out, and, conversely, do not be too naive, be able to see the most beautiful and negative. The child trains not to take either side, he learns to analyze both aspects, creating in his head the lines between them.
Well no
Terms of the game: You are guessing something (subject, phenomenon, person, figure, something magical, etc.).
The child must guess what it is, asking questions that you can only answer "yes" or "no."

For example: house
- Is this alive?
- No.
- Is it made by man?
- Yes.
- Is it bigger than you?
- Yes.
- Is it good for a person?
- Yes.
What is developing? What does he teach?
Ask the right questions. It is rather difficult to choose a question so that it gives concrete, necessary information, capable of approaching the correct answer. Often children think hard before asking. We need it!
To classify. Such a game is a kind of mathematics: we divide the whole in half. The first questions are usually the most global. "Is this alive?" Is it lifeless? Made by man? "And then on descending. The further, the more narrowing the classification, the more difficult it is to divide, but the more interesting and mysterious.
Remember. Especially it is manifested when something is thought of. When you have already accumulated a lot of questions and answers to them, you have to keep in mind the picture from the hints already received and not repeat the questions.
Predictor
Terms of the game: We take as a basis any object / action / phenomenon.
We call that instead of this object / action / phenomenon was earlier.
What did the same function as it improved over time and how can it be modernized in the future.

Example: acquaintance
- How did people get acquainted in antiquity?
- Sniffed each other, fought, through touch, etc.
- How to get acquainted now?
- On the streets, in a cafe, on the Internet, etc.
- How will they get acquainted in the future?
- They will send to each other a personal robot and send with it complete information about themselves or read it from someone, etc.
What is developing? What does he teach?
Assess the speed of progress. In the game, the basic idea is that the child should come to the conclusion that the future is vastly changing everything around him: objects, people and even nature.
Look into the past, take an interest in history. It is always interesting and fun to plunge into the history of antiquity, when everything was completely different. Probably, the child will want to study the history of mankind more deeply, to rely not on his imagination, but on real historical facts.
Create a new one by the TRIZ method. The game will lead the child to one of the important concepts of the TRIZ methodology ( Theory of Inventive Problem Solving ) - how to make it so that "it is self". The ideal solution of any problem by the TRIZ method assumes that the problem is solved by itself. In modern life, everything goes to this: things are being erased in the washing machines themselves, vehicles are traveling by themselves on autopilots, etc. Maybe you and the children will come up with something of this kind, without which it will be difficult to imagine the present in the future. Dare.
Visible-Unobvious
Game conditions : Imagine two completely different objects and find between them as many similarities as possible.
It is necessary to add its opposite, for example: find differences.

For example: boot and flying ship
- Both can smell;
- Both can fly;
- The boot has a cavity inside and in the ship too;
- Both can be solid;
- Can be the same color ...
What is developing? What does he teach?
The skill to see the unobvious in the obvious. When children look for similar elements, they go deep into all sorts of characteristics of objects to fetch the most subtle, which at least somehow can be similar to the second object. Children sort out the functions of objects, and their composition, and visual design.
The games are simple and versatile: you can choose whatever you like, use it anywhere, while simultaneously training your mind and having fun. You can arrange a competition with the child ... Believe me, the children's imagination is much brighter than that of adults. For each game you can choose an infinite number of your objects, objects, phenomena, situations. Any item you pick is another new game!
Via newtonew.com
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