Kim game

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The term Kim-Spiel , also Kimspiel , is understood to mean a game in which the memory's ability to remember or the fine-tuning of the sensory organs are important.

Origin and name

The name is based on the descriptions in Rudyard Kipling's (1865–1936) novel Kim and his "Jungle Book", which has become known as a cult novel, in which a boy named Kim was trained and trained on his espionage activities. Kipling describes the life of the street boy Kim, who grew up without parents in India . At the age of thirteen he started an apprenticeship with a dealer (Mr. Lurgan). There Kim meets a younger Hindu boy who is jealous of Kim. In order to dampen the arrogance of the older Kim and to strengthen the self-confidence of the Hindu boy, the dealer turns to play therapy . He takes games from the field of perception . The Hindu boy wins every game - his perception and memory are sharper and better trained. In the end, stunned, Kim asks how it's done. The Hindu boy replies that you do it until you do it well. The core phrase is: "It is worth learning."

Kim has problems with perception, thinking, touching and seeing. He can't win the game with that. He has to learn to use all of his senses. Kim games can also be described with the term sensual learning and are age-independent, so they can be used from three-year-olds to adults.

separations

The different forms of Kim games can be divided according to the types of perception:

  • Seeing, visual perception
  • Hearing, auditory perception
  • Smell, olfactory perception
  • Taste, gustatory perception
  • Keys, tactile perception

In addition to the 5 "traditional" senses, there are also other perceptions such as:

  • Balance, vestibular awareness
  • Warm / cold perception
  • Sensation of pain

and other perception games that relate to cognitive perception and the unmasking of hallucinations or social perception with empathizing with partner and group processes. By using the z. B. The terms used by children are strengthened when it is felt, which means that language support can be increased.

Examples

  • Seh-Kim : What has changed? One participant is sent out and something is changed about the other participants; For example, someone changes seat, glasses are swapped, a piece of clothing is taken off. Then the participant is called and asked to guess what has changed.
  • Nasen-Kim : In addition to memory, it's also about a good nose. The game master has a lot of prepared scents with him: halved fruits like apples, oranges or bananas, bottles with vinegar, perfume and a medicine, pieces of chocolate, sausage and cheese and much more. The first player is now blindfolded. Then you give him one of the smells and he has to guess what it is. Then it's the turn of the next nose.
  • Mund-Kim : It's all about taste here. Similar to the Nasen-Kim, every blindfolded player has to find out what he is biting into: an apple, a piece of bread or even a raw potato.
  • Memory Kim : A game master presents a tray with a number of small objects (in the novel: jewels ) so that the other players can memorize them. After a few seconds the tray will be covered and the players should list the items as completely as possible.
  • Tast-Kim : Objects behind a cloth have to be felt and guessed.
  • Hör-Kim : Objects can be recognized on the basis of the noises they make, for example different materials in sealed cans (sound memory).

literature

  • Ingrid Gnettner: Perception games for all the senses , Don Bosco, Munich 2012, ISBN 978-3-7698-1905-2 .
  • Sybille Günther: The Perception Game Book , Ökotopia-Verlag, Münster 2010, ISBN 3-86702-107-4 .
  • Rudyard Kipling: The Jungle Book 1 & 2. Edited and newly translated by Andreas Nohl, illustrated by Sarah Winter. Steidl, Göttingen 2016, ISBN 978-3-95829-049-5 .
  • Wolfgang Löscher: Perception games with everyday material , Don Bosco Munich 2001, ISBN 9783769813135 .
  • Siegbert A. Warwitz, Anita Rudolf: Try out your senses while playing - perception games . In: Dies .: The sense of playing. Reflections and game ideas. 4th updated edition, Schneider, Baltmannsweiler 2016, ISBN 978-3-8340-1664-5 , pp. 45–57.
  • Siegbert A. Warwitz: The perceptual functions of the child , In: Ders .: Traffic education from the child. Perceiving-playing-thinking-acting , Verlag Schneider, 6th edition, Baltmannsweiler 2009, ISBN 978-3-8340-0563-2 , pp. 37–49.

Web links

Wiktionary: Kimspiel  - explanations of meanings, word origins , synonyms, translations

Individual evidence

  1. Rudyard Kipling: Das Dschungelbuch 1 & 2. Ed. And newly translated by Andreas Nohl, illustrated by Sarah Winter. Steidl, Göttingen 2016
  2. ^ Siegbert A. Warwitz, Anita Rudolf: Kim games . In: Dies .: The sense of playing. Reflections and game ideas. 4th updated edition, Baltmannsweiler 2016, p. 52
  3. Siegbert A. Warwitz: The perceptual functions of the child , In: Ders .: Traffic education from the child. Perceiving-playing-thinking-acting , Verlag Schneider, 6th edition, Baltmannsweiler 2009, ISBN 978-3-8340-0563-2 , pp. 37–49.
  4. ^ Ingrid Gnettner: Perception games for all senses , Don Bosco, Munich 2012, ISBN 978-3-7698-1905-2 .