Role-playing game (game components, features, types of plots, stages of formation).


STRUCTURE OF PLOT-ROLE-PLAYING GAME.

A role-playing game has the following structural components : motive, theme, game concept, plot, role. Motive: Initially, this role is played by a role-playing action that arises as the child masters the objective world. In the process of development of the plot-role-playing game, it changes. Gradually, the motive for role-playing games becomes the possibility of interaction - playful, non-verbal, verbal - with other participants in the game. Theme : represents the area of ​​social reality that is contained in the game .

The theme of role-playing games changes in accordance with the age of the children playing, as well as with the content of programs for the education and training of preschool children.
Game design: This is a general definition of the theme of the game, a definition of what and how children will play. The main component of a role-playing game is the plot ; without it, there is no role-playing game itself. The plot of the game is the sphere of reality that is reproduced by children. The plot is a child’s reflection of certain actions, events, relationships from the life and activities of those around him. At the same time, his play actions (turning the steering wheel of a car, preparing lunch, teaching students to draw, etc.) are one of the main means of realizing the plot . The plots of the games are varied . Conventionally, they are divided into household (family games, kindergarten), industrial , reflecting the professional work of people (games to the hospital, store, etc.), public (games to celebrate the city’s birthday, to the library, school, etc. .).The content of the role-playing game is embodied by the child through the role he takes on. Role: It is a means of realizing the plot through role-playing action, role-playing dialogue, role-playing actions and role-playing speech.
For a child, a role is his playing position : he identifies himself with a character in the plot and acts in accordance with ideas about this character. Every role contains its own rules of behavior , taken by the child from the life around him, borrowed from relationships in the adult world. So, the mother takes care of the children, prepares food for them, puts them to bed; The teacher speaks loudly and clearly, is strict and demands attention in her lessons. Submission of the child to the rules of role-playing behavior is the most important element of role-playing play. Deviation from the rules by anyone or those playing causes protests from the playing partners. That is, for preschoolers, a role is an example of how to act. Based on this sample, the child evaluates the behavior of the participants in the game, and then his own Role speech : these are those words, phrases, sentences, monologues and dialogues that the child uses to indicate his role and during role-playing interactions with play partners. Game actions: these are the actions that the child performs in accordance with the role taken and in the course (logic) of the plot.

Reflective

- copies the actions of real life.

Fine

- actions are more condensed, words are used as if.

Game material : that object-based game environment that helps the child realize his game plan.

DEVELOPMENT OF THE CONTENT OF ROLE-PLAYING GAMES IN PRESCHOOL AGE.

AgeNature of game actionsPerforming a rolePlot development in an imaginary situation
3-4 yearsSeparate game actions that are conditional in natureThe role is actually performed, but not namedThe plot is a chain of two actions, the imaginary situation is held by an adult
4-5 yearsInterconnected game actions with a clear role-playing characterThe role is called, children can change the role during the gameA chain of 3-4 interconnected actions, children independently hold an imaginary situation
5-6 yearsTransition to role-playing actions that reflect the social functions of peopleRoles are assigned before the game starts, children stick to their role throughout the gameA chain of game actions, united by one plot, corresponding to the real logic of the actions of adults
6-7 yearsRepresentation of relationships between people (subordination, cooperation) in game actions. The technique of game actions is conventional Not only the roles, but also the idea of ​​the game are spoken out by the children before it begins.The plot is based on an imaginary situation, the actions are varied and correspond to real relationships between people

*****at 1.5-3 years, a child can carry out conditioned actions with toys and substitute objects, building them into a simple semantic chain, entering into short-term interaction with a peer; **** at 3-5 years old - can accept and consistently change play roles, implement them through actions with objects and role-playing speech, enter into role-playing interaction with a peer partner; **** at 5-7 years old - develop various sequences of events in the game, combining them according to your own plan and the plans of 2-3 peer partners, implement plot events through role-playing interactions and objective actions

STAGES OF THE APPEARANCE OF S.R.I.

Story-based role-playing game

A child goes through several stages in its development. Consistently replacing each other:

  • introductory game,
  • display game,

plot-display game, plot-role-playing game. The first stage in the development of gaming activity is the Introductory game . Based on the motive given to the child by an adult with the help of a toy object, it represents an object-based play activity. Its content consists of manipulation actions carried out in the process of examining an object. This activity of the infant very quickly changes its content: the examination is aimed at identifying the characteristics of the object-toy and therefore develops into oriented actions-operations.

The next stage of gaming activity is called Display Game , in which individual object-specific operations become actions aimed at identifying the specific properties of an object and achieving a certain effect with the help of this object. This is the culmination of the development of the psychological content of play in early childhood. It is he who creates the necessary soil for the formation of appropriate objective activity in the child.

At the turn of the first and second years of a child’s life, the development of play and objective activity converges and at the same time diverges. Now the differences begin to appear in the methods of action - the next stage in the development of the game begins: it becomes plot-representative. Its psychological content also changes: the child’s actions, while remaining objectively mediated, imitate in a conditional form the use of an object for its intended purpose. for a role-playing game gradually become infected .

At this stage of development of the game, word and deed come together, and role-playing behavior becomes a model of relationships between people that are meaningful to children. of the actual role-playing game begins , in which the players simulate the labor and social relations of people familiar to them.

16.MODERN APPROACHES TO PEDAGOGICAL GUIDANCE OF PLOT-ROLE-PLAYING GAMES. When leading role-playing games, educators are faced with the following tasks:

• development of games as an activity (expanding the themes of games, deepening their content);

• using the game to educate children's groups and individual children,

Directing a role-playing game requires great skill and pedagogical tact. The teacher must direct the game without disturbing it, and maintain the independent and creative nature of the game activity.

Indirect techniques - without direct intervention in the game (bringing in toys, creating a play environment before the start of the game).

Direct techniques - direct involvement of the teacher in the game (role-playing participation in the game, participation in the collusion of children, explanation, help, advice during the game, suggesting a new topic for the game, etc.). The teacher influences both the choice of topic and the development of its plot, helps children distribute roles, filling them with moral content.

The following pedagogical approach is presented in the studies of S. L. Novoselova and E. V. Zvorygina, who developed a comprehensive method for managing the game. The integrated method of guidance is a system of pedagogical influences that promote the development of children’s independent story-based play, based on its age characteristics and the potential development of the child’s intelligence.

This method includes the following components: - systematic, pedagogically active enrichment of children’s life experience;

- joint (educational) games between the teacher and children, aimed at conveying to them the gaming experience of the traditional culture of play; — timely changes in the subject-game environment, taking into account the enriching life and gaming experience;

- activating communication between an adult and children, aimed at encouraging them to independently use new ways of solving game problems and new knowledge about the world in the game.

INTRODUCTIONAL GAME FOR A CHILD

An introductory game is an object-based game activity based on a motive given to a child by an adult using a toy object. Its content consists of manipulation actions carried out in the process of examining objects.

Children as early as two or three months watch adults approaching or moving away from them and fix their gaze on a brightly colored object. Moving their hands chaotically, they accidentally bump into objects on which their gaze is focused. This develops visual-motor coordination, and in the process of palpating movements, specific tactile sensitivity is formed and the palmar surface of the child’s hand is transformed into an orderly working receptor apparatus. Moving or bright objects become the object of the child's attention, stimulating his own movements. After grasping movements, children develop “rotary and chain movements”: patting an object, waving them, transferring an object from one hand to another, hitting an object with an object, etc. One of the rotating movements is a rotating movement of the eyes (looking at an object).

Rotary and chain reactions, accompanied by examination of the object being manipulated, are the main actions of a child in the first months of life in studying objects.

If you constantly diversify toys in size, weight, shape, elasticity, surface features, sound, etc., then the child will gradually develop so-called object-specific actions based on indicative actions. For example, a baby notices a groove or bulge on a rattle and runs his finger along it, squeezing and unclenching the rubber toy, causing it to squeak.

It is of great importance that an adult brings toys and shows the child possible manipulative actions with them. Communication between a child and an adult is the leading activity of the first year of life.

As observations show, the first games of a plot nature enter the child’s life with the help of the mother (or another close adult), who, wanting to amuse him and provoke activity, reads to him short, simple poetic texts such as “Magpie-Crow”, well-known to everyone, “Ladushki”, “Horned goat”, etc. At the same time, the mother not only says that “Magpie-crow cooked the porridge...”, but also conventionally demonstrates the actions of stirring the porridge, reinforcing them with appropriate intonation and facial expressions. First, all play actions are performed by an adult. After some time, he begins to stimulate the actions of the child himself: while reciting a poem, he asks the baby: “How did the magpie cook the porridge? Show me!” - and the child responds with appropriate actions. An adult uses a game as a means of communication with a child, as a holistic activity that includes all the components of the game’s plot: characters, their actions, objects (the objects in this case are hands and fingers).

So, the child becomes a participant in a story game organized by an adult at 8-10 months of age. However, this does not indicate that the child has developed story-based play. The adult is playing, the child is included in the game only as a spectator; his participation in it is expressed only in the repetition of individual, very simple actions. Gradually, the adult increases the child’s participation in the game and invites him to join the game together. Thus, play turns from a means of communication with a child into a joint play activity between an adult and a child.

In the process of manipulative games, the child masters the physical properties of things and objects, learns his own possibilities of influencing the object. In this regard, at this stage it is important to develop children’s visual and auditory concentration, to teach them how to operate with objects, which will be a prerequisite for the transition of play activity to a qualitatively new level.

MAGAZINE Preschooler.RF

The importance of role-playing games in the life of a preschooler

N.V. Mikhachik, teacher at MBDOU “Child Development Center – Kindergarten No. 9 “Rodnichok”, Nyandoma

“A game is in no way an exercise in some particular function. This is the form of life of a preschooler, the main means of his development and the formation of specific human abilities...” D.B. Elkonin

In the context of the implementation of the Federal State Educational Standard and the requirements for the basic general education program of preschool education, a significant difference is the exclusion of educational activities from the educational process as not corresponding to the patterns of child development at the stage of preschool childhood. It becomes urgent for preschool teachers to search for other forms and methods of working with children.

At each age, there is a leading activity, within which new types of activity arise, mental processes develop, and mental new formations arise.

Play is undoubtedly the leading activity of a preschooler. It is through play that a child learns about the world and prepares for adult life. When properly organized, the game creates conditions for the development of the child’s physical, intellectual and personal qualities, the formation of prerequisites for educational activities and ensuring the social success of the preschooler. Three interconnected lines of child development: feel-know-create harmoniously fit into the child’s natural environment - a game, which for him is both entertainment and a way of understanding the world of people, objects, nature, as well as the sphere of application of his imagination. The game acts as a kind of bridge from the world of children to the world of adults, where everything is intertwined and interconnected.

A number of conditions contribute to the successful implementation of gaming activities and increasing the effectiveness of play development in preschoolers:

  1. Free and voluntary inclusion of children in the game: not imposition of games, but involvement in it.
  2. Children must understand well the meaning and content of the game, its rules, and the idea of ​​each game role.
  3. The game should have a positive impact on the development of the emotional-volitional, intellectual and rational-physical spheres of its participants. With the help of the organization of gaming technologies, children are given the social experience of playing (teaching gaming skills).
  4. A sufficient amount of time for play and the availability of those toys that help children realize their plans, i.e. creation of an object-game environment.
  5. When creating a play environment, the gender differences of children should be taken into account (the interests of both girls and boys should be respected equally); carry out timely changes in the play environment, taking into account the enriching life and play experience of children and in accordance with their interests.

There are different types of games - active, didactic, theatrical and role-playing.

Psychologists rightly believe that role-playing play is the highest form of development of children's play. The child grows and develops, and the game develops with him - from the simplest everyday plots he moves to more complex ones, reflecting all areas of human activity.

Role-playing games are of great importance in the mental development of a child, developing voluntary attention, memory, imagination, and creativity. The rules that are mandatory when playing the game instill in children the ability to control their behavior, impulsiveness, and negotiate with partners, contributing to the formation of character. While playing together with peers, children learn to communicate and the ability to take into account the desires and actions of others.

Playing a role-playing game, getting used to some image, the child reproduces his impressions, rethinks and reveals them.

The basis of the role-playing game is an imaginary or imaginary situation, which consists in the fact that the child takes on the role of an adult and performs it in a play environment created by him.

Children's independence in role-playing games is one of its characteristic features. Children themselves choose the theme of the game, determine the line of its development, decide how they will reveal the roles, where the game will unfold, etc.

Each child is free to choose the means of embodying the image.

The main structural component of a role-playing game is the plot. Without it there is no game itself. Throughout human history, the plots of children's games have changed.

The stories are divided:

  • Social services (family, kindergarten)
  • Production ones, reflecting the professional work of people (games of hospital, store, car, etc.).
  • Public (celebration of City Day, school)

Another structural component of a role-playing game is content.

The content of the game is what is reproduced by the child as the central and characteristic moment of activity and relationships between people in their everyday and social activities (D. B. Elkonin).

The content of the role-playing game is embodied by the child through the role he takes on. A role is a means of realizing the plot and one of the main components of a role-playing game.

Every role contains its own rules of behavior, taken by the child from the life around him. Submission of the child to these rules is the most important element of role-playing play.

In the game, as in any activity of children, the teacher plays a leading role. In the game, adults teach children a lot and shape their moral qualities.

The teacher's advice and suggestions support the children's interest in the game and help bring it to the end. This is important for developing perseverance and focus in preschoolers.

When leading a role-playing game, the teacher must always remember that it is necessary to develop the initiative, independence of children, preserve their spontaneity, and the joy of play. Any kind of coercion should be excluded from the methods of managing the game, never fantasize for the child, do not invent a game for him. Only with such guidance does gaming creativity develop successfully.

Methods of managing children's play can be divided into traditional (R.I. Zhukovskaya, D.V. Mendzheritskaya) and new (N.Ya. Mikhailenko, N.A. Korotkova, E.V. Zvorygina, S.L. Novoselova)

D.V. Mendzheritskaya argued that the teacher has the right to intervene in the game if this is required in order to give her the right direction. But an adult’s intervention will only be successful when he enjoys sufficient respect and trust from children. She believed that the main way a teacher influences children’s play and raising children in play is through influence on its content, i.e. on the choice of topic, plot development, distribution of roles.

A N.Ya. Mikhailenko and N.A. Korotkova believe that in order for children to master gaming skills, the teacher must play with the children. They propose to consider the management of role-playing games as a process of gradually transferring to preschoolers increasingly complex ways of constructing a game. The transfer is carried out in joint play between an adult and children.

Techniques for directing a role-playing game can be direct and indirect.

Direct guidance involves direct adult intervention in children's play. It can be expressed in role-playing participation in the game, in participation in the collusion of children, in clarification, in providing assistance, advice during the game, or in proposing a new topic for the game.

Indirect guidance of play is especially fruitful when working with preschool children. The teacher expresses his judgments while playing with children exclusively in the form of advice, without demanding strict obedience.

Watching the play of children in the second younger group, we saw that children not only play little, but also do not know how to play. This means that the child does not develop activity, imagination, creativity, or important communication skills. We set ourselves the goal of teaching children to play role-playing games. And through play, expand children’s knowledge about the work of adults. For the first acquaintance with this topic, we chose the profession of a doctor.

Based on these goals, we developed the project “Introduction to the professions of a doctor and a nurse .

Project participants: teacher, medical worker, children and parents of the second junior group.

Project type: short-term; cognitive-research; creative and informational.

Problem: Every profession is unique. Children of primary preschool age do not have clear ideas about the variety of work activities of adults. Children do not clearly understand the specifics of a doctor’s work, what objects he needs in his work, and do not know how to develop role-playing interaction - role-playing dialogue.

The relevance of the project lies in the fact that through acquaintance with the professions of a doctor and a nurse, preschoolers enrich their knowledge and ideas about the work of adults, expand their vocabulary, and also learn about the importance and significance of this profession.

The goal is to form a holistic understanding of preschoolers about the profession of a doctor and nurse through different types of children's activities.

Tasks:

  • To develop in children the ability to play according to their own plans, to stimulate children’s creative activity in play.
  • To form friendly relationships in the game, a sense of humanism, activity, responsibility, friendliness.
  • Help create a game environment, establish interaction between those who have chosen certain roles.
  • Enrich children's understanding of the profession of a doctor and nurse;
  • Continue to accumulate and expand children's vocabulary;
  • Develop the ability to reproduce in play various actions that children observe in life, using substitute objects;
  • Develop children's creative abilities through productive activities;
  • Develop activity and curiosity.

Planned result:

  • Gaining knowledge about the profession of a doctor and nurse;
  • Expanding children's vocabulary;
  • The ability to reproduce in play various actions that children observe in life;
  • Development of communication skills;
  • Development of creative abilities in children.
  • Development of such qualities as: curiosity, activity.

Project stages:

1. Organizational and preparatory stage

  • collection of material necessary for the implementation of the project;
  • development of notes of conversations, game situations;
  • updating attributes for role-playing games;
  • production of didactic games and manuals;
  • selection of fiction;
  • replenishment of the development environment;
  • preparing an album with plot pictures on the topic “The work of a doctor and a nurse .

2. Practical (main) stage

  • Conversations “Who will come to our aid?” , “How should you behave in a doctor’s office?” , “Why do we need vaccination?”
  • Reading fiction by K. Chukovsky “Aibolit” , V. Suteev “About the hippopotamus who was afraid of vaccinations” , E. Blaginina “Sick Bunny” .
  • Discussion of plots, actions of heroes.
  • Excursion to the medical office.
  • Game situations “Katya the doll got sick” , “So that the tooth bites” .
  • Didactic games “Useful - harmful” .
  • GCD "What's in the bag?"
  • Looking at pictures on the topic “The work of a doctor and a nurse .
  • Making a poster “What’s in a doctor’s suitcase?”
  • GCD (drawing) “Onion”
  • GCD (modeling) “Vegetables and fruits”
  • GCD (application) “Ambulance”
  • Board games: “Professions” , “Profession Lotto” .
  • Parents' help in replenishing the "hospital" - sewing doctor's and nurse's gowns.
  • Design of travel folders for parents on the topics: “Healthy lifestyle” , “Role-playing game” , “Role-playing games for children from 2 to 4 years old” , “Games with dolls” .

3. Final stage

  • Organization of the role-playing game “Hospital”
  • Exhibition of children's works
  • Presentation “Introduction to the professions of a doctor and a nurse”

Observing preschoolers in their activities, we noticed that at the end of the project the children began to use the role-playing game “Hospital” and played it with great interest and success.

Children have developed basic gaming skills that allow them to deploy a number of interconnected conditional objective actions during the game and attribute them to a specific character (role).

Analyzing the results of the project, we realized that the use of role-playing games for the comprehensive development of a child and the formation of his positive personal qualities is very relevant.

List of information sources:

*

  1. Elkonin D.B. Psychology of the game. M., 1978
  2. Zvorygina E.V. Children's first story games. M: Enlightenment. 1988
  3. Zvorygina E. Komarova N. Pedagogical conditions for the formation of role-playing games. // Preschool education. 1989 No. 5.
  4. Mikhailenko N.Ya. Organization of story-based games in kindergarten: a manual for teachers / N.Ya. Mikhailenko, N.A. Korotkova. – 3rd ed., rev. – M: LINKA-PRESS, 2009.
  5. Tkachenko I.V., Bogachkina N.A. I play - it means I live interestingly. M: DROFA, 2008
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GAME STORIES AND CONTENTS

The main component of a role-playing game is the plot; without it, there is no role-playing game itself. The plot of the game is the sphere of reality that is reproduced by children. The plot is a child’s reflection of certain actions, events, relationships from the life and activities of those around him. At the same time, his playful actions ( turning the steering wheel of a car, preparing lunch, teaching students how to draw, etc.) are one of the main means of realizing the plot.

The plots of the games are varied. Conventionally, they are divided into household (family games, kindergarten), industrial, reflecting the professional work of people (games in a hospital, store, livestock farm), public (games in celebration of the city’s birthday, in the library, school, flight to the moon).

Throughout the history of mankind, the plots of children's games change because they depend on the era, economic characteristics, cultural, geographical, and natural conditions. Thus, the games of children of the peoples of the North reflect the hunting of seals, walruses, and the work of reindeer herders. Children living in coastal regions play shipbuilders, work in the port, and greet tourists.

But, in addition, in every era there were serious, sometimes extreme events that significantly affected people's lives and evoked an emotional response in children and adults. Such events always gave rise to new stories for children's games. For many years, the children of our country played the Great Patriotic War (battles, bombings, evacuation of civilians, hospital, partisans, siege of Leningrad, Victory Parade, etc.). After Yuri Gagarin's flight into space (April 12, 1961), children from many countries around the world began to play in the exploration of interplanetary space (building rockets, going to Mars, the Moon, working on the Mir space station).

In the history of mankind, there are also “eternal” plots of children’s games that seem to connect generations of people: games of family, school, treatment of the sick, etc. Naturally, these plots in the games of children of different times and peoples differ in their content, just as they differ in the very life.

The content of the game, notes D. B. Elkonin, is what is reproduced by the child as a central and characteristic moment of activity and relationships between adults in their everyday, work, and social activities.

Depending on the depth of the child’s ideas about the activities of adults, the content of the games also changes. For example, children in the younger group, pretending to be a doctor in the game, repeated the same actions many times: they measured the temperature, looked at the patient’s throat. After the kids were vaccinated, new actions were added to the game image of the doctor. Children from the older group, when agreeing to play hospital, specified which specialists would treat the patients: a surgeon, an ophthalmologist, a pediatrician. Depending on the doctor’s specialization, each player performed specific actions, while the doctors spoke kindly to the patients, persuaded them not to be afraid of injections, operations, dressings, and to take medications more boldly. Thus, the content of the game expresses different levels of the child’s penetration into the activities of adults. Initially, only the external side of the activity is “grabbed” in real life and reflected in the game (with which a person acts: “a person is an object”). Then, as the child understands the relationship of a person to his activity, the elementary comprehension of the social meaning of work, the games begin to reflect the relationships between people (“person - person”), and the objects themselves are easily replaced (a cube is a bar of soap, bread, an iron, a typewriter) or They only imagine themselves (“as if I had scuba gear and was sinking to the bottom of the ocean”).

In terms of content, the games of children of primary preschool age differ These differences are associated with the relative limitations of experience, features of the development of imagination, thinking, and speech. The child cannot imagine the game before it starts and does not grasp the logical sequence between real events. Therefore, the content of the games, as A.P. Usova noted, is fragmentary and illogical. Children often repeat in play actions with toys shown by adults and related to everyday life: fed the bear - put him to bed; I fed him again and put him to bed again. A.P. Usova characterized such games as action games. Moreover, interest in actions often dominates, so the goal of the game escapes the child’s field of vision. For example, Olya sat her daughters down at the table, went to cook dinner, got carried away with working with pots and pans, and her daughters remained unfed.

However, at the border between the third and fourth years of life, games become more meaningful, which is associated with the expansion of children’s ideas about the world around them. Preschoolers begin to combine different events, including in games episodes from their own experience and from literary works that were read to them or, which is especially valuable, shown through plot-didactic games, illustrations in books, table theater, and filmstrips.

In the fourth and fifth years of life, the integrity of the plot and the interconnectedness of the reflected events are observed in children’s games. Preschoolers develop an interest in certain scenes that they have played with before (family, hospital, construction workers, transport, etc.). Children respond vividly to new experiences, weaving them like storylines into familiar games. The enrichment of content is facilitated by the interaction of children in the game, when everyone contributes something of their own, individual. For example, Seryozha, whose father is a captain of a river steamer, invites the “teacher” to take the children on a ride along the Moscow River. Having received consent, he builds a steamboat out of chairs and welcomes passengers on board. At this age, generalization and truncation of situations depicted in the game begin, which are well mastered by the child in real life and do not arouse special interest in him. So, if children, playing in kindergarten, eat for a long time and drink from cups, then children of the fifth year of life finish lunch barely raising a spoon to their mouth. Sometimes children limit themselves to symbolic actions: a sailor floats around a room that has become “like the sea.”

Children of senior preschool age thoughtfully approach the choice of plot, discuss it in advance, and plan the development of the content at an elementary level. New stories are appearing that are inspired by impressions gleaned outside the preschool: based on cartoon series, books read at home, stories from parents, etc. Travel games, including space games, have now become widespread: the scope of displaying the work of adults has expanded (service work in bank, transport, security and law enforcement services, etc.).

In older and preschool age, generalization of play situations continues; in addition to conditional and symbolic actions (put his head on his palm - he fell asleep), children actively use verbal comments (“Everyone seems to have slept - and we’ll immediately go to the hall for the holiday!”; “Let’s do this: we’ve already arrived in Africa!”). These speech comments are a verbal replacement of any events. Children resort to them so as not to violate the logic of the unfolding of the game’s content.

Thus, throughout preschool childhood, the development and complication of the content of the game is carried out in the following areas:

- strengthening the focus, and therefore the consistency and coherence of what is depicted;

- a gradual transition from an expanded game situation to a collapsed one, generalization of what is depicted in the game (the use of conditional and symbolic actions, verbal substitutions).

The variety of content of role-playing games is determined by children’s knowledge of those aspects of reality that are depicted in the game, the consonance of this knowledge with the interests, feelings of the child, and his personal experience. Finally, the development of the content of games depends on the child’s ability to identify characteristic features in the activities and relationships of adults.

The content of the role-playing game is embodied by the child through the role he takes on. A role is a means of realizing the plot and the main component of a role-playing game.

For a child, a role is his playing position: he identifies himself with some character in the plot and acts in accordance with the ideas about this in the game . Every role contains its own rules of behavior, taken by the child from the surrounding life, borrowed from relationships in the adult world. So, the mother takes care of the children, prepares food for them, puts them to bed; The teacher speaks loudly and clearly, is strict, demands that everyone listen to her and not be naughty in class. Submission of the child to the rules of role-playing behavior is the most important element of role-playing play. Deviation of any of the players from these rules causes protests from the playing partners: “You can’t argue with the captain!” or: “The captains give orders loudly, and you ask the sailor to wash the deck!” Thus, for preschoolers, a role is an example of how to act. Based on this sample, the child evaluates the behavior of the participants in the game, and then his own.

The role appears in the game at the border between early and preschool age. In the third year of life, the child’s emancipation from the adult is observed. At the same time, the preschooler’s desire to act independently, but like an adult, grows. Then, while playing, the baby begins to perform individual actions characteristic of an adult (putting the doll to sleep, like a mother), although he does not call himself by the adult’s name. These are the first beginnings of the role. One more sign should be included among them: the child “voices” the toy, speaking on its behalf.

Throughout preschool childhood, the development of role in role-playing games occurs from the performance of role-playing actions to role-images. For younger preschoolers , everyday activities predominate: cooking, bathing, washing, driving, etc. Then role designations associated with certain actions appear: I am a mother, I am a driver, I am a doctor. The role taken gives a certain direction and meaning to actions with objects: the mother chooses toys or objects for play that are necessary for preparing dinner, bathing the child; the doctor selects a pencil thermometer for treatment, tears up pieces of paper for mustard plasters, pours imaginary medicine from a bottle, etc. Children prefer to play the roles of those adults whose activities require certain paraphernalia: the mother has a set of household items, the doctor has medical instruments, medicines , the driver has a vehicle. Thus, when playing a role, children of primary preschool age use toys, real objects (a spoon, a basin for bathing a doll), as well as substitute objects (a pencil or stick becomes a knife, spoon, thermometer, syringe in the game). Role-playing interaction between the players is carried out through object-based game actions: the doctor treats the patient, measuring the temperature, giving injections, etc.

In middle preschool age, playing a role becomes a significant motive for play activity: the child develops a desire not just to play, but to fulfill one or another role. The point of the game for a 4-5 year old preschooler is the relationships between the characters. Therefore, the child willingly takes on those roles in which the relationships are clear to him (the teacher takes care of the children, the captain steers the ship, makes sure that the sailors work well and that the passengers are comfortable). The child depicts these relationships in play using speech, facial expressions, and gestures. At this age, role speech becomes a means of interaction. Since children develop a selective attitude towards certain roles, their distribution before the start of the game is a rather emotional process. The teacher's help is necessary.

In older preschool age, the meaning of the game lies in the typical relationships of the person whose role is played by the child with other persons whose roles are taken on by other children. In games, role-playing dialogues appear, with the help of which the relationships between characters are expressed and game interaction is established. For the quality of role performance, the child’s attitude towards it is important. Therefore, it should be borne in mind that older preschoolers are reluctant to perform roles that, in their opinion, do not correspond to their gender. Thus, boys refuse to play the role of a teacher, the head of a preschool institution, and in the game of school they agree to be only a physical education teacher. When performing a role, the child takes into account not so much the external logic, the sequence of actions (there is a free runway at the airfield, which means the plane can land), but the meaning of social relations (the runway is free, but you need to ask the dispatcher so that an accident does not happen).

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