Games and exercises for the intellectual development of younger students. Intellectual and educational games for children of primary school age Intellectual games for children of secondary school age

Valentina Krutakova
Intellectual game for preschoolers and younger students "I want to know everything!"

Goals:

Develop students' cognitive interest,

Develop speed of reaction, memory, thinking, logic, speech,

Contribute to the enrichment of vocabulary,

Find out the level of awareness and knowledge of children in different areas,

Expand your horizons, ideas about the world around you,

Contribute to team building, create children Have a good mood, organization of leisure, gaining knowledge,

Learn to work in teams and pairs.

Equipment: tokens for each participant, the ribbon of the winner of the game « Want to know everything» or a diploma, sweet and consolation prizes for all the children, cards with labyrinths, cards with the image of various shadows and fragments.

The host invites the children to complete various tasks, answer questions, according to the results of each competition - tasks, the child is given 1 token. At the end of the game, each player's tokens are counted and the winner is determined. For junior children are asked simple questions, for older children it is more difficult, the answers need to be substantiated.

Lesson progress:

(leader - educator)

Hello guys. Today we will spend interesting game, it is called « Want to know everything. This the game is called intellectual, requires speed of reaction, attention, memory, brain function and your mental development in general.

You will be given different tasks to complete. We will test your knowledge in different areas, based on the results of their implementation, we will find out connoisseur, the most erudite of you.

So are you ready know the wisest erudite among you? Then let's start! First, let's learn the chant and all loudly, in unison, her let's shout:

We are intelligent!

We are friendly!

We are attentive!

We are diligent!

We are learning a lot!

And we will succeed!

Exercise 1. Fairy tale connoisseurs

I'll start and you finish

Just answer in rhyme!

In a fairy tale, the horse is not simple:

Miracle - golden mane,

He carries a boy over the mountains,

Yes, it won't drop it.

The horse has a son -

amazing horse,

amazing horse,

By nickname (humpback)

Before the wolf he trembled,

Run away from the bear

And the fox on the tooth

Still got caught (kolobok)

About a cozy house

We'll start a conversation.

There is a rich person

She lived and drank tea.

I drank tea, chewed muffins.

Unfortunately, the person

The whole house was burned to the ground.

Well, think a little...

That's right, it's my aunt (cat)

In the rivers of Africa for a long time

Evil floats a log.

Whoever swims to meet

Everyone will be swallowed (crocodile)

Enemy of people and enemy of beasts

Angry robber (Barmaley)

He is kinder than everyone in the world,

He heals sick animals.

And once a hippopotamus

He took it out of the swamp.

Known for kindness

This is the doctor (Aibolit)

His master is the boy Robin,

His friend is Piglet.

He was once like a cloud;

He is simple, but he is not stupid.

For him, a walk is a holiday,

And honey has a special scent.

It's a plush prankster

bear cub (Winnie the Pooh)

He is familiar to all small children,

Everyone loves him

But such in the whole world

You won't find one.

He is not a lion, not an elephant, not a bird,

Not a tiger cub, not a tit,

Not a kitten, not a puppy

Not a wolf cub, not a groundhog.

But filmed for film

And known to all for a long time

This cute face

And it's called (Cheburashka).

Well done guys, you did a great job. Everyone who answered the questions receives a token. And now we will find out which of you is the smartest.

Task 2. Questions for ingenuity, ingenuity.

1. Two sausages are boiled for 6 minutes. How long will eight of the same sausages cook? (6 minutes).

2. A woman was going to Moscow and met three men. Each of them carried a sack, in each sack a cat. How many creatures were sent to Moscow? (1 woman).

3. Five light bulbs burned dimly in the chandelier. The doors slammed and two burned out. You need to do the most smallness: say how many lamps are left? (five).

4. How many teeth does an adult have? (32) .

5. How to speak correctly: "Fish don't have teeth", "Fish don't have teeth", "Fish don't have teeth"? (fish have teeth).

6. Which fish has eyes on one side? (at the flounder).

7. Where are endangered animals brought? (to the Red Book).

8. A and B were sitting on a pipe. A fell, B disappeared, what was left on the pipe? (and).

9. How many suns are in the sky? (1) .

10. How many fingers does a person have? (20. 5 on each arm, 5 on each leg).

12. Remember and name proverbs about health. ( "In a healthy body healthy mind", "Cleanliness is the key to health", “You can’t buy health, it gives the mind” and etc.).

13. What can kill a horse? (drop of nicotine).

14. Which is heavier: 1 kg of cotton wool or 1 kg of iron? (same).

15. There were 3 glasses of cherries on the table. Petya ate a cherry from 1 glass and put it back on the table. How many glasses are left? (3) .

16. If a rooster lays an egg, who will get it? (to no one, the rooster does not lay eggs).

17. Name 5 days of the week without calling them by their names (the day before yesterday, yesterday, today, tomorrow, the day after tomorrow).

18. In what month does chatty Masha speak the least? (in February, since there are 28 days in February).

19. How many giraffes swim in the Black Sea? (not at all, giraffes don't swim).

20. Can an ostrich call itself a bird? (no, the ostrich can't talk).

Well done, guys, tried to answer the questions correctly.

And now I suggest you go through the maze, who is faster.

Task 3. Go through the maze

On the table in front of you are cards with labyrinths, you need to go through them as quickly as possible. Children go through the maze on cards, mark the way to the exit from the maze. Whoever copes with the task faster and better receives a token.

Well done guys, they did a great job. And now let's check how you can solve riddles.

Task 4. Riddles

A board on a rope is no worse than a horse,

Rolls all dexterous on the playground. (swing)

From under the roof

Went out for a walk in the rain. (umbrella)

Round, smooth like a watermelon

Any color, for different tastes,

When you let go of the leash,

He will fly into the clouds. (balloon)

Hit the wall - I'll jump

Throw it to the ground and I'll bounce

I'm flying from palm to palm,

I can't lie still want. (ball)

What master did this on the windows

And castings, and herbs, and thickets of roses? (freezing)

One speaks, two look, two listen. (tongue, eyes, ears).

Sisters grow in the meadows,

They have a golden eye and white cilia. (chamomile)

Under the pines, under the trees

There is a bag of needles. (hedgehog)

multi-colored yoke

It hung across the river. (rainbow)

One hundred clothes and all without fasteners. (cabbage)

Everyone loves him, but if they look at him, everyone frowns. (sun)

Walks in summer, rests in winter. (bear)

Who is in the forest without axes

Building a hut without corners? (ants)

Without hands, without an ax

Hut built. (nest)

Well done guys, you know how to solve riddles, and now take a break. You need to find the corresponding fragment or shadow on the cards, insert the desired fragment into the drawing.

Task 6. Pick up by shadow, fragment

In front of the guys are cards with drawn vessels, various thematic pictures. Some parts of the pictures on each card are missing some details. The task of the guys is to find and insert the necessary details, shadow, fragments into the missing places.

Well done, guys, quickly and correctly coped with the task. Now let's let's play let's have a rest. Do you know what an echo is? Imagine that you are an echo. I will say phrases, and you must repeat these phrases exactly after me, word for word.

Task 7. Synchronous echo

Get ready, kids / ra, ra /,

Continues game /ra, ra/,

Beat your hands more cheerfully / lei, lei /,

Yes, don't feel sorry for the palms /lei, lei/,

What time is it? /hour, hour/,

What is twice two? /two, two/,

The head is spinning / wa, wa /,

Is it an ear or a nose? /nose, nose/, (showing ear)

Or maybe hay? /cart, cart/,

Is it an ear or an eye? /eye, eye/, (showing ear)

But this is what we have? /us, us/, (point to knee)

How does the rooster sing in the village? /uh, uh/,

Are you good, obedient always? /Yes Yes/,

Or only sometimes? /Yes Yes/,

Tired of answering? / chat, chat /,

I allow you to shut up / chat, chat /,

This is the end of our game /re, re/,

And thank you, kids! /re, re/.

Well done guys, they were able to become a real echo, a friendly and close-knit team. In the game, you tried to help each other, support and cheer.

Summary of the lesson:

Here comes our mind game to the end You all tried your best and did a good job. What did you learn new for yourself, what did you learn? Thank you for good game, your knowledge! Try to continue to study well, be attentive in class, observe what is happening around you, the world around you and its changes, and try to become educated, cultural and intellectually advanced people!

Now we will count all your tokens earned by you on our game « Want to know everything, find out which of you has become the most erudite, smart, intellectual(counting tokens). And now we're going to do the awards. became the smartest (became (name, surname of the child - winner). He is awarded a ribbon of the winner, a certificate of honor, all participants - sweet incentive prizes. Thank you all, see you next time games and activities.

To prepare the intellectual game "The Magnificent Seven" for teams from each class of the parallel - seven players in each team, the teams are assigned numbers. This game takes place in several rounds - each with its own rules. For the game, it is better to use a small hall or auditorium - always with equipment so that the questions asked are clearly audible to the players. The game is played by several people: a host, a counting commission of 2-3 people, two assistants.

Game progress

(Players are seated at separate tables, arranged in a checkerboard pattern.)

Tour 1. Option

(When the facilitator explains the conditions, the assistants lay out on the tables of each team a set of cards with the letters A, B, C and the number corresponding to the team - the plate with the number remains with the team until the end of the game.)

Conditions of the round: the players are read a question and given three answers that correspond to the letters: A, B and C. Time for reflection is given - 30 seconds. Then the question is read again and a command is given to raise the plates (the team raises the plate with its number and the letter with the expected answer). If the team raised the sign with the answer before the allotted time, they are given a penalty point. The counting commission registers the numbers of the teams that gave the correct answer, and at the end of the round sums up the result minus penalty points.

Possible questions.

1. King of Sweden Charles 17 Johan had a tattoo on his chest:

A) I am a tyrant;

B) Death to tyrants; +

B) Only the people.

2. Which of these words did Kai put out in the fairy tale "The Snow Queen"?

A) snowflake;

B) eternity; +

B) warmth.

3. One of the listed insect pests is found in the countries - republics of the former USSR.

A) Irish woodworm;

B) Himalayan baby;

B) Mauritanian booger. +

4. What animals did Duremar sell?

B) leeches; +

B) turtles.

5. The official attire of sports referees at football matches in the United States is:

A) pink jersey; +

B) yellow mantle;

B) blue tailcoat.

6. How was money worth 15 rubles made of silver called in Russia?

B) imperial; +

7. The inflorescence of which plant during the day turns after the sun?

A) sunflower; B) chamomile;

B) tulip.

8. One of listed people is the inventor of scuba gear:

A) Captain Nemo;

B) Krusenstern;

B) Jacques-Yves Cousteau. +

9. The word "acrobatics" in Greek means:

A) I jump on a trampoline;

B) I walk on tiptoe, I climb up; +

B) somersault, jump, jump.

10. In powerboating, a boat with an outboard motor is called:

A) scooter; B) Casper;

B) flipper.

11. In boxing, referees are called:

A) referee; +

B) breakers;

B) ringers.

12. Which of these writers wrote Moidodyr?

A) Krylov;

B) Chukovsky; +

B) Marshak.

Round 2. Questions

(When the facilitator explains the conditions of the second round, the assistants lay out answer sheets on the tables of each team, on which the team number and pen are written; the number of forms corresponds to the number of questions.)

Type Conditions: The players are read the question and given one minute to discuss the answer. Five seconds before the end of the minute, the leader informs the teams that they need to give an answer. Teams write down their answer on the form. The facilitator announces that the teams need to turn in their answers. Assistants pass through the hall, collect forms and pass them to the host. If the team did not have time to write the answer before the end of the minute, then their form is not accepted. As soon as all the forms are collected, the presenter announces the correct answer and informs the counting commission of the numbers of the teams that answered correctly.

Possible questions.

Question 1: Every autumn, Spanish farmers write on the sides of their cows "VAKA", which means "cow" in Spanish. And for whom this inscription is intended, you can tell if you understand what else begins in autumn in Spain.

Answer: For hunters (hunting season begins).

Question 2: This term came to us from the Greek language, although scientists know its use in Egypt 2000 years ago. For a long time, the priests owned its secrets. Gradually, it went beyond the original framework, and it began to be conditionally divided into three areas: medical, hygienic and ... Probably, you have already guessed what we are talking about, so it will not be difficult for you to name this third area, the ancient meaning of this term remains.

Answer: Decorative (we were talking about cosmetics).

Question 3: On September 14, 1638, the English priest John Harvard died. He left his library to the seminary founded in New Town in 1636. And what was the name of this city then?

Answer: Cambridge (and the college built in it was named Harvard after the priest).

Question 4: Once, when sorting out relations with the courtiers, Louis XIV noticed that he was the king and if he ordered them to throw themselves into the water, they should immediately obey. After these words, one of the courtiers went to the exit. What did he answer Louis to his question about where he went?

Answer: Learn to swim.

Question 5: A computer program has been developed in America that scans the memory of all computers in an institution and destroys up to 6,000 different programs. It is not anti-virus, although it is built on the same principle. What is it directed against?

Answer: Against computer games.

Question 6: A whole can consist of many components, but there are three main ones. They are never the same and cannot be in the same plane. The first symbolizes the sky, the second - man, the third - the earth. What do we call the whole?

Answer: Ikebana.

Question 1: Before the war, Charlie Chaplin's films were successfully shown in many cinemas in the USSR. Who voiced the roles of Chaplin?

Answer: Nobody, these films are silent.

Question 8: You certainly love action-packed works. Here is the plot of one of them: a treasure was unexpectedly found during a walk. On the occasion of the find, a holiday will be held, which is overshadowed by the appearance of an insidious villain. The heroine's life is in danger, but at the last moment the hero appears and kills the villain. Everything ends with a wedding. What is the name of the heroine of the story?

Answer: Tsokotuha fly.

Question 9: Red, yellow, green, orange, blue, cyan. What color is missing from this list?

Answer: purple we are talking about the rainbow).

Question 10: The domestication of this domestic animal by man dates back to the 4th millennium BC. His image on a stone has come down to us with a collar on - a sign of belonging to the owner. They were called "good spirits of the dwelling" and dedicated to the goddess of the moon, fertility and childbearing. The famous circus trainer deals with them. Who are we talking about?

Answer: About the cat.

Question 11: During the time of serfdom, there was an original "winter" punishment for delinquent peasants. They were dipped into the hole. What expression enriched the Russian language, thanks to this punishment?

Answer: "I'll show you where the crayfish hibernate" (count all answers with the words about "wintering crayfish").

Question 12: Pig, dog, crow, hare. These animals are known to all kids. Can you name at least one of them?

Answer: Khryusha, Phil, Karkusha, Stepashka.

Question 13: The procedure for clarifying the circumstances of any case in the Roman court consisted of seven questions. Here are four of them: Who? With whose help? For what? How? List the three remaining questions.

Answer: What? Where? When?

Tour 3. Tablets

(To conduct this round, assistants lay out several sets of cards on the tables of each team, each set lies in its own envelope, on which is written the number of the question to which these cards correspond.)

Round conditions: the players are read a question and they choose the correct, in their opinion, answer from the plates that correspond to the number of this question. You have 30 seconds to think. As soon as the time for reflection ends, the teams, on a signal, raise the signs with the answer and with the number of their team. Then the presenter reads the correct answer, and the counting commission registers the teams that gave the correct answer. If a team raises its answer much later than all the other teams, it will receive a penalty point.

Possible questions.

1. Goddess of love and beauty in Greek mythology. (Aphrodite, Hera, Venus, Yuzya.)

2. The last Russian tsar. (Nicholas II, Peter I, Nicholas I, Ivan the Terrible.)

3. What is the science that studies human behavior and emotions in various situations? (Psychology, pedagogy, psychiatry, psychoanalysis.)

4. What figure did the Slavs consider sacred? (7, 5, 13, 28.)

5. What is the name of the warm south wind and oriental sweetness? (Marshmallow, Turkish delight, sherbet, couscous.)

6. "Everything should be beautiful in a person: the face, and clothes, and the soul, and thoughts." Word writer? (Chekhov, Tolstoy, Mayakovsky, Pukin.)

7. Famous Russian icon painter? (Rublev, Levitan, Korovin, Aivazovsky.)

Round 4. Blitz

(Teams will need a sign with their team number for this tour.)

Round conditions: the presenter reads out the question and the team, which has an answer ready, raises a sign with its number. The counting commission carefully observes which team was the first and gives it the floor, if the team answered correctly, then five points are given to it, if not, then the word is given to the team that raised the sign second, but in case of a correct answer, only four points are counted to it points, etc.

Possible questions.

1. Removable hairstyle. (Wig.)

2. Creator of Venus de Milo? (Michelangelo.)

3. Inhabitants of the still water. (Damn.)

4. What is the art of building called? (Architecture.)

5. Outgoing complaint, which Moscow does not believe. (Tears.)

6. When, under which king did the Decembrist uprising take place? (December 14, 1825, Nicholas 1.)

7. Device for rest in limbo. (Hammock.)

8. Creators of the Slavic alphabet? (Cyril and Methodius.)

9. Balda's younger brother? (Hare.)

11. Solar entry. (Sunrise.)

After all the rounds have passed, the counting commission reveals the winners (first, second, third place), and the awarding takes place.

Proper organization of recreation has great importance. Mental stress, the cold season greatly deplete the physical and psychological condition child. Therefore, in the summer it is simply necessary to relax.

Only an intellectual game in the camp can competently organize the process of creative self-realization, enrichment with additional knowledge. Such games are a creative activity in which children demonstrate their understanding of life, reveal their thoughts, aspirations, and sometimes feelings.

"Difficult Answer"

One of the children (chosen facilitator) asks very simple questions, meaning yes or no answers. The rest of the participants in the game must give an answer, while using the words "Yes", "No" is strictly prohibited.

"Dispute"

All children are divided into two teams. The counselor or educator reveals a certain topic to the children. The first team must assert, trying to prove with known facts, and the second team, on the contrary, must find facts in order to prove the opposite side.

"Make a proverb"

Children are given leaflets with two words written on them. From these words you need to make a proverb. For example, the words: light - darkness. The first child to correctly pronounce the well-known proverb wins.

Intellectual game scenario

All children love fairy tales. That is why in Soviet times all camps held a competition for the best theatrical performance of famous fairy tales. Today's children do not really like to participate in such performances. Therefore, an intellectual game for children, which includes many different fairy tales, will be very useful.

This game assumes the presence of four squads.

Contest 1

Any fairy tale is called. On the last letter of this fairy tale, you need to name a new one. The action takes place in a circle. The team that did not pick up the necessary name of the fairy tale within 5 seconds is eliminated from participation.

Competition 2

It is necessary to come up with a laudatory ode to anyone fairy tale character. All teams are given prepared rhymes:

jackdaw - stick,
sock - sand.

Contest 3

Think over and dramatize the meeting of three completely different characters. For example, such as:

  • The Little Humpbacked Horse, Aladdin, Baba Yaga.
  • Little Mermaid, Old Man Hottabych, Winnie the Pooh.
  • Serpent Gorynych, Cinderella, Mowgli.
  • Koschei the Immortal, Little Red Riding Hood, Piglet.

Competition 4

The captains draw lots. Each team gets their own story. Without using words, only in pantomime, the team must demonstrate a fairy tale so that the audience can guess its name. Fairy tale options:

  • "Teremok", "Turnip", "Ryaba Hen", "Gingerbread Man".

Contest 5

To think over and dramatize a small fairy tale-story, in which three magical objects will be used: a self-assembled tablecloth, a flying carpet, a magic mirror.

Competition 6

theatricalize famous fairy tale"Three little pigs" in the national style. You can use African style, Indian, English. This action takes into account the selection of appropriate animals, the transfer of color, imitation of style and even accent.

Such a scenario of an intellectual game can be supplemented with contests if the children get excited. To do this, you need to prepare several additional competitions in advance. At the end, of course, the results are summed up, and the winners are awarded - as the best storytellers.

Club of intellectual games

There is some unfortunate stereotype in the world - creative development is aimed at the development of young children or primary school students.

Often, in schools and camps, intellectual games for younger students are carefully selected. But teenagers and high school students also need to develop their creative and creative potential. That is why invite older children to create a club of intellectual games. Get them interested not only in the games themselves, but also in planning work with younger children.

Several games that high school students will like are offered to your attention.

"Theater of Abbreviations"

The game requires excellent acting skills.

One of the players goes out the door. The rest make up a word. The letters of this word are distributed among the playing children. Each letter characterizes a type of behavior. For example, "z" - envy, "o" - mischief. When the leader enters the room, the players must show him pantomimes. It is necessary to determine what character trait is shown to him, and from the received letters to add the correct word.

"Ocean is shaking"

All players come up with one word at a time and, in turn, call them out loud. The player who completes this chain says his word and takes on the role of the narrator. He begins to tell a fictitious story, in which it is necessary to coherently include all the words named by the players. The player whose word was spoken must leave the chain and move away from their place. The Storyteller needs to confuse the players with his narration. For example, do not say any of the words of the players for a long time, and then say several words at once. The story should end with the phrase "the sea is worried." This phrase is a signal by which all players strive to return to their places. The one who did not have time becomes the storyteller.

Try to diversify children's leisure time as much as possible. Pick up interesting quizzes, contests. Remember that an intellectual game for children is a game that contributes to the excellent development of imagination, the combinatorial function of the intellect, flexibility, and associative thinking.

Goals: The use of intellectual games in order to create favorable conditions for the development of each individual, capable of achieving results in intellectual work.

Tasks:

  1. Create conditions for self-knowledge and self-realization.
  2. Stimulate the development of intellectual and cognitive abilities of children.
  3. Cultivate a respectful attitude towards each other in a team environment.
  4. To develop the creative activity of children.

Game participants:

The game is played by 4 teams. The members of each team are united by the date of birth. In the first team, guys who were born in the fall, in the second - in the winter, in the third - in the spring, in the fourth - in the summer.

Team members come up with a team name, choose a captain.

Equipment:

  1. multimedia equipment.
  2. Personal Computer.
  3. multimedia presentation.
  4. Signal cards.
  5. Evaluation paper.
  6. Stopwatch.
  7. Gong.
  8. Diplomas and prizes
  9. "Hat of the Wise"

Game Description

This game is a team game and is designed for 3rd grade students. The game has 4 rounds.

I round

I round contains questions of the 4th category of knowledge, which are evaluated from 1 to 4 points:

MATHEMATICS 1 2 3 4
LITERATURE 1 2 3 4
RUSSIAN LANGUAGE 1 2 3 4
ART 1 2 3 4

Teams are given 15 seconds to discuss the question. The arbiter keeps track of the task completion time.

The first team to answer is the team that raised the signal card the fastest. If a team gives an incorrect answer, the right to answer passes to the team that next raised the signal card. For every correct answer the team receives the number of points that corresponds to the question in the table. For every wrong the answer from the team is deducted the corresponding number of points. The team that correctly answered the previous question gets the right to choose the next question.

The scoring is counting commission consisting of 4 people. Each member of the commission follows one team and counts the number of points scored by this team.

The same rules are used during the second round of the game.

II round

SPORTLAND 10 20 30 40
ONE CAMOMILE, TWO CAMOMILE… 10 20 30 40
DIFFERENT COUNTRIES 10 20 30 40
SHEVELI gyrus 10 20 30 40

Several questions of the I and II rounds belong to the category "Pig in a poke" and to the category "Question-auction". The participants in the game do not know in advance in which field these questions are located.

If during the game the team gets a question from the category "Cat in a bag" then the team gives the right to answer this question to the opponents in the intellectual game.

If during the game the team gets "Question - auction", the team that offers the highest "price" gets the right to answer. Only those teams with a positive number of points can "bargain".

III round

AT 3rd round private traders solve a crossword puzzle. For each correct answer, the team receives 5 points.

Only teams with positive scores advance to the finals.

The final

Before the start of the final every team makes bets, i.e., they write down on the cards the number of points that they set as a bet and hand over to the counting commission.

In the final teams must make new words from the letters of the word SNOW MAIDEN. The time to complete the task is 1 minute. The team that makes the largest number words. This team receives the number of points that the team declared in the bet. For other teams, the points declared in the bet are deducted from the account.

Game winner the team with the most points left after the final is considered.

According to the results of the game, certificates and prizes are awarded to the participants of the winning team of the game, the best player is revealed, who is awarded the "Cap of the Wise"

PROGRESS OF THE GAME

I. Organizing moment:

1 student:

If you want to build a bridge
Watch the movement of the stars
Drive the machine in the field
Or drive the car up -
do well at school
Study diligently.

2 student:

We do not go to school in vain,
It is impossible without science!
You will enter the life of an illiterate
You'll be gone in a minute.
So that avoid mistakes,
Mind must be developed.
Can you check in the game?
It will be easy or difficult.

II. Dear team members, now you have to come up with a name for your team and choose a captain.

(players come up with a team name)

This game can be played by children of any school age, for this you need to compose questions of different levels.

The host needs to prepare a lot of questions for the game. The level of their complexity may vary depending on the age of the players, the main thing is that the questions are not designed for erudite people, the players must find the correct answers through logical reasoning.

The names of all the players are written on the pieces of paper, the pieces of paper are mixed and poured into a hat. Two tables are placed in front of the leader, and two chairs for each of them. Two participants sit at each table, whose names the leader pulls out from the header. They are asked one question, and the pair of players who answers it faster remains at the table, the other pair leaves the table, and the next two participants are called in their place. If a couple wins three questions in a row, they also leave the table.

Leaflets with the names of those participants who have already visited the table are put aside. When all the players have already visited the tables, the first round is considered completed. If after that there are still enough questions left, you can do the same thing a few more times, changing pairs of players.

Thus, the game not only develops the intellectual abilities of the players, but also helps to establish friendly relations between them. If the players are unfamiliar with each other, the game will help them get to know each other.

"Experts are investigating"

Playing is good for older children and teenagers. It needs several leaders, preferably not from among the children.

The hosts think of a situation: some kind of criminal incident or a mysterious case, and the players must solve it by asking questions that can only be answered with “yes” or “no” to all the hosts in turn. The game is complicated by the fact that one of the hosts is always lying. Participants know this, but, according to the rules, they cannot ask the same or similar questions to different presenters, thus, they cannot immediately determine who exactly is telling a lie.

"Interrogation" continues until the situation is completely or almost completely restored by the players. In the process of questions and answers, the ability to compare and analyze what is heard, to draw conclusions, develops.

"Great Restorers"

The game is intended for children of school age. It can be held at a birthday or other holiday. The players are divided into two teams, a sheet of paper, divided in half, is hung on the wall or door, the scores of the teams will be recorded on it.

Each adult can come up with various team competitions, here are several possible options. The essence of the game is to use unfinished or changed phrases, knowing the principle of change, to restore the original.

1 round. The host comes up with a few shifters in advance - phrases from famous songs or movies, made up of antonyms. Each team in turn is told such a changeling, and the players must restore the original phrase. If the team fails, the other team gets the right to answer the question without losing the right to first answer the next question. For each correct answer, players receive one point.

Round 2 The teams are given pre-prepared sheets with the same unfinished sayings of the great ones. You need to choose carefully: they should be understandable to children and easy to complete. After some time, the facilitator collects the sheets, reads them aloud and decides who was closer to the original saying, or maybe the team did even better. The scores obtained are posted on the sheet.

3 round. The teams prepare the task for this competition for their rivals themselves. The host gives them 2-3 small sentences (no more than 5 words), and the players remake them, substituting their definitions instead of words. For example, the phrase "lilies of the valley bloom in May" might end up looking like this: "Small plants with white, strong-smelling flowers throw out flowers in the last month of spring."

When the tasks are ready, the teams exchange them and decipher the phrases back, and then compare. The essence of this competition is not in deciphering, but in compiling tasks, originality, quality and speed shown in this should be evaluated. All scores are posted on a sheet of paper, and the results are summed up.

"The best of the best"

One of the most important qualities of intelligence is the ability to compare facts, analyze and find your own, more simple solutions. The proposed game will help develop this skill in children of primary school age.

Like the previous one, the game consists of several tasks offered in turn.

Task 1. The facilitator writes the following letter combinations on a large sheet of paper: ESG, IBD, DT, SWV, AZ, and invites the participants to remember them for 15-20 seconds, and then removes the sheet. After that, it is desirable to somehow distract the participants, perhaps sing a song with them or tell a poem.

After a few minutes, the facilitator distributes a small piece of paper to each and asks to reproduce the previously spoken letter combinations from memory. Don't worry if the majority can't do it. Remembering such meaningless letter combinations is quite difficult. Only the one who guesses to read them differently, with other intervals, will answer correctly: the EU, the traffic police, the Youth Theater, the VAZ. In this case, quite well-known abbreviations are obtained: the EU - the European Union, the traffic police - the State Inspectorate for Road Safety, the Youth Theater - the Theater of the Young Spectator, VAZ - the Volga Automobile Plant.

The host must explain to the players how the task could be completed.

Task 2. It is necessary to prepare sheets with tasks for the number of players in advance. The facilitator explains the rules to the participants: you should carefully read the statement with gaps, and from the proposed answers, choose the one that can be substituted into the gaps so that logic and meaning are preserved. The players mark the answers that, in their opinion, are correct, then the host sums up the results.

As a task, you can take the proposed statements or come up with others. The essence of the tasks is to, after analyzing the meaning of the passage, choose the only suitable option response.

1) In order to survive in modern world, it is necessary to constantly master a huge, ever-increasing volume every day ..., control the situation, quickly respond to all changes. Here ... it is simply necessary.

a) food... refrigerator, b) information... computer, c) money... bank, d) hair... hairdresser.

2) Cats get smaller as they get older... If your cat keeps aloof, don't disturb her. She will come to you when she wants to cuddle and play.

a) fluffy, b) thin, c) affectionate, d) hungry.

3) In the recent past… it was not as scarce as chocolate. There was ice cream, cheap fruit in paper or waffle cups, creme brulee or popsicle.

a) coffee b) wine c) soda d) ice cream

Correct answers: 1 - b, 2 - c, 3 - a, 4 - c.

Points in this game are not the main thing, the most important thing is to explain the correct answers to the children after each task so that they understand the logical relationships.

"Cracker"

The game is intended for older students. You can play it, for example, in a history lesson or at a school themed evening.

The facilitator conceives any historical event and names as many of its characteristics as possible: date, place of the event, participants, causes, consequences, etc. Then he asks a question about each of the characteristics, and team members answer in turn.

As a result, some characteristics will be known, but something will not be able to be guessed. By known facts the team must understand what historical event it is talking about.

You can arrange a competition, but different teams will have to guess different events.

"Find a Pair"

For school children.

The game is not competitive in nature, so all participants form one team. It is important that students discuss the tasks in the process of finding the right answer.

The host explains the rules: he reads out a couple of words, which is the main one. Then he pronounces a few more pairs, of which you need to choose one that would convey the meaning of the relationship between the words in it with the words of the main pair.

That is, it is necessary to understand the correspondence between the words of the first pair and find among the proposed options words that also correspond to each other.

Here are possible options tasks, but you can create them yourself.

1) HOUSE - APARTMENT: a) car - wheel, b) bus - chair, c) apartment - room, d) forest - clearing.

2) FLOWER - BERRY: a) hairstyle - bald head, b) mushroom - mushroom picker, c) rain - snow, d) wallet - money.

3) PAPER - DRAWING: a) a picture - a frame, b) a postcard - a congratulation, c) a table - a chair, d) a word - a letter.

4) NIGHT - DAY: a) heat - cold, b) water - paper, c) electricity - heat, d) cactus - chamomile.

5) LIBRARY - BOOKS: a) government - ministers, b) earth - dew, c) sun - cloud, d) box - sweets.

Correct answers: 1 - c, 2 - a, 3 - b, 4 - a, 5 - d.

The facilitator explains why certain answers are correct, and invites the players to come up with similar tasks themselves, which he will guess. This is very important for the development of the intellectual abilities of children.

"Instructions"

The game is intended for teenagers. It happens that many people come across instructions that describe literally everything - right up to opening the package. The game "Instructions" is based on just such funny cases.

The facilitator needs to prepare as many of these instructions as possible. A few need to be read in full for an example and explain that we are talking about funny instructions that say what is already clear. The rest are read out with passes. The player, if he has an answer, raises his hand and tells it to everyone. If the answer is wrong, others try to answer more fully and correctly.

At first glance, it may seem that the intellect has nothing to do with it, but it has been noticed that children with great abilities solve such puzzles faster and more willingly. During the game, the guys not only exercise their intellect, but also have fun.

Here are some examples of such instructions:

1) Instructions for a rubber swimming cap: wear only on ... the head. Answer: one.

2) Instructions for frozen pudding: attention! After heating, the product will be ... Answer: hot.

3) Instructions for the rearview mirror: be careful! All the objects that you see in the mirror are actually ... Answer: they are at the back.

4) Instructions for a bag of peanuts: be careful! The product contains ... Answer: nuts (the answer "peanuts" can also be accepted as correct).

5) Instructions for batteries: before installing the batteries in the device ... Answer: take them out of the package.

6) Instructions for a bag of hazelnuts: open the package ... Answer: eat nuts.

"Intellectual football"

Game for schoolchildren. It is not mobile, as it might seem from the name, its essence is to score as many goals as possible to the opponent.

As in regular football, each team has attackers, defenders, and a goalkeeper. The role of the arbiter is performed by the host. One team can have any number of players, but not less than three.

Teams prepare 10-15 questions in advance. These questions don't have to be specific: "Who?" "When?" etc. The answers to them must be determined by logical reasoning. It is imperative to ensure that there are no logical duels - the presence of two answers that can be equally true, otherwise the goal may not be counted.

The host determines which team "owns the ball" with a coin. The forwards of this team ask one of the prepared questions. The team deliberates for thirty seconds and the defenders respond. If the answer is correct, the defenders "pass the ball" to their attackers, who ask the question. Otherwise, the goalkeeper may try to answer the same question again, but without conferring with the team. If the goalkeeper “kicked the ball”, that is, he answered correctly, the attackers ask another question to the defenders, if he made a mistake, the goal is scored, and the goalkeeper “knocks the ball out” to his attackers, who ask the defenders of the scoring team a question.

If the goalkeeper answered incorrectly, the forwards must report the correct answer, and the referee decides whether to count the goal or not.

It is very important for the team to appoint the goalkeeper correctly, since it is he who has the right of the last answer, and hence the chances of saving the team. The game goes on until the questions of one of the teams are exhausted. Then the results are summed up, the winners are awarded.

The game not only increases the level of intelligence, but also develops teamwork skills.

"King of the Hill"

This game can be played by both preschoolers and schoolchildren of any age, only questions are offered to them of different levels of complexity. It is better if there are not too many participants.

The facilitator should prepare more questions. The players stand around the chair at a distance of 4-5 steps from it. It is advisable to play outdoors so that there is more space.

The host says: “You are at the foot of the mountain. The chair is the top of the mountain. The one who climbs it first wins." Then the facilitator asks questions one at a time, the one who knows the answer claps his hands. Whoever claps first, he answers.

If the player answers correctly, he "climbs the mountain", in other words, takes a step to the center of the circle, if incorrectly, he takes a step back. The winner is the one who first approaches the chair and climbs on it.

You can diversify the game somewhat, for example, set different “prices” for questions of different complexity or for answers of different speed. For example, if the player answered correctly during the first 2-3 seconds, he can “climb up the mountain” by two steps, and if incorrectly, he can retreat only half a step.

The winning contestant receives the title of King of the Hill. Everyone should call him that for the rest of the evening.

"Know the World"

Useful game for children 6-7 years old. By this age, they have certain ideas about physical phenomena: about movement, heat, temperature, etc. Television, radio, the world around them are the sources of these ideas.

Without explaining to the child this or that phenomenon that he encounters, which he learns about, parents miss an excellent opportunity to develop his mental abilities. Here, for example, is one of the possible games for the knowledge of the world around us, in particular, the properties of air.

Show your child an empty glass jar. Ask if there is anything in it. Most likely, he will answer that the jar is empty and there is nothing in it. Tell him that he is wrong: there is something in the bank, but he does not see this “something”. But how do you know that the bank still has this “something”?

Take a plastic bag, have the child fill it with balls and small cubes. Pay attention to the fact that if there is something in the bag, then it is no longer flat, but convex. Let him see for himself that this is indeed the case and that it was the cubes that changed the shape of the bag.

After that, free the bag from the balls and cubes. The child, of course, believes that the bag has become empty again, there is nothing left in it. Invite him to gently twist the bag, pinching the hole. As he twists it, at the bottom it will become bulging and elastic: therefore, there is something in it, and this “something” is air. So you explain to the child what air is.

Ask him if there was air in the bag before twisting or if it appeared because it was twisted. And try to lead him to the correct answer, proving that there was always air in the bag. Take the opportunity and explain to the child that there is air in the allegedly empty jar, both in the room and on the street. Although invisible, it can be found everywhere.

"What of what"

This cognitive logic game is designed for children 4-5 years old. At this age, children already have a fairly large vocabulary (it reaches 4-5 thousand). These are mainly the words of the main vocabulary fund, that is, commonly used, necessary for communication. Of course, the level of speech development in children of the same age is different. Some children are fluent in vocabulary, others active dictionary a small, although a significant number of words they understand well (passive vocabulary).

Children learn the meaning of the word in an inseparable connection with the comprehension of the world around them. You, the parents, will be able to actively help them in this, you just need to teach them to correctly identify and name both the objects themselves and what they are made of, what material. How can one conduct such an activity with a child so that it becomes not only useful for him, but also interesting?

Your game with the child will consist of questions - answers, your question - his answer. Before the game, select household items and sort them by quality: wood, glass, iron, etc.

First, an adult puts glass objects on the table: a glass, a jar, a decanter, etc. Questions from an adult to a child: “What do you see on the table? What material are these items made of? What one word can say what these things are?

The child may not immediately tell that these are glass objects. But you should try to lead him to this answer. Hearing the child's answer that these are all glass objects, the adult says: “That's right, all objects that are made of glass are called glass. Name me some other glass objects that you can remember.

Next, the adult puts all the wooden objects on the table: a pyramid, a nesting doll, a wooden spoon. The same questions are asked again: “What do you see on the table? What material are these items made of? What one word can you call all these things?

When the child says “Wooden”, the adult continues: “That's right, all objects that are made of wood are called wooden. And what other wooden objects, besides these, can you name?

After that, the adult puts the following group of objects on the table: a plastic lid, a hare, and a rattle. Similar questions are asked about these items, as well as about the following - metal ones: scissors, a metal spoon, a fork; rubber: ball, jump rope, rubber toys.

After such a logical game, you can conclude with memory game lessons. An adult invites the child to listen and solve riddles all about the same objects made of different materials(about galoshes - a rubber object, an iron - a metal object, a light bulb - a glass object, skis - a plastic or wooden object, a ball - a rubber object).

If it's raining, we don't grieve

We smartly splash through the puddles.

The sun will shine -

We stand under the hanger. (Galoshes.)

Back then forward

Walks, wanders the ship.

Stop - grief!

Pierce the sea! (Iron.)

The house is a glass bubble

And the light lives in it.

He sleeps during the day, but when he wakes up,

It will ignite with a bright flame. (Bulb.)

Two new, maple,

The soles are two meters.

You put two feet on them -

And run through the big snows. (Skis.)

Throw in the river - do not drown,

You hit the wall - do not moan,

You will throw the earth -

It will fly up. (Ball.)

You can continue the game by connecting other children (3-4 children) to it. Have them sit in a circle facing each other. And start asking the same questions, but the difference will be that there is already a score for points, and children have an interest in answering a question or guessing a riddle faster than others and get a point for it.

"Such different words"

This logic game is intended for children of 7-9 years old who already go to the first or preparatory grade of high school. It was developed by specialists involved in the study of the development of intelligence in children who are just starting to comprehend school truths.

8-10 people participate in the game, but if your child is very shy and cannot correctly answer the question in the presence of other children, play with him alone. Perhaps after that he will be able to feel more confident in the circle of his peers and easily play this simple game with them.

You can easily explain the rules to children. You give a task, and the one who quickly answers the question gets a point. The child with the most points is the winner.

1. You ask the first question to the children, it is designed to select definitions for the noun. Before that, explain what the definition means and what words might fit. You shout out the first word “Dog” and immediately ask the question: “Children, what are dogs like?” Children answer: “Big, small, shaggy, smart, funny, sad, black, white, etc.” After that, everything is done the other way around - you name several definitions for the word "birch" - green, curly, slender, white-trunked, fragrant - what is it? Children should try to guess this noun. You can choose those nouns that, in your opinion, are most interesting to children.

2. You ask the second question, it is designed to select actions for the subject. You shout the word "wind" and immediately ask the question: "What does the wind do?" The children answer: “Howls, raises dust, plucks leaves, inflates the sail, disperses clouds, etc.” After that, everything is done the other way around again - you call the children several verbs for the word "rain".

Approximate row - dripping, knocking on the roof, wetting the streets and roads - what is it? Or, for example, the noun "sun". It sparkles in the sky, disperses the darkness - what is it? Children should try to guess these nouns. In this case, you can compose the task yourself by choosing verbs and nouns.

3. This time your question will be designed for the selection of synonyms. The children must quickly come up with an answer to it. Let's say you give the starting adjective "big". Children shout out: "Huge, huge, etc." Then you choose one noun of your choice, then one verb. After that, you give the starting word for the selection of antonyms, for example, “smooth”. Children answer: "Uneven, rough, bumpy, etc." Then exactly like that you call one noun, then one verb.

4. This task is designed to find missing words in a sentence. Explain that you should end your sentence with the word that makes the most sense. Suggestions of this type can be used.

- The postman came, he brought ... (mail).

- The janitor took a broom, he will ... (revenge).

- I will nail, bring me ... (hammer), etc.

5. This task is the most difficult, but also the most interesting. It, like most other tasks, consists of two parts. The first part of the task is this - you name a word, for example, "tree", "car" and others. Children must figure out and find the components of the whole. For example, "tree" - trunk, branches, twigs, leaves, etc.; “car” - steering wheel, wheels, headlights, etc. The second part of the task is the reverse, for example, you call the words “head”, “arms”, “legs”, “trunk” and immediately ask the question: “Children, who is it?" And the children shout out: "This is a man."

If it is difficult for children to name the right answers and look for the right and appropriate words, you can turn to a simplified version of the game. You will need something like a blackboard. You can also use white matter to which you will attach sheets of paper. On these pieces of paper you write a task, for example, the word “dog” or several definitions for the word “birch”, and so on with all tasks. And the children are given other sheets. On them you write answers to tasks, for example, synonyms for the word "big" or antonyms for the word "smooth", and so on with all the answers. These answer sheets are laid out on the table in front of the children with the words up and mixed well.

The game starts. You attach a task to the board, and the children must quickly find among the many answers exactly the one that fits the task. The participant in the game who collects the most pieces of paper with answers and scores the most points wins.

"Math puzzles"

The child goes to school in a year. Do I need to teach him to count by this time? Several mathematical game tasks brought to your attention will help him prepare for school, develop competent mathematical representations. These games are designed for concentration and logical thinking of a preschooler, as well as for the development of memory. They can optionally be used in logic games with children 4-6 years old.

It has been scientifically proven that teaching a seven-year-old to count is much more difficult than a five-year-old. But before you play such games with your child, you should clearly explain to him how we measure things, how we divide the whole into parts and how we put the parts into a whole.

"What's gone?"

You lay out 8 different toys on the table in front of the child: a turret, a nesting doll, a car, a top, a ball, etc. He must count all these toys and say how many there are in total. Then he needs to close his eyes, and at this time you hide two toys. When the child opens his eyes, the game starts for points. For each correct answer, he receives 3 points, and for an incorrect answer, he loses 2 points. You start asking questions:

Are there more toys or less?

– If less, what toys have disappeared?

- What toys did they come after?

What toys did they stand in front of?

How many toys were between these two?

If your child does not score all 15 points, praise him anyway and never scold him.

"What changed?"

Lay 5 circles of the same size in front of the child in a row, but be sure different color. Let him remember in what order the mugs lay and how many there were in total. When he says the correct number, invite him to close his eyes, and at this time you change the arrangement of the circles and remove one. Having opened his eyes, the child must answer what color the circle you removed, and arrange all the circles in the order in which they lay at first.

"Find the number"

You hit the table one or another number of times, and the child counts to himself how many times you hit, and then shows the corresponding number on his fingers. This game can be complicated by giving the task: “Show the number one more or less”, i.e. for your 6 strokes, the child must show the number 7. 5-6 people can also participate in such a simple game. They will simultaneously show numbers on their fingers - someone is correct, and someone is not. You say the correct answer after them. A correct answer gets 3 points, and a wrong answer gets 2 points. At the end of the game, points are counted, the player with the most points is the winner.

"What number is missing?"

Line up the cards drawn on paper with numbers from 0 to 10, then invite the child to close their eyes and at this moment remove one of the cards, moving the adjacent numbers to again get a continuous row. Opening his eyes, the child must say which number is gone and where it should be.

"Fix the mistake"

You put two groups of objects in two rows. For example, 7 apples - in the first row, and next to it is the number 8; 8 pears - in the second row, and next to the number 7. Fruits and numbers should be confused, you can lay out more items in rows. Children are encouraged to correct their mistakes.

"Question answer"

The next entertaining game lesson spend with children 10-12 years old. It is aimed at developing a good reaction in children, concentration of attention, will help the child to increase his intellectual level, strengthen existing knowledge.

10 people and one leader participate. The game consists of 3 consecutive rounds. In each round, the leader asks the participants questions that are designed in such a way that even an ignorant person, having concentrated memory and attention, can logically reach the correct answer. In each subsequent round, the questions become more difficult.

All 10 people take part in the first round. Only participants with 10 or more points advance to the second round. Only those players who score 15 or more points go to the third round: only one person can score such a number of points. Only the one who answers all the questions of the third round will be considered the winner of the game. If there are 2 or more participants in the third round, the winner of the game is the one who scores the most points.

1 round. In the first round, for each correct answer, the participant in the game earns 5 points. The facilitator asks the following questions:

- The main and oldest sewing tool? (Needle.)

- The second name of the wild rose? (Rose hip.)

- A piece of clothing where money is put? (Pocket.)

– An hour dedicated to a particular school subject? (Lesson.)

- A precious stone, the hardest of all minerals and the most expensive of all precious stones? (Diamond.)

What is the longest-necked animal on earth? (Giraffe.)

– The animal with the shortest name? (Hedgehog.)

2 round. In the second round, for each correct answer, the participant in the game earns 10 points. The facilitator asks the following questions:

- A transitional step from a bachelor to a husband? (Groom.)

- Colloquial term for a million monetary units? (Lemon.)

- A special pin with a wide and flat head for pinning paper? (Button.)

“Swamp gas? (Methane.)

– A machine used in agriculture; variety household appliances, an irreplaceable thing in the kitchen? (Combine.)

3 round. In the third round, for each correct answer, the participant in the game earns 12 points. The facilitator asks the following questions:

“A Greek demigod who taught people crafts?” (Prometheus.)

- A girl abducted by Zeus, whose name is part of the world? (Europe.)

- A slave state that existed on the territory of modern Iraq? (Babylon.)

"What, how and where?"

The game is designed for children 10-12 years old. It does not require special knowledge in any area. If you study at school, then you probably met with these words, at first glance, unfamiliar. Strain your memory, think carefully, reason, and you will definitely find the right answer to the question posed.

The game involves several people and one leader, who will give questions and tasks. The essence of the task is that you must write down the answer on a separate sheet as soon as possible. Each player has their own sheet. At the end of the game, the number of words is counted, but points are given only for answers that really fit the meaning of the task. The answer options that are the most appropriate in meaning are kept by the host until the end of the game.

For each correct answer, the player earns 5 points. The host clearly reads the task aloud - the middle of the sentence, and the participants in the game must add 2-3 short words in a minute - the beginning and end of the sentence.

1 ... HELPS, BUT NOT ATTENTION ... (attention, interferes).

2 ... I DO NOT LIKE, BUT CANDIES ... (lemon, I love).

3 ... SQUARE, A RING ... (box, round).

4 ... YOUNG, AND GRANDMA ... (grandson, old).

5 ... KIND, A WOLF ... (hare, evil).

6 ... BARKING, A COW ... (dog, lowing).

7 ... BITTER, AND CHOCOLATE ... (pepper, sweet).

8 ... FLOATS, AND THE PLANE ... (boat, flies).

9 ... CUT, A TAILOR ... (hairdresser, sews).

10 ... STAMPS, A NUMISMATIST ... (philatelist collects coins).

11 ... SHOES, AND IN GROCERY ... (in a shoe store, rolls).

12… AT SCHOOL, DOCTOR… (teacher, in hospital).

"Naughty Numbers"

The game is designed for children 9-11 years old who already know the basics of mathematics. By playing it, your child will be able to train his attention and memory. It is also useful for the development of logical thinking, like chess. Even if the child does not have a mathematical mindset at all, he is still interested in playing with numbers.

The game consists of 2 consecutive rounds. In each round, 5 small mathematical tasks are given. For each correctly completed task, the participant in the game receives 5 points. 6 people and a leader participate. Players are given sheets of paper with a pre-written task that needs to be completed for 5 minutes.

1 round. All players participate in the first round. The facilitator distributes leaflets with the task to everyone and marks the time. All players have the same tasks: underline three numbers in each row that add up to the one at the end of the row:

3 4 6 5 1 2 7 10 (6+3+1; 7+2+1; 5+4+1 etc.)

8 4 1 3 7 6 5 17 (8+5+4; 6+4+7; 8+6+3 etc.)

4 8 3 9 1 6 2 13 (8+3+2; 6+3+4; 8+1+4 etc.)

6 2 10 7 8 5 6 23 (10+7+6; 10+8+5 etc.)

2 0 13 1 3 9 3 15 (13+0+2; 9+3+3 etc.)

2 round. Only those who scored 15 points in the first round, i.e., correctly completed any 3 tasks, participate in the second round. The winner of Round 2 is the player with the most points. The host gives each participant the following task: place mathematical signs between the numbers so that the equality is true:

1 2 3 = 0 (1+2-3)

1 2 3 = 1 (1+2/3)

1 2 3 = 6 (1+2+3)

1 2 3 = 1/6 (1/2x3)