Voskobovich`s technique of
own children were an Incitement to the invention of games. They were born at the engineer - the physicist Vyacheslav Voskobovich in the Reorganization era, and shopping of toys drove the young father in melancholy. There games which played still grandmothers of our grandmothers were offered.by
A in the country already actively carried on talk on alternative pedagogics. And Vyacheslav Valeryevich decided to bring own contribution in the advanced methods of education.
the First games of Voskobovich appeared at the beginning of 90 - x.“ Geokont “, “ a game square“ (now it “Voskobovich`s Square“) “, Skladushki“, “Color hours“ drew attention to themselves at once. Every year they became more and more - “A transparent square“, “Transparent figure“, “Dominoes“, “The planet of multiplication“, the series “Miracle - Puzzles“, “Mathematical Baskets“. There were also first methodical fairy tales. The practician Voskobovich quickly was beyond a family. To share its experience with requests began to invite to seminars, at first in the hometown (then still Leningrad) and then and beyond its limits.
the Fantastic Labyrinths of Game Technology
At techniques of early development usually two ways: one - from a certain theoretical situation to its practical confirmation (valdorsky kindergarten), another - opposite, from practical experience, through its generalization, to theoretical justification. Voskobovich`s technology is just a way from practice to the theory. Why technology, but not a technique? In principle, it is very similar concepts. And the term “pedagogical technology“ appeared in pedagogics quite recently. In techniques the substantial parties, in technologies - procedural are more presented.as
of Feature of games
Constructive elements In “Geokonta“ means of designing dynamic “elastic band“, distinctive properties of “Voskobovich`s Square“ - rigidity and flexibility at the same time acts, a constructive element in “A transparent square“ is the transparent plate with opaque part, and in “A cord - the inventor“ - a lace and a blochka.the Wide age range of participants
the Same game attracts with
children and three, and seven years, and sometimes even pupils of high school. It is possible because in it is as exercises in one - two actions for kids, and complex multistage challenges for the senior children.
by means of one game can solve a large number of educational tasks. Imperceptibly for himself the kid masters figures and letters; learns and remembers color, a form; trains small motility of hands; improves the speech, thinking, attention, memory, imagination.
Universality in relation to educational programs.
As was shown by practice, games perfectly were entered in programs of educational institutions, for example “Childhood“, “Development“, “Rainbow“.Creative potential
With what game the child plays
most longer? Of course, with that which gives it the chance to embody “ideas“ in reality. How many interesting it is possible to think up and make of details “A miracle - puzzles“, multi-colored “spider lines“ “Geokonta“, “eternal origami“ of “Voskobovich`s Square“: cars, planes, the ships, butterflies and birds, knights and princesses - the whole fantastic world! Games give the chance to show creativity and the adult.
Interest of children in fairy tales are an and additional motivation, and model of the mediated training. Children with pleasure play not with squares, triangles and trapezes, and with Nonmelting Small pieces of ice of the Lake Ays and multi-colored spider lines of the Spider Jukka, do not study fraction, and solve together with the Kid Geo secrets the Miracle - the Flower. New, unusual and non-standard always draws attention of kids and it is better remembered.
we Get acquainted closer
Evident idea of how these general provisions are shown in practice, it is possible to receive, having examined at least two most known games - “Geokont“ and “Voskobovich`s Square“.
“Geokont“ In the people this game is called “a plate with carnations“. But for children is not just a board, and the fairy tale “Kid Geo, Raven Meter and I, Uncle Slava“ in which the plastic carnations fixed on plywood (the game field) are called “silver“.to
On the game field “Geokonta“ applied a coordinate grid. On “silver“ carnations “spider lines“ stretch (a multi-colored elastic band - a prodezhka), and contours of geometrical figures, subject silhouettes turn out. Kids create them by an example of the adult or on own plan, and children of advanced age - according to the scheme - a sample and verbal model. Pupils of elementary and high school by means of this game prove theorems. In the name of the fairy tale - the word “geometry“ is ciphered. As a result at children motility of a brush and fingers, touch abilities (feeling of color, a form, size), thought processes (designing on verbal model, creation of symmetric and asymmetrical figures, search and establishment of regularities), creative abilities develop.
“Voskobovich`s Square“ (“A game square“)
is available For this game a set of “national“ names - “A maple leaf“, “Kerchief“, “Eternal origami“. All this, in fact, true.“ The game square“ represents 32 rigid triangles pasted on a flexible basis from two parties. Thanks to such design the square is easily transformed, allowing to design both plane, and volume figures. In the fairy tale “Secret of the Raven of Meter“ the square comes to life and turns into images: lodge, mouse, hedgehog, shoe, samoletik and kitten. Two-year-old kids by means of the adult put a lodge with a red or green roof, a candy. More adult children master algorithm of designing, find the geometrical figures hidden in “lodge“, think out own subject silhouettes.
the Square can be cut definitely. For example, the section a cross gives unusual volume figures. Manipulations with its elements - a peculiar finger-type theater are possible.
of Game with “Voskobovich`s Square“ develop small motility of hands, spatial thinking, touch abilities, thought processes, ability to design, creativity.
the Basic principles of technology
Game plus the fairy tale
the First principle of the Fantastic Labyrinths of Game technology is game training of children of preschool age. Its feature that in this game almost all process of training of the child really is built.“ Fantastic labyrinths of game“ is a form of interaction of the adult and children through realization of a certain plot (game and the fairy tale). At the same time educational tasks are included in the content of game.
Additional game motivation are created also by methodical fairy tales. The system of questions, tasks, exercises, tasks is organically interwoven into their plots. Very conveniently - the adult reads the fairy tale, the child listens to it and answers on the course of a plot on questions, solves problems, performs tasks.
the Second principle of technology of Voskobovich - creation of such children`s game activity as a result of which mental processes of attention, memory, imagination, thinking, the speech develop. Continuous and gradual complication of games (“on a spiral“) allows to support children`s activity in a zone of optimum difficulty. In each game the child always achieves some “subject“ result.Not incidentally a lot of attention is paid by
to development of intelligence in children of preschool age. At this age at them, as a rule, develop verbal, that is “acquired“, intelligence. Mother reads to the child of the book, considers with him encyclopedias, drives him in the museums. As a result he knows much, heard about much. Such children school teachers call “brought“. But there is no guarantee that such children will study well further. And the nonverbal, that is “congenital“ intelligence, at them can be developed badly. What is congenital intelligence? These are mental processes of attention, ability to the analysis, synthesis, formation prichinno - investigative communications, small motility, memory. Voskobovich`s games first of all are aimed at their development, and one of conceptual provisions of the Fantastic Labyrinths of Game technology is development of nonverbal intelligence in children.
Authors of the Fantastic Labyrinths of Game technology are not supporters of the early forced development of children. All material is senzitivny, that is optimum for perception of children of preschool age, taking into account their psychological features.
the Third principle of “Fantastic labyrinths of game“ - early creative development of preschool children. Game creates conditions for creativity manifestation, stimulates development of creative abilities of the child. The adult needs only to use these needs of nature for gradual involvement of children in more irregular shapes of game activity.
the Developing environment - the Violet wood
In fact, is the developing sensomotorny zone. It is done of plywood, a carpet, drawn on a wall, fabric. The child acts here independently: plays, designs, training those abilities which gained in joint activity with the adult. In the Violet Wood surely there are fairy tale characters - Nezrimka Vsyus, the Raven Meter, the Kid Geo, Lopushok and others.Ways of realization of technology
of Feature of “Fantastic labyrinths of game“ are that
that it is not necessary to reconstruct work of establishment or to break habitual tenor of life of the house. The technology is organically interwoven into already existing orders. In the relations “the adult - the child“ is not supposed position of the adult over the child, only partnership here. The child is surrounded easy, cheerful, is intellectual - the creative atmosphere. It is weaved out of external safety when the kid knows that his manifestations will not receive a negative assessment of adults, and feeling of internal relaxedness due to support of its creative undertakings. Resultsthe Researches conducted in the kindergartens working on Voskobovich`s technology showed
: in groups there are a lot of children with normal, high and very high intelligence. (The gradation of changes of intellectual development looks so: the intelligence is lower than an average, average intelligence, norm, high, very high, excellent). Best of all at kids comprehension, ability to analyze, compare develops. To five - six-year-old children are able to concentrate when performing difficult cogitative operations and to finish the begun business. Three-year-old kids easily distinguish and call yellow, red, blue, do not confuse green, violet, blue, orange and other colors. Especially there is a wish to note a high level of development of manual and hand motility of children`s hands. Besides, at children with whom worked according to Voskobovich, there are no problems with the account, knowledge of geometrical figures, ability to be guided by the planes. They early begin to read. Solved there is also a question of motivational readiness of kids for school. Children who gradually pass to adult “form“ of training and “played enough“ in the preschool childhood, want to go to school and to study for the sake of the doctrine. And, as a rule, do it well and with interest.
of Game, training to reading
of “Teremki Voskobovich“ - basic development. There is a cube, is teremok. The cube is invested in Teremok - merge turns out. Thus words are formed. In total in a set - 12 cubes, 12 teremk. Within article it is impossible to describe all game. Let`s stop only on two cubes - blue and green, so-called cubes of the initial stage. What on them is located? On five sides - a letter and an image, on the sixth - the hint where what letter is. Each letter is represented by clowns, accepting its pose. In a letter A pose - the Harlequin. If the clown represents a letter Oh, that his name is Orlekin. And if At? - Urlekin. Yarlekin, Yrlekin, Yurlekin - fairy tale characters with whom it is more interesting to the child for the time being, than with a sign.“The designer of letters“ allows
from elements, to design any letter of the alphabet. Elements can be attached in the field an elastic cord, it is possible to spread on a table.
“Igrovizor“ and Labyrinths of Letters appendix. “Walking“ a marker on labyrinths, the child gets acquainted with letters, makes words. On each letter - the labyrinth.Chitayki`s
1 × 2. Games on development of skills of reading. We bend alternately corners, and we receive different words. On small “patch“ (area of reading) 4 words, and in their each game - are more than one hundred all.
Kovrograf “Small chest“, strings (“stick“ to a rug). He allows to solve the most various problems in a game form. For example: “Two trees - one high, another - low grew in the wood. (A long and short string it is had nearby from each other on a rug). The high tree liked to brag: “I - the highest tree, I - the strongest.“ And the low tree stood in a shadow of high, sighed and kept mum. The idler wind came somehow into those woods. What tree noticed? High. Began to shake it from groans aside. (we show on a rug). Eventually the tree broke and at fell to roots low (we bend a long string to receive a letter I). The last that managed to cry out a high tree: “Help - and - and - and...“. For a long time - long the last sound was carried by a forest echo. “What sound? What we a letter constructed I. A sound - a letter I. A sound and a letter - through the fairy tale, in an image, through children`s hands.“ The camomile“, “Yablonka“, “Sailing vessel“, “Snowman“ is novelties of 2004. Each of them allows to write more than 20 words... lace.to
of the House it is possible for