Summary of the quest game “Incredible adventures on a desert island. Role-playing game "Desert Island"

Release date: 2000

The main gaming aspect of the project lies at the intersection of such genres as RPG, strategy and action. You will have to conduct combat and trade operations, gradually increasing your experience and accumulating funds to modernize or purchase a new ship. As with any role-playing game, main character is described by a whole set of specific parameters that determine its ability to adequately cope with emerging difficulties. And, for example, the level of experience determines which classes of ships are available to the young captain. Of course, as the gameplay progresses, you can improve your characteristics, depending on the chosen behavior strategy.

If you prefer to drown enemies, then it makes sense to develop skills that will allow you to conduct more accurate and coordinated fire from guns of any type, and if you gravitate towards boarding battles, then you will have to concentrate on developing “fencing”. The ship's crew also has a set of characteristics, and hired help (gunners, boatswains, carpenters, etc.), in turn, will improve or, in some cases, worsen the overall attributes of the ship. However, characteristics and skills do not determine everything. All battles take place in real time, and often only sleight of hand and quick reaction will save you from inevitable defeat. In battle, you can control allied ships, giving them orders that determine their course of action.

Tropico: Paradise Island

dateexit: 2002

Tropico: Paradise Island is a continuation of the economic simulator Tropico from Take 2 Interactive. The almighty lord President will have to face new difficulties on the way to the prosperity of the green island in the blue sea (and at the same time his own account in a Swiss bank). The sequel, Tropico: Island Paradise, offers new ways to attract tourists to the island: tennis courts and protected areas. And for those who love hard control, there is an opportunity to win even with the toughest political regime. When else will you get the chance to impose martial law on the paradise island?

Tropico: Paradise Island is a real tropical island simulator where you can do whatever you want. As the ruler of Tropico Island, you will have to take care of the local population. Although you can care in different ways. Both strictly and even more strictly. After all, this is a third world country, you can do whatever you want. If you set up a small furniture factory, then force the local population to work there. You need money.

Tropico: Pirate Cove

release date: 2004

Genre: Economic strategy,

Tropico: Pirate Cove– economic strategy, in Latin American flavor. Pirates are, of course, not very law-abiding citizens, but can this unfortunate fact deprive them of the right to a fun vacation in a harbor hidden from prying eyes? No way! In Tropico: Pirate Cove the player will become the owner of one of the islands of the Caribbean archipelago. The sea, sun, palm trees, wind await you - and a huge, hectic economy that requires constant care and vigilant monitoring.

Build plantations, build farms, shipyards, weapons workshops, factories and factories, put troops of prisoners captured by visiting pirates to work, create a network of entertainment establishments - in general, do not let the money stolen by filibusters float past your pocket. Give your island and its inhabitants due attention - and very soon you will become the richest and most influential man in the Caribbean, you will become the one whom friends respect, enemies fear and women love.

Release date: 2003

Genre: Quest, action, adventure

Nancy Drew: The Mists of the Island of Lies- another part of the popular series of quests, which was released in 2003. On the remote Island of Lies, one of the islands of the Pacific San Juan archipelago, brave girl Kate Firestone studies the behavior of whales. It was she who invited Nancy Drew on an amazing excursion to the bay of the town of Snake Horse - to watch a female killer whale. This chance should not be missed!

Inspired, Nancy arrives on Kate's yacht, but it seems that the adventure will end before it even begins - someone has taken over the ship: everything is turned upside down, the engine is broken, and the owner of the ship herself has received a rather ominous message... The help of a good detective would be helpful here . Let's start a new business! Find the right path in the mists of the Island of Lies!

Stranded

Release date: 2003

Genre: survival simulator

Stranded is a survival simulator on a desert island. After a terrible shipwreck, the main character is thrown onto a desert island. The poor guy must survive using all the possibilities. The first step is to build a shelter for the night, as well as get food and water.

The game is highly interactive. The player can cut down trees, swim, create items for hunting and fishing. It is worth noting that the hero is susceptible to hunger, thirst and the desire to sleep, so these parameters must be controlled, otherwise the hero will die. The game has several game modes and a location editor.

Return to Mysterious Island

dateexit: 2004

Genre: Action, adventure

Return to Mysterious Island- an action-adventure game based on the book by Jules Verne “The Mysterious Island”. The brave traveler Mina, who decided to sail around the world, had no idea what surprises fate had in store for her. Who would have thought that shipwrecks were not a thing of the past, just like in our century? high technology Are there still uninhabited islands, always ready to shelter a would-be sailor? It was in one of these “cozy” corners that our heroine found herself. But a new Robinson did not come out of her - too many important things appeared: making friends with the ghost of Captain Nemo, visiting the legendary Nautilus, dealing with the strange force field that turned a paradise into an island-prison. In general, there's plenty to do!

What does Jules Verne have to do with it? Jules Verne, believe me, would really like to get answers to two questions: how did the Mysterious Island destroyed by him remain unharmed until 2010, and how did Mina get there if the island is surrounded by a force field? Are you interested too? The answers are in the game!

Return to Mysterious Island 2

Release date: 2009

Genre: Action, adventure

ReturntoMysteriousIsland 2- continuation of the adventures of the girl Mina, who ended up on a mysterious island as a result of a shipwreck. Thanks to her ingenuity, Mina manages to survive on the island without weapons or tools, find a friend - a monkey named Yup - and signal for help. And so the Robinsons climb aboard the arriving rescue helicopter. It would seem that all the misadventures are behind us, but fate decreed otherwise. The helicopter crashes and falls into the lake, and the survivors Mina and Yup remain on the island, where they will have to endure new trials.

Playing as two heroes - Mina and Yupa: at the right moment you can switch from one to another character and use the skills and abilities of each. Fascinating plot: on the Mysterious Island, recreated based on the adventure novel by Jules Verne, many secrets are hidden.

Treasure Island

Release date: 2005

Genre: Action, logic, pirate games, educational games

Treasure Island is a fun game based on the funniest cartoon about pirates. A new meeting with your favorite heroes awaits you - the brave Jim Hawkins and the brave Captain Smollett. Together with them you can go in search of treasures and fight fierce and treacherous pirates. Help Jim and Captain Smollett - outwit all the villains and save your friends from captivity! Leave the pirates alone!

The game contains many tasks and puzzles. A unique combat system with improved skills and the use of compound strike combinations. The actors from the original cartoon took part in the dubbing of the game. You will meet 10 different types enemies, each of which has its own unique abilities.

Lost Islands

Release date: 2007

Genre: Quests, adventures, games for children, educational

Lost Islands– an exciting adventure for children and adults. A little boy, while traveling on a boat in the ocean, catches a bottle with a map. He decided to go in search of treasure, but a storm threw him onto a desert island. Help little hero survive and find treasures!

Vibrant, realistic game world, embodied using modern 3D technology, and an amazing atmosphere tropical islands are waiting for you! Game tasks that have real life authenticity will teach the child how to take care of himself in difficult and unusual situations. Good musical compositions recorded using “live” instruments perfectly complement the gaming atmosphere. Ability to control minor characters. Solve puzzles and travel together with the mischievous Parrot and the mighty Gorilla.

Jack Keane 1 and 2

release date: 2008

Genre: Adventure, 3D, third person

Jack Kane is a humorous adventure game about a brave captain from the 19th century. The humorous adventure game features a main character named Jack Kane, who finds himself at the center of an unusual and dynamically developing action, full of exoticism and unexpected twists. The plot is based on real events - the story of an English captain sent by the queen on an important mission to one of the Indian islands.

Unusual adventures and challenging missions will not let you get bored and tear yourself away from the game. Mysterious places and more than 40 bright characters, at times frightening and exciting twists storyline– apparently, it was not for nothing that the game was positioned by the developers as something completely new in its genre. In terms of the difficulty of completing the game, the developers tried to create missions suitable for both beginners and experienced players of the genre. In solving emerging problems, the player is not constrained by time restrictions and can spend as much time as needed.

Island. Lost on the Ocean 1 and 2

Release date: 2010

Genre: Logic games and puzzles, survival

Island. Lost in the ocean is an exciting simulation game in which you have to help a group of shipwrecked people survive on a lost island and find a way to return home.

The game will take you to a mysterious island that is full of mysteries and inexplicable phenomena. In order to survive on the island and find a way to leave it, you will have to learn to fish, hunt boars and snakes, collect fruits and grow vegetables, find rare plants and explore the entire island, which is fraught with many dangers. You will find difficult relationships with the camp residents and aborigines, a meeting with a shaman, and many different tasks. Will you be able to unravel all the secrets of the island lost in the Ocean?

Game series Beyond the Seven Seas

Release date: 2010-2015

Genre: Strategic

On a small island, somewhere far in the ocean, cheerful people lived carefree and happily. And everything would be fine, until one day... a volcano, sleeping for three thousand years, woke up. He practically destroyed the entire tribe and the poor islanders had no choice but to flee to another part of the island, through impassable jungle, high mountains and swamps, to the ocean in the hope of escaping the elements!

The gameplay is not original and is quite standard for a strategy, but that’s all the better for novice strategists! Here we will clear roads, build bridges, houses, sawmills, drive away wild animals, etc. The level map is practically hidden from the player, only the workers’ house and some strategically important objects are visible. Employees can be given any sequence of actions, even a very long one, and they will do everything to the highest standard. The game is easy and more suitable for beginners.

Treasure Island: In Search of Pirate Treasure (Treasure Island)

Release date: 2008

Genre: adventures, puzzles

Treasure Island is a fully 3D adventure game based on the novel by Robert Louis Stevenson. All events, characters and places are as close as possible to the “book” ones. The game has a huge number of different puzzles: from simple mini-games and combining objects to multi-step logic problems.

Seventeen-year-old Jim Hawkins accidentally discovers an old map of Flint, the legendary pirate captain, in his father's house. Jim gathers a team and goes in search of the treasure. But the crew has their own plans for Flint's gold. When the Hispaniola reaches the treasured island, the hunt for the treasure begins.

Island of Secrets: Gates of Destiny

Release date: 2010

Genre:"I'm looking for", quest, adventure, puzzles and logic games

Island of Secrets: Gates of Destiny" is a new adventure game created in the popular hidden object genre, in which you will meet college students Alex and Lisa, whose lives will change right before your eyes after meeting a powerful artifact. Our heroes, fascinated by the history of the origin of ancient civilizations, went to meet the shaman. As a result, Alex and Lisa found themselves in the past, and an exciting adventure awaits us!

So, in the game Island of Secrets: Gates of Fate we have to help two college students and part-time time travelers return home. To do this, on the Island of Secrets you will need to collect parts of the Gate of Fate scattered throughout the island, because for some reason the Gate does not work when disassembled. To make sure you don't get bored looking for items, the creators of the Island of Secrets have wisely divided the items into parts. So, when you see, say, a hunting knife on the list, be prepared for the fact that you will have to look for the blade and handle of the knife separately. Well, the found objects themselves will be useful to you later for solving exciting puzzles.

Release date: 2010

Genre: Adventure, arcade

Islands. Robinson's Adventures- a children's game from the creators of Funny Farm. A huge archipelago of forty islands is in the hands of evil invaders. The noble task of taking away precious islands from greedy robbers has been entrusted to you! Lay roads, build bridges, save your hard-earned resources from the plundering clutches of robbers, and then, armed with catapults, bring law and order to each island.

The hardworking Robinsons who ennoble the green archipelago can only be protected by ancient idols and your intelligence. Don't let them down and as a reward you will become the owner of your own tropical Paradise!

Shutter Island

Release date: 2010

Genre: Action, adventure, puzzle and logic games

Shutter Island- a quest-style thriller based on the blockbuster of the same name. Arriving on the island with the goal of solving another case, the detective finds himself drawn into events that will change his whole life. Or just his idea of ​​life? What is really happening, and what just seems to happen? What are doctors not saying, and what secrets are they hiding behind the thick doors of the clinic? Who really needs to be found and what is the partner hiding? You have to find out all this in the game “Shutter Island”, made under license from the film company Paramount Pictures!

The thriller game I'm Looking for captures the film's suspense so closely that you'll have to watch your heart rate as it shoots up at certain points. People who tested the game “Shutter Island” took turns nervously running out to catch their breath, but immediately returned to the computer because it was impossible to tear themselves away. By the way, we strongly recommend playing with the sound turned on - then you will be more impressed!

Dead Island Series

Release date: 2011-2015

Dead Island - computer game, a first-person shooter with role-playing elements in the genre Survival horror presents the player with open, non-linear gameplay, as well as first-person hand-to-hand combat and the possibility of co-op through the story campaign. The player controls one of four survivor characters. The player's main task is to move around the island in search of other survivors, as well as complete various quests and tasks. The main goal of the game is survival, so the player will come across all sorts of useful items: money, water, food and others. All this is necessary for survival, as well as for completing tasks and creating weapons.

The game features a realistic behavior of the character. The character has a stamina bar, which is spent while running, jumping or hitting. When the gauge is empty, the player becomes vulnerable for a few seconds until the gauge is replenished again. Weapons have various parameters: impact force, impact on the character (how quickly he will get tired) and others. As the weapon is used, it breaks, losing its properties. Therefore, weapons must be repaired on special workbenches. There you can improve it and also modernize it.

Far Cry 3 and 4

Release date: 2012

Genre: First person shooter,

FarCry is a game that, due to the abundance of bloody scenes, is recommended for the 18+ category. Paradise corners always hide many secrets. And sometimes, instead of rest and relaxation, they bring death. The game FarCry 3 will tell you how to survive in such a situation! Once on a tropical island, a group of friends had no idea what awaited them. In a matter of hours, a relaxed holiday turned into a crazy hell. Chases, bandits, shooting, helicopters and some hallucinogenic mushrooms - this is the recipe for an exciting adventure in FarCry 3. Your task is to survive. Do this in any way: you can jump into the thick of things, scattering enemies, or you can quietly sneak behind your back and not make a fuss.

Far Cry 3 offers a number of interesting techniques. You will see with your own eyes how an ordinary traveler, Jason Brody, becomes a ruthless jungle hunter. Uncover the island's past and get to know its inhabitants. You will explore islands, beaches and swamps, as well as hunt animals and experience the most incredible adventures of your life. You will open new settlements and discover mysterious artifacts. Network mode The game invites you to play with four of your friends. Choose for yourself who you will play for - a corrupt policeman, a Russian mercenary, a former soldier or a Scottish thug.

The Sims 3: Island Paradise. Limited Edition (add-on)

Release date: 2013

Genre: life simulator

In addition The Sims 3 Island Paradise. Limited Edition New adventures await your characters on the sunny shores and sparkling waters of paradise islands! From exploring tropical islands to running a 5-star resort, your Sims can decide whether to go on an unforgettable trip or find new house in this utopia. Sailor characters can even take the helm of a custom-designed houseboat and sail between the islands!

Test Drive Unlimited 1 and 2

Release date: First 2006 Second 2011

Genre: Car simulator, racing

Akrad car simulator. The player will be able to feel like a real racer who does not miss a single chance to organize a race. The game takes place on one of the Hawaiian islands, which was completely simulated and transferred to the virtual world. In the second part, the game takes place on the Spanish island of Ibiza, as well as on the island of Oahu.

The player begins his journey as a racer by purchasing a house and his first car. During the passage, the hero will be able to compete with other racers. Victories will bring fame and money, which can be used to buy a better car or improve the current one. The key advantage of the game is the many modern and classic cars that exactly replicate their prototypes.

Just Cause 2

Release date: 2010

Genre: Third-person shooter, action, open world

The game implements very large map the entire archipelago. You can move along it using cars, gliders or using a special hook. Just Cause 2 has a non-linear plot and complete freedom of action, as well as partial destructibility, which makes the gameplay dynamic and entertaining.

Heaven

Browser fantasy role-playing game. The project takes place in a celestial world inhabited by fictional creatures, monsters, demons, spirits and guardians. Each guardian hero has his own flying island, which needs to be developed and improved. The main goal of the game is to upgrade your character to maximum level, collect the best items and defeat the most powerful enemies.

PLAY

When entering the game for the first time, the player must select the gender and faction for which he will fight. There are currently six cults available, each of which has its own skills and abilities. The key point games are battles. They are designed in the form of a turn-based mini-game “3 in a row”. The player must collect rows of different types of stones, for example, to deal damage, you need to collect 3 skulls, and to replenish mana, you can collect 3 crystals. 5 stones in a row give an extra move. During each turn, the player will be able to use magic and potions that increase damage and defense.

Communication skills training
"AMONG THE PEOPLE"

Communication skills training examines the development of skills and abilities to communicate with a group of peers. It is extremely important for students to learn to live among people, communicate with pleasure, not avoid, but use every opportunity of contact with a person in order to understand others. The implementation scheme remains the same as in all correctional and developmental classes. 1. Warm up.
2. Main part.
3. Conclusion.

Lesson 16. Communicative psychological game
"DESERTED ISLAND"

PROGRESS OF THE CLASS

Lesson duration: 120 - 150 minutes

1. Introduction. Greetings. Getting ready to work.

GOALS: skills development effective communication and the ability to act together, the participants’ awareness of their goals and values, the manifestation of the sociometric structure of the group and the social positions of its members. 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.
You can divide the group different ways. For example, like this. The presenter 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. (You probably already guessed that this procedure is sociometric in nature.) An “unclaimed” participant may feel very uncomfortable. Therefore, the facilitator must 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. Leading. Members of both teams form two separate circles.
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 set the size of the island, landscape, climate, flora and fauna and other circumstances yourself.
In order not to repeat ourselves in the future, we point out that 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 ten 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 airways and it may be that the 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!/


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 identified, various ways obtaining food and organizing leisure time (some “settlers” create amateur artistic circles, some create lectures in all areas of knowledge, so as not to lose their cultural baggage, etc.). After each group reports about their life on the island, the presenter 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 decide the most difficult questions
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 carpenter’s 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 creative ways to describe the location of their island and talk about their lives. It’s interesting that already at this stage, as a rule, someone says that they don’t really want to return to the “Mainland”...

/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 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? Dramatic choice.
There are almost always people who are ready to sacrifice themselves. (Some offer a compromise: search the ground until the tank is half empty, then return - however, the risk still remains.)
From this moment on, there is almost always a need to different instructions for the inhabitants of each of the islands. An experienced presenter can come up with his own moves. We offer 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 to excitedly talk about your fate... Further events are similar to those described in the first version.
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 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? 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?
The similarity of the situations that arise, which set 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 life values and people's orientations. This procedure is quite tough, but it seems to me that 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 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 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. You can conduct it in several classes, dividing it into parts. However, time should not be skimped on discussion. It must be detailed and comprehensive.

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 effective remedy for the participants to understand their goals and values, 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. You can set the size of the island, landscape, climate, flora and fauna and other circumstances 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, 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?

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 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? 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 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?

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.

Fairy Chess

This game can be played with either younger schoolchildren, and with teenagers and high school students. When working with children, special attention should be paid to the presentation of instructions: repeat it several times. You can start only when the presenter is sure that everyone understands the instructions. The main goal is to develop children's communication skills and abilities using non-verbal means. In addition, the game develops intelligence, initiative, and helps build group cohesion. The game has several options.

First option

If there are about twenty people in a group, then the game “Fairytale Chess” can be organized as follows.

Instructions

In the fairy-tale world, there were two kingdoms - Blue and Green. These kingdoms were good neighbors. In the capital of each of them there was a palace. In each palace there were a king and a queen, a prince and a princess, a chief minister, a lady-in-waiting, a chief of guard, a cook, a gardener, an astrologer and other important and not so important persons. It’s easy to guess that in the Blue Kingdom all the inhabitants had blue costumes, while in the Green Kingdom they only had green ones. Otherwise, there were no differences between the kingdoms. Even outwardly, the king of the Blue Kingdom was almost no different from the king of the Green Kingdom, and if not for the color of his clothes, they would have been easy to confuse. One day, an evil sorceress sent a terrible hurricane to both kingdoms. It was so powerful that all the inhabitants, like light feathers, were scattered throughout the fairy-tale world. When the hurricane finally subsided, the residents could not understand which kingdom - Blue or Green - they found themselves in. The magical hurricane not only mixed everything up, but also deprived people of the ability to distinguish colors! The terrible roar that accompanied the hurricane temporarily deafened the residents, and they heard nothing. However, all residents really wanted to return to their usual duties. After all, each of them remembered who he was and what kingdom he lived in, but had no idea who was next to him. Imagine that you are in the shoes of the inhabitants of these kingdoms. Let's try to solve the problem they are facing. How will we do this? Now you will take turns drawing a card and find out what role you got in our game - a cook or, say, a chief minister. The color of the inscription on the card will tell you which kingdom you belong to. The most important condition is not to show your card to anyone! You can view the cards only on my command.

For the game, you need to prepare cards in advance according to the number of participants, of which there must be an even number, since an equal number of members of the two kingdom teams is a mandatory requirement. In other words, the presenter must have two sets of cards with the same characters, blue and green. Make sure that the presenter has a supply of cards. After the lesson starts, it will become clear to him how many people are present, and he will put the extra cards aside.

An approximate set of cards for a group of sixteen people:

1. Chief of the guard.
2. Chief Minister.
3. Prince.
4. King.
5. Queen.
6. Princess.
7. Cook.
8. Astrologer.

If the group has eighteen, twenty or, say, twenty-four participants, you can introduce additional cards with characters such as treasurer, robber, witch, foreign ambassador, jester, soldier, etc. You can organize the distribution of cards in different ways. If the participants are sitting in a circle, then the presenter himself can come up and put the cards on the participant’s lap, face down. An option is possible when each participant himself draws a card from the proposed “fan”.

Instructions

Now that you have the cards, get ready... At the same time, pick up the cards, look at what you have written there, and immediately put them face down again. To my left(presenter shows) one of the kingdoms will be located, and on the right - the other. I don't know which one will be Blue and which one will be Green. Your task is to restore order in the kingdoms. You need to line up in one line - each in accordance with the role that fell to him and in the desired kingdom. The order of placement is indicated on the board.

On the poster, the presenter must write in advance the order of the characters in the line. The order may be exactly as in the list above. It is very important - especially in the case of a game with younger schoolchildren - to clearly indicate where the end character is located. For example: “The chief of the guard is on the left!” At the same time, point with your hand to the place where the chief of the guard of one kingdom should stand and to the place where - to the second kingdom. Usually it becomes necessary to repeat this several times. Without such guidance, even in groups of high school students, confusion inevitably arises.

Instructions

Dear residents of the kingdoms! Remember that your task is to end up in exactly the kingdom whose color you got. But so far no one knows where the Blue Kingdom will be and where the Green Kingdom will be. In order to decide, you need to agree with each other. Please note that you cannot hear each other. The first condition: you will have to communicate without using speech - only with the help of gestures. Second condition: it is prohibited to point with your hand at blue and green objects in the room. After all, the inhabitants of the kingdoms have lost the ability to distinguish colors. This ability will return if you manage to find your kingdom. The third condition: it is forbidden to write - on paper or in the air - words indicating the color and the role you have. Does everyone understand the instructions? If yes, let's get started!

The room is cleared of chairs and the game itself begins. Finding your place in the line is not so difficult. It is much more difficult to decide on the color of the kingdom. This is where the most serious difficulties and problems arise. For high school students, the task can be even more complicated. For example, introduce a requirement to keep your hands behind your back at all times. More difficult conditions can also be entered if the participants quickly complete the task. Then the host offers to play again, but in a tougher version. The process of finding the kingdom and your place in it can take long time- up to 10–15 minutes. Sometimes downright dramatic situations arise: for example, one of the participants wanders in confusion between two ranks and does not meet with a warm welcome anywhere - other characters send him back, not wanting to give up their occupied place. It is interesting to observe the ways in which nonverbal interaction is organized. There are leaders trying to take charge and passive performers waiting for others to determine their place in the kingdom. It is important to draw the attention of participants that the instructions do not prohibit them from showing objects of the desired color in different parts body (prohibited only hand, but nothing was said about the legs or nose). After both lines line up opposite each other, the presenter invites the players to present the cards they received and name their role. This determines the success (or failure) of completing the task. A discussion is then organized on the following issues.

What helped you find your place?

What difficulties did you encounter and how did you overcome them?

What methods did you use to interact with other participants?

Who do you think has found successful ways to negotiate without words?

Has anyone managed to overcome difficulties quite easily without breaking the rules?

Second option

The participants' task is to form not one, but two lines in each kingdom (the location of each character is recorded on the board or poster). This option is suitable for a prepared group and for a not too spacious room in which it is difficult to stand in one line.

Third option

Sometimes there is a need to hold a game with a large number of participants (30–40 people). Here you will have to take care of the required number of cards. The instructions include necessary changes. Let there be not two, but four kingdoms - Blue, Green, Red and Yellow. Accordingly, identical characters of different colors appear. Then the ranks can be located along the four walls of the room, which should be quite spacious. All other conditions of the game remain the same. The task completion time may increase due to increased complexity.

15. Rescuers

A role-playing game designed for older children. Aimed at uniting the children's team, as well as self-knowledge. The game is recommended for playing in the first half of the season.

First stage

The first introductory information to the game is given to “cosmic” music.

You are the crew of a reconnaissance ship. Among you are not only crew members, but also large group scientists. You were on a long expedition to one of the unknown planetary systems in a remote sector of the Galaxy. You have been absent from Earth for ten years. The task was difficult, but it was completed completely. Samples of soil and flora of the planet were collected, and the possibilities of its economic use were explored. The crew, with a sense of accomplishment, remains in a state of suspended animation. The ship flies towards Earth, controlled by a computer. Only unforeseen circumstances can cause the life support systems to wake the captain or radio operator if an emergency message arrives.

The crew was invited to a poster on the wall. It was a schematic cross-section of the ship (very simple). The entire ship was divided into sectors, each with the name of the sector, the expected specialists and their number: Cutting: captain, co-pilot, navigator, three people in total. Engineering bay: a flight engineer and three specialists, a total of 4 people. Medical bay: two people. Life supporting system: engineer, assistant, two people in total. Galley: two cooks. Radio operator: one man. Scientific section: a team of specialists of various profiles. The number of people is not specified, as it depends on the size of the group. The composition of specialists depends on the wishes of the participants. They choose their own profession, correlating it with the goals of the expedition and the choices of other participants. After reviewing the plan, the group distributes responsibilities among themselves. (At this stage, the leaders are completely eliminated. There is no strict time limit.) After the distribution of responsibilities, the group is invited to use improvised means - chairs, tables, sports mats - to make something like a ship for themselves and place themselves in sectors.

Second phase

Immersion in a flight situation. Everyone is invited to sit comfortably in their compartment, close their eyes and imagine this journey while listening to calm music. Remember how the expedition went, what business fell to the lot of each participant. Addressing everyone, the presenter asks him to imagine and evaluate his contribution to the expedition, to realize the feelings with which he returns home: “Now try to “fall asleep” and imagine what dreams you might have in suspended animation, on the way to home.. .” The music fades out, the participants are invited to wake up and break into threes or fours. These mini-groups discuss the dreams and feelings that each person had during the flight. While the discussion is going on, the presenter quietly hands the radio operator a paper with the words: “You have been brought out of suspended animation, an emergency message has arrived. The time to make a decision and change the flight path is ten minutes. It’s already gone.” On a piece of paper there is a short text of the radiogram: The ship's flight is within the range of the SOS signal. It is sent by the automation of an earthly reconnaissance ship from an unknown planet. There are no other ships in the zone. Within ten minutes the ship can turn and change course. If the ship turns, the return to Earth will be delayed by at least one year. The radio operator was informed that he had three options: he could make a decision on his own, wake up the captain or the entire crew. A decision must be made within the agreed time. If the crew decides to fly further, then the presenter communicates the following setting: Your ship is caught in a meteor shower and makes an emergency landing on the nearest planet. Therefore, one way or another, the ship ends up on this planet.

Third stage

The following introduction is given here. The captain landed the ship not far from the earthly “scout” sending the signal. The computer is ready to tell you the parameters of the planet(the navigator and life support engineer receive texts with parameters). A reconnaissance robot is at your disposal. It is on the verge of breakdown, since it has already gone through “fire and water” during the main expedition, but most likely it will reach a ship in distress. Make a decision about further actions. The navigator, on the captain's orders, reads out the text. On this planet it is celebrated high level radiation. Staying without a protective suit is impossible. The force of gravity is one and a half times greater than that of Earth. The amount of oxygen is below normal. The lighting is weak, equivalent to earthly twilight, which makes orientation difficult and impossible without lighting devices. There is evidence of intelligent life on the planet. A source of unknown radiation is observed not far from the settlement. The first examination shows the presence of large quantities valuable trace elements and metals rarely found in the solar system.

The engineer gives this information to all crew members . The crew has 15 radioactive protection suits and a temporary protection dome at their disposal, which operates for an hour without the ship’s energy support. The team must decide to send scouts to the ship or remain on the ship awaiting help, and the leader also reminds the participants of the following: In accordance with paragraph 5, paragraph 12a of the deep space explorer code, it is considered unacceptable to leave the planet without taking all necessary steps possible actions to save people or find out the causes of the tragedy. The reconnaissance team must consist of at least three people. You can send multiple triplets. Communication between them will be carried out only through the ship. To the planet (in free part rooms) three people descend. The presenters quietly tell the scouts what they allegedly saw. The scouts are also sent the text of the latest logbook entry. Across the hall, scouts report this to those remaining on the ship: The spaceship is empty. No signs of panic. Everything is open except the fuel compartment. For some reason it is not controlled by the computer. This happens in cases where the contents of the fuel compartment are dangerous for the ship. Entries have been preserved in the logbook: the ship landed on the planet to conduct scheduled research. Something happened to the ship's fuel. All crew members also become aware of the last entry in the logbook: Signs of intelligent life have been found on the planet. The natives behave friendly and actively make contact. Communicate with them through linguistic means impossible, they don't have their own language. They communicate through telepathic transmission of pictures and images that are still incomprehensible to humans. The commander decided to go with the entire crew of the ship to a meeting with the aborigines to visit a certain “place”, the essence and purpose of which is unclear. The SOS signal was sent by the ship's automation three days after the crew left. After discussion, the scouts go further to find the natives and carry out covert surveillance. The second leader briefly goes out the door with the scouts and gives them information about what they saw. Having returned, the scouts “radiate” the following. We observed the settlement. The Aborigines are very different in appearance, but they are completely different from people. Very unsympathetic. They manage without any technical devices in these planetary conditions. They saw a creature jump out of one house with a human baby in its arms. Judging by its gestures, it was very worried, and so were those around it. The baby was taken somewhere. Two hours later the same creature appeared, but in his arms was not a child, but some kind of incomprehensible cocoon. The creature was completely calm, walking slowly. The ship's crew and scouts are asked to think about the situation for ten minutes. They need to guess what happened to the people who left the ship. If this assumption turns out to be correct, the scouts will be able to return; if not, they will disappear and communication with them will be interrupted. Once again, the captain and crew are faced with a choice situation: should they send a second expedition? If the captain and crew decide not to send a second expedition, then the leader reminds paragraph 5, paragraph 12a of the deep space explorer code. So, the second expedition is sent, then the third one follows the same pattern. They all brought information and they must decide together with the crew what is happening to people on this planet. And now - a new blow of fate. Immediately after the disappearance of the third batch of scouts, the flight engineer receives the following information from the computer: The instruments note the unusual impact of local radiation on the structure of the substance that is the fuel for the ship. The substance is destroyed, this process is irreversible. If a decision is not made to stay after ten minutes, the ship will automatically take off. If the crew remains on the planet, then they will have to wait 25 years for help from Earth (if the help signal arrives). Anabiosis will be impossible. The crew will be locked in their ship. Food and air supply systems will be provided in the required quantity. The note was passed on unnoticed. You have 10 minutes to make a decision.

Let's leave the crew for now and see where our scouts disappeared. They are in a room nearby, they already know a lot about what happened on this planet, but they are no longer people. The natives invited them to visit and quietly led them through that same incomprehensible radiation. People “got puppeted”, and after a while they turned into local “freaks”, unprepossessing in appearance, but ideally adapted to local conditions. They have telepathy; despite the force of gravity, capable of flight; their vision allows them to see their surroundings in unusual colors. They created a biological civilization, live in harmony with nature and solve mainly aesthetic and philosophical problems. All local creatures are not of local origin. This planet attracts various civilizations with its natural resources. But irreversible changes occur with the reconnaissance ships of most civilizations on the planet: after some time, the fuel is destroyed and the ship loses the ability to take off, and often to report trouble back home. One of the crews of such a ship came across amazing radiation, with the help of which their organisms perfectly adapted to local conditions, but they lost the ability to communicate with non-telepaths. Many years have passed since then. Local residents have made it a rule to deal with all newcomers in the following way: they guide foreigners through the radiation, sometimes persuading them, sometimes without explaining anything. The conscience of the aborigines is calm: this is how they save aliens from death or vegetation on a terrible planet. Sometimes, however, genetic changes fail and children are born that are similar to their grandparents. Children can be saved if they are exposed to radiation in time. This is exactly the picture that the first scouts observed. The company of “aboriginals” appears gradually. The presenters themselves tell the first three the whole “truth” and put masks on them as a symbol of reincarnation. If it is not easy for them to come to terms with their fate, then in response to their grumbling the presenters offer: “You have not yet completely lost the human type of thinking, you still remember what it means to be human.”

As for the crew, their decision can be either to fly or to stay. In the first case, the presenters give the group 15 minutes to communicate with the “natives” with their departing friends. In the second case, the entire team must decide whether to leave the ship or not. “Aboriginals” are given information: There are Earthlings on the ship, they have only one hour (20 minutes in game time) at their disposal to decide their fate - to die or to become like you. The last human thoughts and feelings still remain in you; you can telepathically (in our case, non-verbally) communicate with the doomed. What do you want to tell them? Who will you go to first? Decide for yourself.

Once a decision is made, the game ends.

The game is discussed in stages. The most important thing to note here is that the majority of participants are negatively opposed to aliens. Where does this come from in us? What prevents us from becoming like them?

Around the world

Antipina N, Astrikova I, Glebova V, Luchinin S,

Nepomnyashchaya A, Priymak S, Protasov N,

Salnikova N. (SPO “Filibusters”)

The event is designed for both the squad and the squad. Participants are informed that they will now have an excellent opportunity to trip around the world. In each country they visit, they will be given a document, and when all the documents are collected, the participants will be awarded a prize (determined by the organizers). In order to begin the journey, participants are divided into teams (ships, balloon crew, tourist group, etc.). Each team is given a travel map, along which the teams move

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 been treated possible help, there are no seriously ill patients. 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 winter, visits from cannibals (cannibals) from neighboring islands are possible. 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 happen main goal life of your colony?

      Power: what will it be like? By what principle will life in your colony be organized? From history you know the different types of organization of human communities: tribal, monarchical, democratic. What will you take as a basis? Who will protect the interests of the members of your colony: general meeting- veche, leader, group of elders or 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 "Survivor" 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? 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...”. Special attention One should pay attention 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 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 things in the balloon basket

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 seats)

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 of geographical maps

2 kg

19.

Materials of your scientific research (8 folders)

6 kg

20.

Salt, sugar

5 kg

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 carpenter’s 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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