Methods of development of the imagination, Magic pencil, Thermometer, Antivremya, Wonders of technology - Handbook of practical psychologist

5. Methods of developing the imagination

It can not be! ..

Any student calls something incredible: a thing, a phenomenon of nature, an unusual animal, tells the story. The one who will come up with five such plots in a row wins, and no one will ever say to him: "It happens!".

What would have happened if? ..

Some of the guys come up with the most fantastic situations, while others must find the most possible solutions. For example:

- If every person from birth acquires a property to read the thoughts of the other, how will life on Earth change?

- If the force of gravity on Earth suddenly disappeared, i.e. all objects and beings completely lost their weight, then ...

- If all people suddenly lost the gift of speech, then ...

Magic Pencil

To familiarize participants with the rules of this game will require paper and a pencil. The facilitator explains to the players that the pencil can be controlled from a distance, giving him one of four possible commands: "Up!", "Down!", "Right!" & Quot; or & quot; Left! & quot ;. At the command, the pencil moves in the direction indicated, leaving a line on the paper. There is another command, and the pencil does not move away from the paper, moves again. Thus, a broken line appears on the sheet. All & quot; moves & quot; pencil must be equal to one relative to another authentic.

At the preliminary stage of the game, participants submit their team in turn, and the leader "helps" pencil perform their duties. Then, making sure that the participants learned the weight of the game, the facilitator suggests that they draw imaginary figures on an imaginary sheet, which everyone must present before themselves. The drawing starts with the simplest figure, the sample of which the presenter demonstrates to the players (for example, a square). The commands are given in a circle.

The facilitator should explain to the players that they do not have the right to agree on where and in what direction to lead the broken line. Everyone should closely monitor the teams and, when it comes to turn, act according to the situation. If during the drawing the participant could not follow the line or it seemed to him that any of the comrades made a mistake, he stops the game with the command "Stop!". On this command, everything that is drawn on imaginary sheets is automatically erased. Stopped the game starts it first - makes the first move. After the figure is drawn, the presenter suggests the next, more complex figure.


Participants are divided into pairs. One closes his eyes and tries to cause a sensation of warmth in his right or left (at the direction of the leader) hand, imagining that he is holding a heated object in it. After some time, the second partner carefully touches both his hands and tries to determine which one is warmer. After each such attempt, the roles change in pairs or the partner changes.


Each participant is offered a topic for a short story. For example: & quot; Theater & quot ;, & quot; Shop & quot ;, & quot; Journey Outside the City & quot ;. The recipient of the topic should disclose it, describing all the events related to it backwards - as if the film were scrolling in the opposite direction.

Miracles of technique

The facilitator suggests participants to imagine that the group is at an exhibition of the latest novelties of technology. Here you can see wonderful household items - tangible, but almost invisible. The leader demonstratively rummages in his pockets and "finds" Matchbox. Then he makes several expressive movements, shifting an invisible box from one hand to the other, opening and closing it. The host ignites a non-existent match, hands it over to someone in the group. Then he asks someone to light a super-modern match himself. Gradually, all participants are involved in the game: someone sews a nonexistent button to a transparent shirt, someone sharpens an invisible pencil, etc. Participants guess who does what.

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