DIY pirate costume for a boy from scrap materials. Photo

The human mind is designed in such a way that everything secret and unexplored is a fascinating mystery for it. And this mystery subconsciously draws you into the cycle of events where such things as risk, fear and adventure are inherent. But not everyone is destined to become secret agents or spies in order to realize their desires and get at least a little closer to the “secrets of the world.”

Many children at an early age begin to become interested in screen heroes, such as James Bond, Mata Hari and others. Boys want to be like their favorite heroes, and girls secretly dream of such a guy or husband. That's why they try to play similar games and fight criminals. But few people know that the work of secret spies and agents is not just shootouts and chases. Their work can be called more intellectual and mental. Therefore, if you organize a spy-themed party for children, they will be very happy. First you need to write invitations in the appropriate style. This can be done in the form of an agenda.

Proverbs

“Cognitive” game - without much effort, you can simply use it as a warm-up or interruption, and with some effort you can get information about the possible internal attitudes of the employee, observed by his colleagues. And then work with the training participants at your own discretion; for example, engage in interaction, resolve conflicts, clarify motivation, etc. Composition of participants: 2 groups of 4-7 people; Participants know each other through work.

Instructions: Each team must create a “verbal” portrait of each participant or one of the members of the opposing team, by which this person could be recognized.

To do this, it is necessary, in a joint discussion, to remember what remarks, phrases (including slogans), words (including curses), and interjections are typical for him to pronounce when communicating with himself and his colleagues. The trainer warns participants that the text should not include words directly related to the occupation and appearance of the person being identified. Each member of the opposing team should receive 2-4 texts (sentences, phrases, words) that can “give him away.”

Teams are given 10-20 minutes to discuss. Each team must write down the results of their work on separate sheets (indicating their names). At the end of the discussion, the trainer first reviews the recordings himself in order to eliminate the above-mentioned errors (incorrectly completed tasks are either counted as a minus or are simply not used further). Then the teams transfer their notes onto sheets of paper placed on the walls - of course, without indicating the names to which they relate (for each identifiable person - a separate sheet).

The opposing team must make an identification within 5-10 minutes: determine which of their participants which records are directly related to. For correct identification you are awarded points; but only after both teams have given their names do you explain that points were awarded to the team that prepared the notes.

After completing the game, you can invite the training participants to give feedback. For example, share their impressions of what it was like for them to select phrases or listen to them; about how fair they seemed to them, how they characterize their internal attitudes, etc. If you want to delve deeper into personal characteristics, you can also invite the group to generalize phrases, choosing an image that unites them (for example, “grumpy”, “teacher”, “ George Bush", "little girl", "tiger", etc.).

Dating under stress

Possible goals of this task are active acquaintance and interaction of participants, warming up, communication and negotiation skills, observation, reflection, analysis and evaluation of participants and the group as a whole.

Participants: group of up to 14 people.

Instructions: The presenter invites participants to sit in a circle. The leader himself is outside the circle, in his hands he has a pair of shoulder straps (or another object - for example, a scarf or cap).

Task: participants must take turns asking each other, trying to find out as much information as possible about their interlocutor - both verbal and non-verbal. The time for questioning is limited, but not specifically set - this is managed by the presenter. At his own discretion, he chooses one of the participants and he puts the shoulder straps on his shoulders - this is a signal that he can choose his interlocutor and start asking him questions. After some time, he also arbitrarily shifts the shoulder straps onto the shoulders of any other participant. It is unknown to whom the presenter will allocate how much time for conversation.

At the end of the exercise, the facilitator invites the participants to tell who managed to learn what, and share their observations about themselves, about their interlocutor, and other dialogues they observed.

Notes: 1. The presenter can clarify what exactly needs to be found out about the interlocutor.

2. The task can be completed based on reality - by finding out the “truth” about a person; or based on game roles - asking questions and answering them on behalf of the characters being played.

3. Only the “collector of information” can have an active position, but his interlocutor can also be invited to ask counter questions for the same purposes.

4. Each participant must act as a “collector of information”.

5.The number of interlocutors he asks varies depending on the size of the group. A small group allows the leader to question everyone; in a large group, it is enough if during the exercise the same “collector” has a conversation with one or two interlocutors.

6. It is worth explaining that in addition to verbal information, you should pay attention to the postures, gestures, facial expressions of the interlocutor, his intonation and manner of speech. And of course, in general, on his personal characteristics and skills.

7.Feedback from participants on the exercise can be linked to information and training blocks of the training.

Spy menu

As for the holiday menu, well-known agents do not eat anything extra unusual. But there are some products they really need. To keep your memory from failing, you should eat meat, fish, dairy products, and eggs. As well as fruits and nuts. Based on this, you need to prepare healthy and nutritious meals. Just don’t forget that you are dealing with children. To entice them more to eat this or that dish, come up with beautiful names for the dishes.

Children will love a dish like chicken skewers. You can call it, for example, “The Feat of a Spy.” Salads in baskets (titles “The Disappearing Evidence”) and meat in pots with potatoes (“Secret Mission”) would also fit well. Prepare mini-pizzas for each “agent”. It will be more original than one large pizza. Drinks include lemonade, juice, and milkshakes. Don't forget to serve the birthday cake at the end. It can be ordered at a candy store with any image of agents from the movie. To do this, you just need to print out the photo and provide it to the confectioners.

Agent Commandments

The game appeals to the creative potential of the participants, their values ​​and sense of humor.

Participants: 6-12 people or groups of 3-5 people.

Instructions: The leader gives each participant or groups a set of different items (5-10 very different things, for example, a paper clip, a book, a bottle, a handkerchief, a key, a toy, a branch).

“Each of you, like every intelligence officer, has certain “rules of the game,” commandments. Perhaps someone once gave you the right advice, and now you feel the need to follow it. Or - this is your own conclusion from practice, which you came to after hitting a few bumps. Or you have some values ​​or meanings based on which you prefer to act.

Your task: make a list of the agent’s “Rules” or “Commandments” that he (that is, you) must follow in his work. However, the condition is the following. There should be as many rules as there are items you have at your disposal. And each rule should be based not only on those spoken and unspoken rules that you have. You need to formulate a rule based on the essence of the subject.

For example, a bottle. You could write down as a rule: “An agent never gets drunk.” Or “An agent should always be full of ideas.” Or “A good agent is an expensive vintage wine, he must look good and make an impression.” And so on".

Participants are told how much time they have (depending on the number of subjects, whether they work in groups or individually, and on the degree to which they are “warmed up”).

After completing the task, each participant/group reads out their “Rules”, comments on them and answers possible questions.

At the end of the exercise, you can invite participants to share feedback (about themselves, about others, about the group, etc.).

Polyglots

The game is convenient for developing communication skills, observation and reflection, and identifying a personal communication style.

Participants: 2 groups of 4-7 people.

Instructions: Members of both teams participate in “international intelligence organization advisory sessions.” The sessions proceed as follows: team representatives alternately meet at the negotiating table to discuss important professional issues.

Before the start of the game, the coach asks each participant what foreign language he likes, but practically does not know, and makes appropriate notes.

Then the trainer divides the training participants into pairs - one person per team. Then he distributes cards to all participants, which indicate the “professional problem” and the main topics/positions to be discussed.

It is known that all employees of both intelligence services speak several languages. Therefore, consultations will take place in a foreign language - each participant will speak the language that is “most convenient” for him.

The participants’ task: to conduct a conversation in the “most convenient” foreign language (and in fact, in their favorite but unknown) foreign language. At the same time, it is important to imitate this language: use similar words, sounds, intonations, gestures, conversation style, demeanor, etc. That is, to resemble as much as possible a “native speaker” of a given language with all your antics.

Participants must spend five minutes discussing the “professional problem” and the associated main topics/positions that are indicated on their cards.

After the discussion, you can invite the participants to tell about their interlocutor: what topic he raised for discussion, what position he expressed, how their joint conversation ended.

After the game is completed, aspects related to verbal and non-verbal communication and the personal communication styles of the participants can be discussed.

Notes: The content of the cards (“professional problems”, related topics/positions) can be linked to the general topic of the training, the current tasks of the participants/group.

Invitation - Party summons

Invitation text:

"Top secret".

According to the law (of a certain intelligence agency), we notify you (guest name) about the beginning of an investigation. We invite you to appear at the specified address (address and time of the party). We take promises of non-disclosure from you. Violations of confidentiality and secrecy will result in removal from the case file.

At the bottom of this text you can list the necessary accessories and items that will be needed to begin the investigation. These could be wigs, hats, sunglasses. This is the minimum that will be needed for the party. But, everything else will have to be completed by the parents themselves. It may be that not all guests will be able to get the necessary accessories, and therefore you need to stock up on the necessary details yourself.

A children's pirate party will please your child.

Another one killed

This game can be kept in reserve by the trainer and can be used at an appropriate moment for what is happening in the training (for example, when it is worth diverting the attention of the participants if they are stuck in a discussion, conflict or somewhere else, to enliven the situation, confuse, get additional feedback communications and so on).

Participants: 2 groups of 4-7 people

Instructions: All training participants must write their “short biography” within 10-15 minutes (the length of the legend is at least 120 words in legible handwriting). This is a story about how they got into intelligence (circumstances and personal motive), their specialization (linked to their character, abilities and skills), the most interesting or dangerous task they performed (and so on according to the situation). The trainer does not tell the participants the purpose of writing a “short biography”, only emphasizes that they should not indicate their name and the name of the intelligence organization (the conventional name of their team). The task is completed independently; participants do not have to communicate with each other.

While the participants are completing the task, the trainer places two chairs in the corner of the hall, with their backs to the center, next to each other. After a set time, the trainer collects the “biographies” of the participants, making notes for himself (name and team of the participant), and also numbers all the texts. He then tells the group the following:

“The enemy that both teams are fighting managed to obtain the databases of both intelligence organizations, which contain information about employees. Now he has the opportunity, using biographies, to systematically establish the identity of these employees and then destroy them.

Because an information system has been hacked, intelligence organizations are unable to take preventative measures because they themselves now do not know “who is who” in their organization. It is possible to warn colleagues and save them from destruction only by correctly establishing who owns this or that biography.”

The coach selects one participant from each team and invites them to take chairs in the corner of the room (thus, they sit with their backs to the group). Then he reads out the biographies. Participants should listen to the biographies by ear, making notes for themselves. For five minutes, teams must discuss which biographies could be written by their colleague sitting on a chair in the corner of the room, and write down the joint decision (biography number) on a piece of paper. Team decisions are communicated to the coach simultaneously. If a match can be determined, the training participant becomes “saved”; if not, he is “killed” by the enemy. If it suddenly turns out that the chosen biography belongs to a “strange” participant seated in a corner, he also gets rid of death, but by chance and not by his own team.

Next, the trainer can:

1. Indicate the results of the game, offer to discuss the process and give feedback on what happened (how and what they did, what they felt, what it might mean, etc.)

2. Continue “establishing personalities” by inviting the next couple to take chairs in the corner. In this case, savvy teams might consider that they should quickly figure out who wrote which biography, just in case the game continues in the same order. The coach does not prohibit discussing this topic. When discussing this point (see point 1), objections and disputes may arise about whether it was possible to do this: was it allowed or prohibited, was it fair or dishonest, did it come to mind or did not come to mind, etc.

Hat

A New Year's sea pirate costume cannot be complete without wearing a hat. Therefore, you should definitely take care of its availability. You can make such an accessory yourself. To do this, the first thing you need to do is measure the volume of your head. For this purpose, a centimeter is wrapped around it.

A kind of pattern is made on paper, from which the hat will be cut out in the future.

This template needs to be placed on cardboard and traced along the contour, then cut out. There should be two such details.

The elements are glued together using double-sided tape. Then the workpiece is painted black. You also need to make a typical pirate design on it. For example, a skull and crossbones. The easiest way to perform this task is to use a template.

Taking into account the measurements taken, a strip is cut out of cardboard. Its ends are connected and fixed with glue. In this way, a hoop is created, which is located inside the created hat and ensures its secure fastening.

Labyrinth

This game is part of other competitions between teams in which the score is on points.

Participants: 2 groups of 4-7 people

Instructions: Each group receives a set of thick ropes, wooden slats, or chalk (if the floor covering and the owners of the room allow drawing on it). Within five minutes, the groups prepare (discuss and draw) a diagram of the labyrinth that the enemy group will have to go through.

The first group lays out (draws) their labyrinth; members of the second group should not observe their preparations, so as not to map out the path from entrance to exit in advance. When the maze is ready, the second group begins to overcome it.

This is done as follows. The first participant in the second group can go through the maze with their eyes open. Time to complete the maze is limited. The participant must remember the path. The second participant of the second group goes through the maze blindfolded, following the clues of his colleague who completed the maze. He must not step on the boundaries (rope, chalk line). Having successfully completed the maze, he helps the next colleague in the same way.

Participants who direct the steps of their comrades must not stop to remember the correct path. Thus, they can also make a mistake and thereby put their comrade in a dead end.

The members of the first team do not remain indifferent to what is happening. Their representative (they also change each time) stands next to the “guide” of the second group, and in every possible way tries to confuse the participant going through the maze, giving him incorrect clues, scolding or praising, ridiculing the “guide” - in general, undertaking certain creative actions. provocative actions.

Notes: All framework settings regarding time, awarded bonus and penalty points, criteria for their accrual and others are determined by the coach himself, based on the course of the game and the training as a whole; he can prepare his conditions in advance, but can change them if the gameplay requires it. He may also require that mazes prepared by groups be simplified or complicated. For mistakes (crossing the line), the coach can assign penalty points. The labyrinth can be completed for a time; in this case, the participant who made a mistake must begin the passage of the labyrinth again.

After the game, you can invite the participants to discuss what happened: their feelings about themselves and each other, spontaneously emerging methods of work, team interaction.

Application of the shirt

Pirates can also wear a shirt. This wardrobe item should be large. Solid dark trousers or leggings will help complement the pirate look.

In order to create a carnival outfit, the shirt must be properly prepared. It is recommended to cut the sleeves, but perform these steps carelessly. Naturally, there is no need to process the edges.

The collar should be removed. A pirate costume does not imply the presence of this element.

All that remains is to decorate the shirt in the appropriate style. For this purpose, the following methods can be used:

  • sewing on shiny, fairly bright buttons;
  • decor using chains;
  • the use of a belt, thanks to which the shirt is gathered into folds.

This way, making a real pirate costume with your own hands will be as simple as possible.

Double-F. Interpretation of events

Composition of participants: 3 or more subgroups of 3-5 people

Instructions: Each group receives a card. The card contains a set of certain facts - the content of the cards is the same for all groups. All the facts mentioned are associated with a specific event or chain of events.

Now you are the analytical department of the intelligence service. The facts came to you from intelligence officers working in different countries and unable to communicate with each other. According to your assumptions (or according to the assumptions of your intelligence officers - it doesn’t matter), the collected facts relate to the same event.

Your task is to restore the plot. Namely, interpret the facts, tell what events took place and are taking place.

Notes: The facilitator can set the interpretation style in advance. One of the goals of this game is to show how different the fabula (recreated story, interpretation) created on the basis of the same facts can be, and to discuss what and how influences the interpretation.

Dance show

This game is part of other competitions between teams in which the score is on points.

Participants: 2 teams from 4 to 7 people

Instructions: The agent of the first team must transfer the data he has obtained to his partner. The data is in a small brooch. The data transfer must take place while dancing in the grand ballroom.

The agent's colleagues - members of his own team - must facilitate the transfer of data, protecting their friends from agents of the rival team and their surveillance. Members of the opposing team must keep a close eye on the first team's dancing agents.

At the moment when one of the members of the second team thinks that the dancing agents have just transmitted data, he can shout “Stop!” and name where, in his opinion, the transferred brooch is located. For a correct observation, the second team receives three points; for an error in guessing, it loses one point. You can guess up to three times.

If the dancing agents managed to pass the brooch to each other unnoticed, they stop dancing and disperse. For a successfully completed task, they are awarded 3 points.

Then the second team attempts to transmit information in a similar way, and the first tries to prevent this in the same way.

Note: before turning on the music for dancing, the presenter must inform all training participants which of the members of the first team will be the dancing couple with the “task”, who is giving the brooch to whom, and inform that initially the brooch must be held in the right hand.

Room decoration

Before decorating a room, you also need to take it seriously. All attributes must match the style of the party. The walls of the apartment can be decorated with posters from movies about spies. On the table where the game “investigations” will be carried out, you can put notes with randomly scattered numbers, metal coins, counterfeit bills, several old books (about spies), and paper folders. By the way, you can put criminal dossiers in these folders. To do this, you should type on the computer several profiles of unknown personalities with pseudonyms (an insidious player, a big villain, an unknown thief). These dossiers will simply play the role of props. But, you need to make a second dossier. They will be needed to conduct an investigation in the form of a game.

Shootout

Participants: group from 10 to 25 people

The presenter goes into the middle of the hall: Now I will ask you to form an even circle, turning your back to me and standing not very close to each other. The situation is as follows: while performing a mission in a chemical plant building, a shootout broke out between agents of one side and agents of the other side. “First” is what I will call the agents of one side; and the “second” ones are their opponents. When pronouncing “the first”, I will touch the two of you as inconspicuously as possible, and in the same way I will designate the “second”. If anyone tries to snoop or give hints, they will immediately be kicked out of the game as “accidentally killed during a firefight.” Then I will say “fire”, and at the same time the participants who have been greeted by me will have to take a step forward, stepping out of the circle, and try to take the place vacated by the enemy’s “agent” as quickly as possible. That is, the “first” should take the place of the “second”, and the “second” - the place of the first. If someone makes the mistake of taking the place of his "partner", he will be considered killed.

This game can be used both as a warm-up and as an exercise to develop intuition and read non-verbal signals.

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