Role-playing game for older preschoolers Fashion Atelier

Work: Master class “Atelier” Didactic manual. Designed for children from 4 to 7 years old. Goal: make an educational game.

Goals and objectives: Know the profession of a hair stylist.

Learn to select material for a specific clothing model, taking into account the color and texture of the fabric. The game promotes the aesthetic and sensory development of the child. Description: The manual consists of cards with clothing patterns and a set of cards - inserts with fabrics of different colors and textures, from light fabrics to draperies and fur. Didactic manual Master class “Atelier” Designed for children from 4 to 7 years old. It consists of cards with clothing patterns and a set of cards - inserts with fabrics of different colors and textures, from light fabrics to drapery and fur. Children are advised to choose the material for this clothing model. In this case, it is necessary to take into account not only the color, but also the texture of the fabric.

Photo No. 1 Children are encouraged to look at some types of fabrics and talk about their production. Threads for cotton fabrics are made from cotton, linen from flax, wool from animal hair, silk from the cocoons of silkworms. The quality of the fabric depends on this: silk threads are thin, and the fabric is thin, airy, and wool threads are thick, so their fabric is dense and warm.

Photo No. 2 Fabrics are available in different colors.

Photo No. 3 We take a material that is larger in size than cardboard.

Photo No. 4 Place the cardboard on the material.

Photo No. 5 Using a stick or glue, we connect the cardboard with the material.

Photo #6 This is how we make removable business cards from different types of fabric.

Photo No. 7 Cut out the model you like from Fashion magazine, moving a little away from the outline.

Photo No. 8 Take a horizontal sheet, fold it in half and glue the cut out template onto one half.

Photo No. 9 Then we cut out each detail on the model.

Photo No. 10 Now you can select the required material.

Photo No. 11 In the center of the album sheet we place cards with fabric, choosing those that are suitable in color and texture.

Photo No. 12 Thus, the game not only introduces the profession of a stylist-designer, but also contributes to the aesthetic and sensory development of the child. I hope this guide helps you organize your Atelier roleplaying game. Thank you for your attention.

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Progress:

1. To prepare this manual, you must prepare:

Scraps of various types of fabric, white cardboard, scissors, paper for making templates , glue.

2. Folding a sheet of paper in half, you need to draw the outline of the intended clothing.

3. Using scissors, cut out the silhouette of the clothing to create a stencil.

4. Using a stencil, draw the silhouette of the clothing on white cardboard and cut it out.

5. Glue a piece of fabric onto another white cardboard.

6. Glue the cardboard with the cut out silhouette of the clothing onto the cardboard with the fabric.

7. Everything is ready! The product can be used!

8. You can use various stencils and fabrics.

"Mushroom Teremok" Master class on making a manual for a didactic game Good day, friends, colleagues and guests of my blog! Today I would like to present to your attention a master class on making a manual. Photo report on the master class on the production of the didactic manual “Interesting stories from pictures.” An important task in older preschool age is to prepare the child for school. Therefore, we, educators, need to teach.

Master class “Creating visual and didactic aids using ICT resources” Compiled by: Yulia Andreevna Abramova. Educator of MBDOU "D/s No. 1 Ladushki" Goal: To teach methods of mastering ICT resources. Objectives: Show.

Master class on using the teaching aid “Multifunctional Screen”. . Master class on making a didactic manual “Butterflies on a Magic Flower” (training the power of an air stream) I would like to present to you, my dear MAAM members, the author’s development of my game (I apologize in advance for the confusion in the choice of photographs). I.

MAGAZINE Preschooler.RF

Organization of the role-playing game “Fashion House”

teacher Grebneva Natalya Viktorovna MADOU Kindergarten "Childhood" JV kindergarten No. 49 "Golden Fish" Nizhny Tagil, Sverdlovsk region

Play is an intrinsic form of activity for a preschool child. The timely development of play activities and the child’s achievement of creative results in them is especially important. Learning to play is a mechanism for the teacher to naturally help the child. It includes direct interaction between the teacher and children in play, observation of children’s play, study of children’s capabilities and prospects for the development of play.

Goals:

Formation and systematization of older preschool children’s ideas about the professions of people who make clothes through plot-based role-playing play.

Creating conditions for the development of cognitive and gaming activities.

Tasks:

Educational:

  • Form initial ideas that a lot of work goes into making any outfit.
  • Expand and clarify children’s ideas about the professions of people who make clothes, the tools they need for work.

Educational:

  • To develop in children the ability to come up with a simple plot, choose a role, and perform several interrelated actions in the game.
  • To develop the ability to apply knowledge about how to operate with tools in the game, to use the attributes of a plot-role-playing game for their intended purpose.
  • Develop children's creative initiative in role-playing games.

Educational:

  • Develop skills of social behavior, thank for the help and care provided.
  • To teach children to assign roles and act according to the role they have assumed, and to develop the plot.

Description of material:

This material can be used by kindergarten teachers with children of senior preschool age to organize role-playing games and expand children’s knowledge about the work of atelier workers.

Planned results: active use of substitute objects by children; ability to organize play space; formation of friendly relationships in the children's team.

Attributes for a role-playing game (subject-game environment):

  • A variety of fabrics of different sizes and colors on display; made samples of clothes for dolls; stand with finished products; collection of fabrics (pieces of fabric of different accessories and colors); display layout with types of fabrics and accessories (can be used as a divider for the playing space); album types of fabrics.
  • Sets containing multi-colored threads and buttons, sewing machines, scissors, patterns (patterns), chalk, measuring tape, cutting table, irons, ironing boards, aprons for seamstresses, a fashion magazine, mannequins.
  • Mirrors (dressing table), receipts for orders, tickets and invitation cards for fashion shows, cash register, money, cameras, camera

Intended roles and game actions:

Administrator - places orders, determines deadlines for order completion, receives money for completed orders; sells tickets to fashion shows.

Studio director - hires new employees.

Fashion designer - draws sketches of clothes, selects finished products for display.

Designer - selects fabrics for clothing models, selects accessories for decorating clothes.

The cutter takes measurements and makes a pattern on the fabric.

Seamstress - sews clothes, tries on the product.

Ironer - irons, irons, steams fabrics and clothes.

Mechanic - repairs sewing machines.

Cleaning lady - removes scraps of fabric, wipes the floor in workshops, on the podium.

Promoter - distributes invitations to a fashion show.

Models learn to walk the catwalk and show fashionable clothes, demonstrate clothes at a fashion show.

Spectators (guests) at the shows take their seats, watch, applaud, and discuss clothing models among themselves.

Photographers capture interesting shots and make portfolios for models.

The driver brings fabrics from the warehouse.

Enriching the content of role-playing games:

1. Reading fiction

  • Andersen G.H. "A New Outfit for the King" .
  • Baranbaev Seil "Craftswoman" .
  • Blaginina E. .
  • Brothers Grimm - The Brave Little Tailor .
  • Voronova L. “Masha the Confused Man” .
  • Zhamanbalinov M. “You are a master - golden hands .
  • Zakhoder B. “The Dressmaker” .
  • Kruglyakov G. “Fashion” .
  • folk tale “The clothes that anyone puts on will live a hundred years .
  • folk tale "The Invisible Cap, the Magic Whip and the Seven-League Boots" .
  • Nenets song "Shoemaker" .
  • guessing sewing riddles from a selected card index.
  • Nosov N. “Patch” .
  • Pavlova N. “Whose shoes?” .
  • Pierrot S. “Puss in Boots” , “Cinderella” , “Darning Needle” .
  • Snegirev G. “Camel mitten” .
  • Ushinsky K. “How a shirt grew in a field”

2. Conversations with children

“About professions in a fashion house” , “Fashion is interesting” , “Both girls and boys can be fashion designers” , “A fashion designer is the person who comes up with various outfits and prepares them for the show . “What is a fashion show, why is it done? ” Watch the video “Fashion show” , “Work in the studio” , etc.

3. Review

— created a fashion magazine in the group; fashion magazines "Burda" ; illustrations, pictures from the series “Professions” ; samples and types of fabrics.

4. Educational games

“Let’s dress the doll Nastya” ; “Who needs what for work” ; “Who can name the most objects” ; "Dress the doll" ; “Choose fabric” ; “Find out by description” ; “What do you need to sew a dress?; “Select by color” ; "Types of clothing" ; “Where do threads come from” ; "How to take care of your clothes" ; “What kind of fabric can you sew from?” ; “What wool do you have?” ; “Arrange your clothes according to the season” ; “Name the details of the clothing” ; "Types of clothing" ; .

5. Direct educational activities

  • observing the work of a wardrobe maid in a kindergarten (repairing clothes), visiting the costume room of a kindergarten.
  • acquaintance with the surrounding world “How a shirt grew in a field .
  • studying during the GCD the presentation “What is fabric made from” , “Types of clothing” .

6. Manual labor

  • applique “Dress Decoration” , “Unusual Dress” , cutting out clothes for paper dolls, making banknotes, origami wallets, price tags for fabric and clothing.
  • drawing sketches of clothes, coloring, inventing clothing patterns and elements. “Let's decorate a handkerchief” , “Patterns on a dress” , “Apron for grandma”, etc..
  • modeling “We decorate clothes, shoes, hats” (plasticine).

7. Excursions:

  • excursion to a fabric store (familiarity with the store’s assortment (talk about the fact that there are different fabrics and different things are sewn from them; examination of threads, buttons, various additional accessories), observation of the work of the seller (how to measure and cut fabric).
  • excursion to the studio (examination of the studio's furnishings and equipment, observation of the work of the studio workers (fashion designer, cutter, seamstress). Pay attention to the coherence in their work. Observation of how clients try on clothes).
  • excursion to a clothing store (familiarity with various types of clothing, their sizes, appearance, additional details that decorate things and accessories).

8. Board games:

  • lotto “Professions” , “Dress the doll” , “Laces” , cut-out pictures.

9. Outdoor games:

“Invisible Hat” , “Cap” , Games in the “Mumming” .

10. Interaction with parents:

  • joint production or selection of attributes for the game (pieces of fabric, meter, threads, ribbons, buttons, locks, etc.)
  • replenishing the mumming corner with new attributes: knitted hats for games, scarves, costumes, etc.
  • a meeting with a professional, for example a mother or grandmother, a story about the professions of a sewing workshop.
  • master class: .
  • exhibition of sewn or knitted items “Handicraft” , made by the hands of mothers or grandmothers.
  • exhibition "Dolls from Grandma's Chest" .
  • consultation .

Maintaining interest in the game and developing the game's storyline:

  • You can also decorate (decorate) clothes using the fabric itself (make a patch pocket, sew a belt, a bow, sew on a button).
  • the atelier receives various orders for sewing clothes (from a kindergarten, school, farm, hairdresser, cafeteria, hospital, store, circus, choreography club, theater, rescue service, police, traffic police, etc.). Workers carry out orders.
  • clothing demonstration (a fashion show is taking place in the city. Famous fashion designers of the city are participating in it. The fashion designer has prepared all the clothing options. A fashion show is taking place).
  • Stylists and hairdressers are invited to the fashion house to create makeup and hairstyles for models.
  • ordering lunches for employees from the Pizzeria .
  • advertising on radio and television for the Fashion House .
  • “Fabrics and Accessories” store “Fashionable Clothes” store (The seller listens to the buyer’s wishes and offers the buyer several types of fabric (clothing), measures the required yardage of fabric (selects the desired size of clothing), replies the receipt, thanks for the purchase. The buyer comes to the store to purchase the necessary fabric (clothing), selects the fabric (clothing) he likes, pays, thanks for the work, after which the buyer goes to the studio and makes his order or tries on his outfit).
  • organization of exhibitions and sales of clothing.
  • The storylines of the game can be different: “Call to the atelier” , “We are cutters” , “We are tailors” , “Fashion” , “We will order clothes according to the seasons” , “Opening of the atelier” , “Report about the fashion house” , “Breakage machines (iron)” , “Trying on” , “ Holiday outfits” , “The dress was torn” “The fire alarm went off” , “The lights went out” , “The required fabric ran out” , etc.

The game can be assessed by:

  • children's emotional responsiveness to play; taking on the assigned role; resolving conflict situations through mutual agreement; maintaining one’s role until the end of the game action; working with the guest book.

As the game progresses, the teacher needs to become an attractive gaming partner for the child, who contributes to the development of its concept, expansion of content, clarification of game actions, roles, and the manifestation of friendly relationships.

Next >

Objectives: enrichment and activation of the vocabulary; clarification of the meanings of the verbs “sews”, “sews on”, “embroiders”; composing a simple sentence with a verb of the future and present tense, based on an object picture; development of visual attention and fine motor skills of the hand.

Equipment: subject pictures depicting a sewing needle, spool of thread, scissors; plot pictures depicting a mother sitting at a sewing machine, sewing on a button, embroidering a pattern on a scarf; story picture depicting an atelier; subject pictures depicting demi-season clothing; toy sewing machine, sewing supplies, paper raincoat parts.

* * *

I. Organizational moment

Object pictures depicting a sewing needle, spool of thread, and scissors are displayed on the typesetting canvas. Children name the objects depicted.

II. Conversation on the topic of the lesson based on subject and plot pictures

Children's attention is drawn to pictures depicting a sewing needle, spools of thread, and scissors.

Teacher. Who needs these items?

Children. Mom.

Teacher. What do you need a needle, thread, scissors for?

The children answer.

A plot picture with the image of a mother sitting at a sewing machine is displayed on the typesetting canvas.

Teacher. What does mom do?

Children. Sews trousers.

A picture is shown of a mother sewing on a button.

Teacher. What does mom do?

Children. Sews on a button.

A picture is shown of a mother embroidering a pattern on a scarf.

Teacher. What does mom do?

Children. Embroiders a pattern.

In cases of difficulty in choosing the right verb, the teacher helps the children. Each composed phrase is pronounced in chorus.

Teacher. Not only mothers can sew, attach, embroider clothes. Clothes are sewn in the studio. A person who sews clothes and works in an atelier is called a “seamstress.”

All new words are pronounced in chorus.

Children are shown a story picture depicting an atelier. A generalization is made about the plot of this picture: “This is an atelier. Clothes are made here. The clothes are made by seamstresses.”

III. Role-playing game "Atelier"

One child is selected to play the role of seamstress. He sits at a table on which there is a toy sewing machine and sewing supplies.

The rest of the children are given object pictures depicting demi-season clothing. They take turns coming to the “studio” and “ordering” the clothes shown in the picture, making a sentence, for example: “Sew me a jacket,” “Sew me a raincoat,” etc.

Then the “seamstress” gives “orders”, making sentences, for example: “I sewed a jacket”, “I sewed a raincoat”.

To complicate the game, you can give children pieces of fabric of different colors; the child chooses the color himself and independently “orders” clothes of the color he likes, for example: “Sew me a blue raincoat,” “Sew me a red jacket.”

IV. Didactic game “We are tailors”

Children are given parts of a raincoat cut out of paper (front part, sleeves, collar, buttons) and are asked to put together a raincoat from the parts.

V. Summary

New words are repeated in chorus: “studio”, “seamstress”. Each child's work is assessed.

DIDACTICAL GAME “ATEL E” (for children of senior preschool age) - presentation


DIDACTICAL GAME “ATEL E” (for children of senior preschool age)

OBJECTIVES: develop attention and memory; promote the manifestation and development of voluntary behavior in the game PURPOSE OF THE GAME: development and enrichment of knowledge about the world around us

DIDACTIC OBJECTIVE: TO ENRICH THE CHILDREN'S DICTIONARY WITH THE NAMES OF PROFESSIONS OF PEOPLE RELATED TO CLOTHING; ACTIVATE IN SPEECH VERBS DEDICATED TO THE ACTIONS OF PEOPLE WORKING IN THE ATELIER I GAME OPTION (using visual aids)

DESCRIPTION OF THE GAME: The teacher introduces the children to a problematic situation: “Dunno decided to sew himself a new suit, but he doesn’t know who to turn to. I explained to Dunno that he needed to go to the studio, and you tell me what to do next. The child from whom I name must name the profession of the person whom Dunno needs to contact and explain what the person of the named profession will do. Pictures will come to your aid.” The teacher names the children one by one and sequentially hangs up the corresponding images to help.

THE NAMED CHILD ANSWERS: - Dunno needs to contact a fashion designer (artist). The fashion designer will draw a style (draw a suit) FOR EXAMPLE: NEXT CHILD: - Dunno needs to contact the seller. The seller will sell the fabric. Next, the children talk about the order taker, the cutter, and the tailor. The game ends with Dunno thanking the children for their help. The development of the game continues in the following versions

II VARIANT OF THE GAME (WITH A BALL) DIDACTIC TASK: TO ACTIVATE RELATIVE ADJECTIVES IN CHILDREN'S SPEECH; DEVELOP THE GRAMMATICAL STRUCTURE OF SPEECH (CORRESPONDENCE OF ADJECTIVES, VERBS AND NOUNS IN GENDER AND CASE)

DESCRIPTION OF THE GAME: The teacher invites the children to play an already familiar game, only now they will have to imagine themselves in the role of atelier workers, and the teacher himself will be the customer. The teacher explains that people order clothes from the studio precisely because they want to wear something special and very beautiful, so everyone who works in the studio needs to apply all their skills and try very hard to make the client happy. The teacher agrees with the children on a special rule: “Every player must decorate his speech with a beautiful word!”, and gives an example: “I want to sew not just a dress, but an elegant, beautiful dress.” The teacher also informs the children that the child who gets the ball becomes an employee of the studio.

The teacher throws the ball to the child and says: “I want them to sew me an elegant dress! Danil, you are a fashion designer.” Danil answers: “I will draw a beautiful dress for you (I will choose a beautiful style),” and passes the ball back to the teacher. The teacher throws the ball to the next child - the fabric seller, then to the cutter, who may offer to cut out an amazing dress; the tailor will make a magnificent dress, etc. FOR EXAMPLE :

III VARIANT OF THE GAME (with a BALL) DIDACTIC OBJECTIVE: TO DEVELOP CHILDREN'S CONNECTED SPEECH (USE OF SIMPLE AND COMMON SENTENCES IN SPEECH; BUILDING A SPEECH LOGICAL CHAIN, i.e., A MEANINGFUL STATEMENT)

DESCRIPTION OF THE GAME: The game is organized by the teacher, but the main role is given to the active child. The main role is the customer, who throws the ball to any child at will and names what he wants to sew. The task of the child who caught the ball is to present his profession and the work he will do. A complication in this version of the game may be the addition of the role of a fashion model. The model will show the customer how his item looks from the outside (demonstrate fashionable clothes)

THE GAME CAN BE USED: AS A MOMENT; AS AN ORGANIZATIONAL GAME BEFORE CLASS; AS A STRUCTURAL COMPONENT OF THE CLASS; DURING INDIVIDUAL WORK ON SPEECH DEVELOPMENT, ON CONSOLIDATING THE LEXICAL TOPIC, children transfer the acquired knowledge and gaming skills in this didactic game to the plot-role-playing game “Atelier” FORMS OF ORGANIZING THE GAME DURING THE DAY

THANK YOU FOR YOUR ATTENTION

Atelier Corner

Ekaterina Egorova
Atelier Corner

For the screen you will need:

- 3 pieces of large plywood and 3 pieces of small

- satin ribbons of different widths,

- mini set of threads,

- screws for fastening,

We connect large pieces of plywood with loops. The result was a screen. Then we paint with gouache (to prevent the gouache from cracking, mix it with PVA glue, after drying, cover with water-based varnish.

Then we glue pieces of fabric, ribbons and fabric with buttons sewn onto small pieces of plywood.

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