An adult discusses with an child or a group of children what an echo is and where you can meet it, what it is in the view of the players. Then summarizes: invisible - the echo always repeats what he is told. And offers to play in the echo. In the first round, the leader calls in a few simple words (ay, ay, mom), and then offers this role to the child. Gradually, alternating in the role of leading with children, one can move not only to difficult words, but also to verse lines or foreign expressions, explaining their meaning (“Na11o, monkey!” - “Hello, monkey!”).
Cards with the image of letter pairs are laid out in front of children on the table with the image up: 3-F, H-C, LR, C-C, H-C, W-C, C-3, W-W. Other cards show items. At the command of the lead, the players choose objects whose names include one or another letter and arrange them in handfuls. Wins the one who will pick up more cards. The game continues until they are all disassembled. In the second stage, the “heaps” are sorted according to the letter of the pair. Having mastered the "card" complex of objects, you can move on to a more complicated variant: to search indoors (in an apartment, in a house) what in the name includes the sound specified by the master.
"We transport goods"
In toy trucks (or painted), each of which is marked with one letter, you can only transport things that start with the same letter. Destination must also be called on the same letter. For example, “M” transports soap or flour and takes them to the store (or to mother).
The leader tells the children the story of an evil wizard who enchants words and locks them in his castle, from which the prisoners cannot escape because they do not know what sounds they are made of. To save them can the one who correctly and in the right order calls these sounds - then the word becomes free. But this can be done only when the wizard leaves the house for work.
The roles are distributed as follows: the adult will be the leader, who calls the captive words, one of the children will be a wizard, who will either appear or leave, the other children will be the savers of words (when a magician appears, they can freeze on the spot). In order for the wizard to “not flicker”, he can be given instructions (to return only by collecting 3–5 items of the same color or to bring a certain amount of things to the letter “k”).
The facilitator calls the joke reservations in the verse lines, and the children guess how to correct them. For example:
Russian beauty is famous for its goat.
Dragging a little mouse into the mink a huge grain hill.
The poet finished the line, in the end he put his daughter.
Last night it was raining, he poured water into the kidney.
The most important thing - Do not turn games into training sessions; let it be fun and interesting! Start with the simple, gradually moving to the more complex; Do not overload the child and complete the game on time. And then, in addition to the development of phonemic hearing, you will help in the development of attention, for example, as well as memory, imagination, initiative, and performance.
Good luck, success and pleasure in joint leisure with children!