Activity preparation:
1. Figure: Animal house (designed as 6 floors, each floor has 10 rooms, where various small animals live).
Cats catch mice (design a building with pictures of cats and mice moving separately)
2. Children's operation information: right card (with pictures of various animals)
Looking for a house (draw 10 houses with different shapes and colors and arrange them neatly)
3. The background music of animal songs
Activity flow:
One: the beginning part
Show small animals and stimulate children's interest in activities.
Second: the basic part
1. Show the "Animal House" and guide the children to have a look. Count and tell where the animals' homes are.
Teacher: Can you quickly find out what floor and room the chicken and duckling live in? What good method did you use? Can you introduce it to everyone?
Please tell the children: What floor and room is the home of XX animal?
2. Show "cats and mice" and organize children to play cat-and-mouse games.
Teacher: There is a mouse in the small animal's room. Let's ask the kitten to help catch it, shall we? However, we should tell the kitten where the mouse lives, so that the kitten can catch the mouse quickly.
Guide children to find out where the mouse is and where the cat catches the mouse. Let the children tell which floor and which room. The game can be repeated several times.
3, children's operation activities
1) Play a card matching game. Two people are in pairs. Disrupt several cards with the same objects, and then arrange them neatly in a row and align them up and down. Each person turns two cards at a time, and if the two cards are the same, they can be taken away; If it's different, put it back (learn to remember which row and which page) and take turns to see who has more cards.
2) Looking for a house, let the children find the house in XX color or which room the house in XX is in, and express it by printing numbers.
Children can choose their own activities and exchange games.
Three: the last part
Please tell the children about it. How do you play?
Activity expansion:
1, children's operation data continue to be placed in the digital corner, and the difficulty and requirements are constantly improving. For example, the number of matching cards increases, making the game more difficult.
2. Learning ordinal numbers within 10 runs through daily life. For example, XXX, which row are you in Wait a minute.