Recall Everything: Neuroprogramming for Preschoolers

  • Tutorial

For a child, attention to their own memory is as important as for an adult. The trick is how to show a person who still does not really know how to count to 5 that he has such a thing as memory and what it does.

I will share my own experience, which some friends called dangerous experiments with the children's psyche. Well, this is the key to parenthood - you can experiment with the psyche, especially since it happens anyway.

So, the materials:

- paper, scissors, pencils
- a plastic container - acts as a storage of memory
- animal figures
- a doll with a rubber head "programmer"

Game mechanics:

Animals turn to the programmer with various problems that he solves by manipulating memory. Spectators help the programmer.

How it looks, example:

The action takes place in the form of a theater. Mammoth (from the famous cartoon) is dealing with a problem - the elephant refuses to recognize him. The programmer implants an artificial memory of a mammoth baby elephant - the programmer and the elephant are removed backstage, from where the programmer returns without an elephant, but with a container. All together they draw a mammoth on a paper sheet and place it in a memory container, which goes backstage, where it is "sewn up" back to the elephant. The elephant returns and instantly recognizes its mammoth baby.

Example 2 , "Confused diet":

The herbivore began to eat meat, and the predator, on the contrary, weed. Opening their memory containers, the programmer discovers that the drawings of meat and vegetables mixed up the owners. The programmer transfers the drawings to the opposite containers and everything falls into place.

Example 3 , “Make Friends”:

Two animals quarreled. The programmer deletes a “quarrel” (a tangle, in the manner of the Habr logo :)) and places the image of two friends walking together.

Example 4 , “Geographical cretinism”: The

hippo forgot how to find his way home. The programmer extracts from the animal’s memory a map of the area (house, park, store) and draws a route to the house.

Example 5 , “Remember a Friend”:

The animal cannot remember the face of its friend. It remembers everything except the muzzle. The programmer analyzes the surviving memories and finds the missing piece of the puzzle in his own library.

For this scenario, I had to draw some jigsaw puzzles with animals, in which all parts can be interchanged.

Results and conclusions:

Our classes alternated with stories that I invented (the examples listed) and those that the child invented and showed. Of course, the child copied the plots, changing the characters and adding small details, for example, when the memory could not be repaired the first time and it was necessary to try again and again (the “error” phenomenon that was also observed in the previous experimental game about which I wrote).

A theater model is great for showcasing new concepts. It is important to ensure that the child participates in the plot as much as possible. I assure you, no special invitations will be required for this.

Previous experience in this series : Programming on MegaBlocks

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