Exercises. Food. Diets. Workout. Sport

Outdoor games for younger children. Card file of outdoor games for younger students

Outdoor games are simply necessary for children of preschool and primary school age - they develop coordination, having a beneficial effect on the vestibular apparatus, stimulate blood circulation, strengthening the cardiovascular system, help saturate body cells with oxygen, increase brain activity, teach the baby concentration and attention ...

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Outdoor games are simply necessary for children of preschool and primary school age - they develop coordination, having a beneficial effect on the vestibular apparatus, stimulate blood circulation, strengthening the cardiovascular system, help saturate body cells with oxygen, increase brain activity, teachbabyconcentration and attention ... These are just the main useful dividends lying on the surface, not to mention the joy that you will bring to the baby. Remember what the ancients said? "Movement is life".

In addition, I hope you are not so naive as to assume that your baby does not receive negative emotions and does not experience nervous tension?! Outdoor games will help the baby cope with this: they will provide psychological relaxation (discharge of negative emotions, unspent psychological energy), restore peace of mind (balance between negative and negative emotions with a preponderance towards the plus sign), relieve psychosomatics (unconscious transformation of negative emotions on one's own body: it is scientifically proven that 80% of all diseases are psychosomatic) and muscle blocks (a phenomenon similar to psychosomatics, some scientists consider the formation of muscle blocks to be one of its types; traumatic information is forced out of consciousness, blocked and transferred to the level of muscle memory). Remember: your baby sees the world brighter, feels stronger and psychologically much more defenseless than any adult!

New Year holidays are coming soon - take the time and play with your baby! Here are some examples of simple and unpretentious games for one or more kids.

"Find the Difference"

Children (or a child, respectively) make up some figure, then the driver turns away or goes out the door, the players change any detail of their figure, for example, two of the players change places or, if the child is alone, he can change the position of his hand, legs, head tilt and so on. The driver's task is to guess the changes.

"I can't see, I can't hear"

The conditions of the game are very simple: when the leader says “I don’t see”, the kids run, jump and frolic; and when he says “I don’t hear”, the kids make noise and scream, but at the same time they are not allowed to leave the place, as well as shout at the command “I don’t see”.

"Guess"

The host goes out the door, and the remaining kids choose some song - each child gets one word or phrase (depending on age). When the driver enters, all the kids begin to jump, stomp and clap, while shouting out the word (phrase) they got. The leader's task is to guess the song.

"Changeers"

Line up chairs, one less than the number of players. The players sit on chairs, the host steps back a few steps (2-3 meters) and says: “change places for those who have blond hair (who are wearing a watch, skirt, sweater, and so on)”. Children who meet the stated condition must change places, and the leader's task istakeat this moment, the vacant seat (chair). The kid left without a chair becomes the leader.

"Brownian motion"

The children stand in a circle, and the leader gradually rolls tennis balls into the circle. The task of the children is not to let the balls stop or roll out of the circle. You can push the balls the way the baby wants (hands, feet). The number of balls is not limited - the more, the higher the team's record.

"Peredayka"

The kids sit in a row. The end player is given a toy, his task is to pass it to his neighbor as quickly as possible. The last player must run to the place of the first (at this time the kids move to the edge by one chair) and give him the toy. You can complicate the task and throw a few toys or balls into the "circle".

"To take a position"

The kids line up in a column, the first of them is the commander, followed by all the children. The commander gives out commands: “to the left!”, “to the right!”, “stop!”, etc. - The kids do it. As soon as the commander says: "take a position" - the last (last) child in the column freezes in place and then the team marches without him. When all posts are posted. The commander begins to assemble the column - he approaches each of the posts in turn and says: "stand up." When all posts are removed and the column is assembled, the next participant becomes the commander.

MOBILE GAMES FOR CHILDREN OF PRIMARY SCHOOL AGE

No holiday for children is complete without exciting outdoor games. It is important that a game for a child is not only entertainment and recreation, but also an opportunity to show their creative activity, their growing strength. Here are some traditional games for toddlers to play at holidays, picnics and outings.

Fifteen

This is one of the most loved and popular games. All the players scatter around the site, and the tag (leader) catches them. Whoever he stains becomes a tag. A number of additional rules and complications can be introduced into this well-known game, which will make the game more interesting and attractive. It is recommended to use only one add-on at a time, others will be useful for repeating the game. Add-on examples:

  1. If the tag is chasing one of the players, and another player crosses the road, then he must chase him.
  2. Fifteen can only tarnish a running player. It is worth the escaping to sit down - and he is already safe.
  3. The player can save himself from the tag if he stands near the tree and hugs him with his arms.
  4. Fifteen cannot stain the player who joins hands with another player.
  5. All players, except for the tag, have a ribbon behind their collar. Fifteen, catching up with the fleeing, pulls out a ribbon from him and plugs it into his collar. The one left without a ribbon becomes a tag.

Running in a circle

The players form a circle and stand at a distance of 2-3 steps from each other. A line is drawn in front of the socks of the players. At the command of the leader, everyone turns to the right and starts running along the line on the outside of the circle. Everyone tries to catch up with the one running ahead. The one who is tainted is out of the game. The game ends when there are 3-4 players left in the circle. They are considered winners. During the run, if the game drags on, the leader (leader) can give a signal by which the players turn around and run in the opposite direction. It is recommended to do this regularly so that the players do not feel dizzy.

jumping sparrows

A circle of such size is drawn on the floor or on the court so that all the players can freely fit around its circumference. One of the players - "cat", he is placed in the center of the circle, the rest of the players - "sparrows" - stand behind the circle at the very line. At the signal of the leader, the sparrows begin to jump inside the circle and jump out of it, and the cat tries to catch one of them at the moment when he is inside the circle. The one who was caught becomes a cat, and the cat becomes a sparrow and the game is repeated again.

Passed - sit down

Participants are divided into several teams. The optimal number of team members is 6-8 people. Teams line up at the line in columns one at a time. In front of each column, facing it, at a distance of 5-6 steps, the captain becomes. The captains get the ball. On a signal, each captain throws the ball to the first player on his team. Having caught the ball, the player returns it to the captain and sits on the floor. The captains throw the ball to the second, then to the third players, etc. Having received the ball from the last player, the captain raises the ball up, and all the players of his team jump up. The team whose captain lifts the ball first and whose players jump up first wins. If during the game someone drops the ball, he must pick it up and throw it, standing in his place.

Hunters

The players run around the playground. Three hunters stand in different places, each with a small ball. At the leader's signal "Stop!" all players stop, and the hunters aim the ball at one of them from the spot. "Killed" replace hunters. Players have the right to dodge the ball, but must not move. If the player has left the place, he replaces the hunter.

Small Ball Champion Competition

This competition for children consists of a minimum of three exercises that must be shown in advance and given the opportunity to practice. A jury is created for the competition, as the child's ball handling skills are evaluated. One of the exercises can be a "demonstration performance", the child chooses or invents this exercise himself. Each exercise must be repeated three times in a row. As mandatory exercises for the competition, you can offer the following:

  1. Throw the ball up, get down on one knee and catch the ball with both hands.
  2. Standing with your feet apart, take the ball in your right hand, take it behind your back and toss the ball so that it flies over your left shoulder. Catch the ball in front with your left hand.
  3. Hold the ball with your right hand extended forward and turned palm down. Spreading your fingers, release the ball and catch it with your left hand just above the ground, grabbing from above.

Rope Champion Competition

This competition is held by analogy with the competition "Small Ball Champion". The following exercises can be suggested as mandatory:

  1. Rotating the rope, jump over it with crossed legs (or in a semi-squat)
  2. Rotating the rope, jump on one leg, keeping the other stretched forward or backward
  3. Spin the rope so fast and jump so high that the rope has time to pass under your feet twice during the jump.

MOBILE GAMES FOR MIDDLE SCHOOL CHILDREN

Mobile group games for children not only improve health and develop the child's body, but also give the skill of collective interaction. The older the children, the more difficult the rules of the game and this is no coincidence. In the game, the child gradually learns to accept and follow the agreed or established rules and norms of behavior.

Pull in a circle

This is a collective game, the optimal number of participants is 6-8 people. They stand in a circle and hold hands. A circle with a diameter of about 1 meter is drawn in front of the toes of their feet. Inside this circle, a smaller circle is drawn, so that there is a distance of 50-40 cm between the first and second circles. These 50-40 cm are the forbidden zone. Players walk left or right holding hands. At the command of the host "Pull!", Each player tries to pull his neighbor, located to the right or left of him, beyond the line of the large circle. However, he himself can be at any moment beyond this line, therefore, escaping, the player can step over the restricted area and find himself inside a small circle - on the "saving island". A player who enters at least one foot into the space between the large and small circle is out of the game. The same fate befell those players who unhook their hands. When there are fewer players and they cannot surround the line of the large circle, everyone stands in front of the line of the small circle and the game continues. There is no longer a "saving island" here, and everyone who crosses the line is out of the game. In the future, you can complicate the game by putting pins instead of the drawn restricted area, in this case the task is not to knock down the pins.

twelve sticks

This is a complicated game of hide and seek. First choose the driver. He takes a stone and puts a small board on it. It turns out a throwing device resembling a catapult. At one end of the board, 12 sticks are placed the size of a short but thick pencil. When everything is ready, one of the players with a strong foot steps on the free end of the flip board. The sticks scatter and everyone runs to hide. The driver collects the sticks and puts them in their original place, after which he goes in search of players. If the driver has noticed one of the hiding people, he runs to the board, touches it with his hand and loudly pronounces the name of the discovered player, after which he leaves the shelter. The driver continues to search. If during the search one of the players managed to run up to the board, ahead of the driver and break the sticks, then the driver starts collecting them again, and the rest hide. If the driver has found all the players, the game is over and with the help of a rhyme a new driver is selected to continue the game.

Defense of the fortress or We train the goalkeeper.

Players stand in a circle at arm's length from each other, draw a circle in front of their toes. In its middle is placed a tripod of sticks tied at the top. This is a "fortress". One of the players goes to the middle of the circle to protect the "fortress". On a signal from the leader, the players begin to throw the ball between themselves and, seizing the moment, throw it into the tripod. The driver protects the "fortress" by hitting the ball. He moves freely in a circle. If the ball hit the tripod and moved, but did not knock down, the game continues. The driver can again put him in the middle of the circle. if the "strength" fell, i.e. the tripod fell, the one who did it goes into a circle and becomes the "defender of the fortress." If throwing the ball, the player stepped over the line, this throw is not considered. The game can be complicated by placing 4-5 pins instead of a tripod, in which case the game is considered over when all the pins have fallen, while the "fortress defender" has no right to raise and put the pins back.

Second extra vice versa

Choose two leaders. The participant stands in a circle at a distance of one step from each other. One of the drivers runs away, the other catches up with him. Running around the circle is prohibited. When the evader is in danger, he can stand in front of any player standing in the circle. The one who is behind is considered to be the driver and begins to pursue the player who has just been in the role of a catch-up. The chasing player needs to be especially careful, as at any moment he can turn out to be the evader.

Double burners with ball

On the site, you need to draw two parallel lines at a distance of 30-40 steps from each other. Two leaders are chosen by lot. The rest of the participants make up two teams, and breaking up in pairs, stand behind the line on opposite sides of the site.

Drivers have one ball in their hands, they occupy the center of the site. On a signal, each of them throws his ball up twice and catches it. As soon as the balls are thrown for the first time, the first couples in the columns separate their hands and run towards each other. The task of the players of each team is to connect in new pairs with the players running towards them. Drivers try to interfere with them and try to knock out (stain) them with the ball. If the players managed to meet and they were not tarnished, then they form new pairs. If two players are knocked out, they become the leaders. In this game, two teams do not compete, but rather unite to achieve a common goal. The winners are those who have not been tarnished during the game.

SEDENTIAL AND QUIET GAMES FOR CHILDREN OF PRIMARY SCHOOL AGE

The players join hands and form a round dance, inside the circle there is a leader with his eyes closed. If the children are still small, just close their eyes with their hands - this allows the child to feel comfortable and safe, there is no fear of losing balance and orientation in space. If the children are older, you can tie a scarf over your eyes.

The chorus walks in a circle and says the following:

So we built a circle, turn around together all of a sudden. (At this time, the round dance turns and goes in the other direction) - And how do we say "SKOK-SKOK-SKOK" - Guess whose voice?

The words "SKOK-SKOK-SKOK" are pronounced by one of the participants in the round dance. He does this at the behest of his leader.

The task of the driver is to guess who said these words, if he guessed it, he becomes a round dance, and the one who said the words becomes the driver.

Do after me!

The leader stands in the circle of children. He shows the guys different movements, which they must repeat exactly. They agree in advance that two (one or a maximum of three) movements are not repeated, but are replaced by others, and this replacement is rehearsed so that all children remember well what should be replaced with what. . For example - when the leader touches his nose - you need to clap your hands. The one who makes mistakes when repeating is out of the game.

tick tock

The game is played for two teams. It is better if the leader has a whistle, but if there is none, the whistle signal can be replaced with a clap. The leader explains and rehearses the rules: if one signal is given (whistle or clap) - the first team shouts "TICK!", if two signals are given, the second team shouts - "SO!".

First, the leader gives the signals in the correct order, but after a while he gives the same signal in a row, which knocks the guys down, they make mistakes and shout out of place. From experience, such confusion causes laughter and amusement. It is better to alternate periods of "correct" signals and signals "inappropriately".

The leader must carefully monitor the number of mistakes made by the teams, after the game he himself determines the winner-team, trying to be as objective and fair as possible.

Three movements

The leader shows three movements and rehearses their repetition with the guys. Movements should be simple, for example - stretch your arms up, stretch your arms forward, bend at the elbows, put your hands on your belt, etc. Each movement is assigned a number. The leader explains the task - "I call the number of the movement, and you make this movement." First, the leader calls the number and makes the necessary movement himself. The guys look at him and repetition is not difficult. Sustaining some time, the leader calls the number of one movement, and makes another. The guys are sure to go astray, which causes laughter and fun. Since it is quite easy to go astray, especially if they are still very young children, then you can introduce a rule - the one who makes a mistake three times is out of the game. If the children are older, and the leader sees that they are doing well - elimination occurs immediately after one mistake.

GAMES ON ICE AND SNOW. Winter Games

Properly organized outdoor games in winter are very beneficial for health. In order not to harm the health of children, the following rules should be followed when organizing games:

  1. All the guys should take part in the games at the same time so that none of them freezes while spending time as a spectator.
  2. It is necessary to prepare the site and equipment in advance, it is better to tell all the rules of the game in advance, indoors, so as not to spend time idle in the cold.
  3. Overheating of children during the game should also be avoided; for this, active movements should be replaced by short pauses.
  4. It is impossible to allow children heated up in the cold to remain motionless for a long time. At the end of the game, you should immediately go to a warm room.
  5. Children who are excited by play should not be allowed to drink cold water, eat snow, or suck on icicles.
  6. It is not recommended to play games outdoors at temperatures below 16 degrees below zero.
  7. It is not recommended to play games outdoors during snowfall, strong or harsh winds.

Snowball games

Accurate shooter

Circles with a diameter of 50 cm are drawn on a piece of plywood. Opposite each "target" there are teams of 5-6 players each at a distance of 5-6 steps from the target. Participants prepare several dozen snowballs for their team. The task is to throw snowballs to completely cover your target with snowballs. Whoever completes the task faster - that team won. In this game, attention should be paid to the correct swing when throwing in order to avoid injury to the participants. The swing should be done from behind. It's best to have an adult pre-train and make sure all children are swinging correctly.

Fortress siege

The game will require three sheets of plywood 30x30 cm. They are stuffed on pointed sticks. We also need a colored flag (red, blue, etc.), several small colored flags, and a rope.

The players roll up large snowballs and build the walls of the fortress. The height of the walls is 1-2 meters. 3-4 towers are built in the corners, into which wooden shields are stuck. On one of the towers the flag of the fortress is hoisted. Inside the fortress, an elevation is made of snow (shaft), standing on which the guys can see what is happening outside the fortress. For the same purpose, you can cut through the "windows" in the walls of the fortress itself. The fortress is surrounded by three rope rings, which are marked with colored flags. If there are no flags, they can be replaced with pegs. However, flags are safer. The first rope ring is located at a distance of 10 m from the fortress, the second - at a distance of 15 m, the third - 25-30 m from the walls of the fortress.

The players are divided into two teams, one of them (10-20 people) is attacking, the second is (5-10 people) defending. Before the start of the game, the children prepare a "stock of ammunition" - snowballs.

The game begins at the signal of the adult leader. The assaulters begin to fire at the fortress from behind a distant barrier, trying to hit each shield at least once. Defenders are not allowed to cover these shields. Players throw snowballs at each other, trying to "knock out" the enemy. Anyone who is hit by a snowball is out of the game. When there are three hits on the shields, the first task is considered completed and the attackers move on to the second firing line. From the second line, it is enough to hit each shield once, when this goal is achieved, the attackers move on to the third line, which is closest to the fortress. From here, it is much easier for the guys to hit the shields, but it is also easy for the defenders to hit the attackers. If the fortress runs out of snowballs, the defenders can run out of the walls to prepare new ones, but in this case they risk being "shot down". After the attackers hit each shield once from the extreme line, the real attack begins - the main thing here is to capture the flag of the fortress. Here, the guys are already throwing snowballs only at opponents. If the attackers managed to capture the flag - they won, but if the defenders "knocked out" all the members of the other team - victory is theirs.

This exciting game should be played by an adult, preferably two or three. Adults monitor compliance with the rules of the game. At the direction of adults, players leave the game, move to new lines, and start an attack.

Ski game.

Take the flags.

For this game you will need 13-15 flags. 8-10 people take part in the game.

Before the game, participants on skis without poles line up at the start. Further from the start line, flags are lined up every 100 meters. A distance of one and a half to two meters is maintained between the flags. In the first line - two flags less than the participants in the game, in the second two more less and so on up to two flags, the last line - 1 flag. (for example: 6-4-2-1 is four lines; 8-6-4-2-1 is five lines).

At the command of the leader, the players run forward. The task of everyone is to capture the flag at the turn. If the participant managed to capture the flag, he runs further without stopping. If the player does not get the flag, he is out of the game. The winner is the one who captures the only flag at the last frontier.

Sledding game.

Counter relay

Two teams compete. The game requires two sleds and two flags. The players of each team are built in a column of two and are arranged in such a way that one half of the team is on one side of the court, and the other is on the opposite side. In the middle of the site, flags are stuck in front of each column.

At the signal of the leader, a player of each team sits on a sled, and the other carries him to the opposite side of the site. Having caught up with the flag, the players change roles and continue on their way. Having reached the opposite side of the site, the players give up the sled and stand at the end of the column. Those who received the sled perform the same task. The game ends when the parts of the team have switched places. The team that does it the fastest wins.

Ice skating game

Beanbag

10-15 people can participate in the game. The guys should be good at skating, in order to avoid injuries and for interest in the game. Two pairs of leaders are chosen (2 and 2 \u003d 4 people leading). One of the players is given a rattle and he runs away from the drivers. Drivers must surround the player with a rattle in a ring, closing their hands. The ring can consist of two leaders or four at once. The player at the moment of danger can pass the rattle to another player and then they catch him. You can't throw a rattle. If the drivers managed to surround the player with the rattle, then the one who was caught and the one who gave him the rattle become a pair of drivers, replacing the other. The manager decides who changes whom, taking into account the physical condition and the load on the players. The rattle is handed over to one of the "skaters". If there is no rattle, it can be replaced with a colored scarf, flag, bell, stick. But as practice shows, the cheerful unobtrusive chime of the rattle makes the game more fun.

Block 1. Games with the driver.

1. DRAGON. The players line up one after another. The right hand is placed on the right shoulder of the person in front. The first player is the head of the dragon, the last is its tail. The purpose of the head is to catch the tail. The body of the dragon (other players) is in constant motion and obediently follows the head. The chain of players must not break. The one through whose fault the gap occurred becomes the head. The body of the dragon plays along with the tail, preventing the head from grabbing it. When the head catches the tail, the last player in the column goes forward, becomes the head, and the penultimate player becomes the new tail.
Coupling, general group with a driver (develops: coordination, dexterity)
5-6 laps, up to 10 minutes
inventory: no

2. SALKI.
Players line up at a distance of 30-40 cm from each other. Outstretched arms with open palms are held behind the back. One of the players is behind them. Walking along the line, he pretends to want to drop a pebble into someone's palm. Finally he lowers it into someone's hand. The player who received the stone unexpectedly breaks out of the line. Neighbors to the right and left must grab him (or touch him down) before he moves. But at the same time, they do not have the right to leave the line. If he is caught, he changes places with the leader.
To the reaction, with the driver (develops: reaction, observation)
5-10 laps, up to 10 minutes
inventory: small smooth pebble

3. EDIBLE-INEDIBLE.
Players line up in front of the leader. The host throws the ball to each player in turn, while pronouncing a word. If the word turns out to be “edible” (“candy”, “milk”, etc.), then the player must catch the ball, and if “inedible” (“pot”, “brick”, etc.), then push him away .The one who makes a mistake (for example, caught a "boot" or pushed a "watermelon") - changes places with the driver. The game causes a friendly laugh if an unlucky player catches an item that is completely unsuitable for eating, such as "underpants" or "snot". And in some cases, frustrated losers try to prove that you can eat a cat and a toadstool, although the latter only once.
With the ball, with the driver (develops: observation, reaction)
up to 15 minutes
inventory: ball

4. TRAIN.
Choose one leader. He is a ship. The rest are wagons. Each wagon player builds a depot for himself: he lays out a rope ring on the platform. The locomotive does not have its own depot. He goes from one car to another. To whom he approaches, he follows him. This is how all wagons are assembled. When all the cars are collected, the locomotive gives a signal (for example, whistles the whistle) and everyone runs to the depot circles, the locomotive too. The player left without a place becomes the driver. Catching up, with a driver (develops: reaction, agility, speed)
3-4 laps, up to 10 minutes
inventory: whistle, rope rings with a diameter of about 20 cm according to the number of participants.

5. HANDKERCHIEF. They close their eyes, and the driver at this time hides a scarf in a certain limited area. Having hidden it, the driver says: "The scarf is resting." The players try to find the scarf, and the host directs them, saying “warmly” if one of the players approaches the scarf and “cold” if they start to move away. The one who finds the handkerchief must quietly pick it up and put it on one of the players. Salted to become the new leader.
Search, with a driver (develops: observation) 3-4 circles, up to 10 minutes
inventory: scarf

6. POTATO.
The driver (“potato”) squats down, the rest of the players are located around him and throw the ball, just like when playing volleyball. The dropped ball joins the potato - the potato grows. Players can not only throw the ball, but also jam potatoes, that is, hit the ball with the palm of their hand, trying to hit those who are sitting. If the player misses, he joins the potato. Seated players have the right to jump out of their haunches, trying to catch a passing ball. If this succeeds, the catcher changes places with the one whose transmission he intercepted. In a simplified version, standing players may not hit the ball immediately, it is allowed to catch it first, and then throw it to a partner.
With the ball, with the driver (develops: general physical and tactical skills)
up to 10 minutes inventory: ball

Block 2. Games focused on the team victory of the participants.

7. HERD.
2-3 wolves, one stallion and several foals are selected from the participants. The rest of the players, holding hands, form a circle - a paddock. In the middle of the circle are the foals. They make sounds that mimic the neighing of a horse. A stallion walks around the pen, protecting the herd from the invasion of wolves. The wolves are trying to break the circle and kidnap the foals. If the stallion knocks down a careless wolf, then he is considered killed. The game continues until the stallion kills all the wolves or the wolves drag all the foals to their lair.
Tug-of-war, with a driver (develops: a sense of command, speed, reaction)
3-4 laps, up to 10 minutes
inventory: no

8. KANGAROO.
Players are divided into two equal teams and compete in jumping on one leg, holding a glass of water in their outstretched hand. It is necessary to run around the circle and pass the glass to the next team member. The winning team is determined by the speed of the distance and the volume of water in the glass.
Sports, team relay, (develops: dexterity, coordination of movements)
game duration - until the winning team is determined
equipment: flags or skittles to indicate the distance, glasses of water

9. GET OUT.
The players are divided into two teams, line up, holding hands (one team faces in one direction, the other in the other, the last players of the teams also hold hands). An orange is placed in front of the first players at a distance of 1.5-2 meters. The goal is to reach out and pick it up.
Tug-of-war, team relay, (develops: a sense of team, strength)
3-4 laps with changing positions of players, up to 15 minutes
inventory: 2 oranges

10. PULL-PUSH.
20-30 meters running competition. The participants of each pair stand with their backs to each other and hold hands. Task: run to the finish line and return to the start. The difficulty is that each player runs backwards in one direction, and backwards in the other.
Coupler, pair relay, (develops: speed, coordination of movements)
Step by step, until the winner pair is determined
inventory: flags or skittles to indicate the distance

11. CENTIPEDE.
Team players are tightly arranged in a circle, in the back of the head to each other. On the command “One, two, three!” each slowly kneels to the player behind. After that, the “centipede” begins its movement. The difficulty in the game lies in the fact that without sufficient coordination and coherence it is almost impossible to take a step, since the “centipede” moves only with the synchronous movement of all players. If someone gets out of rhythm or confuses the legs, then the “centipede” tends to crumble and it is very difficult to keep it from breaking. In the team version of the “centipede” game, each team must bypass the flag and return to the start earlier than the other. Coupler, team relay, (develops: coordination of movements)
Duration of the game: until the winning team is determined
inventory: flags or skittles to indicate the distance.

12. HARVEST.
In front of each team, a slide of oranges is placed according to the number of participants. The task of the players: in turn, as quickly as possible, carry the oranges without the help of hands (hands clasped behind the back) to the harvesting point indicated by a flag or pins.
Sports, team relay, (develops: speed, agility)

equipment: oranges according to the number of participants, flags or skittles to indicate the distance

Block 3. Games focused on the personal victory of the participants.

13. FROG.
Two participants are given 2 sheets of paper. They must cross the "swamp" along the "bumps". You need to put the first sheet on the start, stand on it with both feet, and put the second sheet in front of you. Stepping on it, you can shift the second sheet forward, etc. thus, it is necessary to get to the flag as quickly as possible, go around it and return to the start.
Sports, competitive (develops: coordination of movements, speed)
3-4 pair circles, up to 10 minutes
inventory: sheets of A-4 paper, flags or skittles to indicate the distance

14. COCKS.
A large rope ring is laid out on the grass. Standing on one leg and crossing their arms on their chests, the participants try to push each other out of the circle or force them to stand on both legs. Who could not resist - out of the game. The most interesting final is when two strongest opponents remain in the circle.
Sports, competitive (develops: coordination of movements, strength)

equipment: a rope ring with a diameter of about 1.5 meters

15. Crabs. Two participants squat down, spread their arms to the sides and move sideways, with side steps. You need to get to the flag, go around it and return to the start. To complicate the task, you can invite the players to roll a small ball in front of them with one hand.
Sports, competitive (develops: coordination of movements, dexterity)
Game duration: 3-4 double rounds, up to 10 minutes
inventory: tennis balls, flags or skittles to indicate the distance

16. FISHERS.
Each player is tied to a belt with a 1.5 meter thread with a balloon at the end. Task: catch as many fish as possible (burst other players' balloons without letting them burst their own).
Catching up, without a driver (develops: reaction, agility, speed)
Duration of the game: until the winner is determined
inventory: threads and balloons according to the number of players

Final humorous game
17. LUNOROVER.
By means of a rhyme, the driver is determined. The players sit in a circle, the driver squats down and begins to squat. It's already funny. What's even funnier is that the host, in the most squeaky tone, continuously says: “Pee-pee-pee! I am Lunokhod-1! » The player who laughed first joins him with a squeak: “I am Lunokhod-2!” As the number of moon rovers increases, the game gets funnier. The most persistent player must count to one hundred. At the same time, he should not take his eyes off the "moon rovers". If the player succeeds, he wins! If not, then the driver takes his place, etc. to the definition of "the most serious person."
inventory: no

Part II. Outdoor games : evening.

Reaction - 1.
Drag game - 1.
Catch-ups - 1.
Search game - 1.
Target game - 1.
Ball game - 1.
Sports team multi-stage game - 1 (with elements of jumping ropes and ball games).
This part of the encyclopedia includes "silent" games:
Theatrical games - 2, incl. command - 1.
Art games - 1.
Playing with words - 1.
Team game with objects - 1.
Competitive game with objects - 1.

No. Name and description of the game
game type

Required inventory

Block 1. Outdoor games.

1. RING.
Players stand a few steps in front of some wall (you can play while sitting), in front of them is the leader. The players hold their palms “boat” in front of them, and the leader hides the “ring” in his (also folded “boat”) palms. Approaching each player, he pretends that he puts a ring in his hands (slowly passes his “boat” between the player’s hands). The host goes around all the players, steps aside and says: “Ring, ring, go out on the porch!” The one with the ring must run out so that they do not grab him, and touch the agreed object with his hand at a distance of 3-4 meters. If he can, then he becomes the leader, and the leader becomes the player.
To the reaction, with the driver (develops: reaction, speed)
5-6 laps, up to 10 minutes
inventory: any bright small object as a "ring"

2. Buffaloes in a paddock.
2 people are selected from among the players. They are "buffaloes". The rest of the players stand in a circle and hold hands, forming a corral. The task of the "buffaloes" is to break out of the circle, breaking the chain with a run. If they succeed, the players who failed to keep them become buffaloes.
Pulling, steam room (develops: strength)
5-6 laps, up to 10 minutes
inventory: no

3. DEVIL. A wide area is divided into three lanes, the middle of which is "hell". In "hell", holding hands, there are two drivers. They are "hell". The remaining players (also in pairs) are located on the two extreme fields and try to run across hell from one field to another. The devils try to catch them, and if they succeed, the captured also become devils, that is, drivers. The last couple not to go to hell wins.
Catching up, steam room (develops: dexterity, speed)
Duration of the game: until the winner pair is determined
inventory: no

4. Blinds and Bluffs.
Classic yard games. One player is blindfolded, and in this form he tries to catch the rest of the players. Usually the game takes place in a strictly defined area, which is forbidden to leave. If the territory is large enough, then the players from time to time should make some sounds (for example, clap their hands or ring a bell) so that the driver can navigate. Players may try to confuse the driver by giving signals from several directions at once. The player touched by the driver changes places with him.
Search, with a driver (develops: coordination, orientation in space)
3-4 laps, up to 10 minutes
equipment: blindfold made of dense matter, bells according to the number of players

5. HARES.
A large area is outlined on the ground, inside it in the center - a small one. One player is assigned as a driver - "hunter", the rest of the players become "hares". Hares move freely over a larger area, the hunter - only in a small circle. His task is to knock down any hare with a “shot”, the number of attempts is limited by the number of balls the hunter has. The “killed” hare replaces the leader.
On accuracy, with a driver (develops: coordination, dexterity, eye)
5-6 laps, up to 10 minutes
inventory: several tennis balls

6. DOG.
Players stand in a circle and throw a large light ball to each other until someone makes a mistake and drops it. This player goes into the circle and stands in the middle (dog on a chain). The players continue to throw the ball, but try not to be grabbed by the one standing in the center. If, nevertheless, the central player manages to catch the ball, then he can throw it at anyone, and whoever he hits, he takes his place.
With the ball, with the driver (develops: dexterity, speed, reaction)
up to 10 minutes
inventory: ball

7. BIG RELAY.
After division into 2 teams (2-4 people each), it is held in 5 stages with consecutive participation of all team players: 1) bike race (with transfer to the next player at the start); 2) movement with stepping over hoops (with the transfer to the next player at the start); 3) jumping rope (with transfer to the next player at the start); 4) running with the ball, hitting the ball into the hoop at the flag (with the transfer to the next player at the start); 5) "swimming" in the basin, pushing off with hands (with the transfer to the next player at the start).
Sports, team relay race (develops: dexterity, strength, speed, team spirit, various skills and abilities)
Duration of the game: until the winning team is determined
inventory: flags or skittles to indicate the distance; identical pairs of items: 2 teen bikes, 2 hoops, 2 jump ropes, 2 plastic basins, 2 balls

Block 2. "Quiet" games around the campfire.

8. Crocodile
The first team thinks of some simple word and chooses a player from the other team who will have to “show” this word. Moreover, this player is forbidden to make sounds and write letters, but active gestures, breathtaking facial expressions, antics, and so on, depending on the player’s imagination, are used. His team tries to understand the meaning of what is shown and gives out answer options. If the hidden word is difficult to explain, then we must try to explain in parts. After guessing/unguessing, the teams switch roles.
Theatrical, team (develops: artistry, observation, abstract thinking)
3-4 circles, up to 15 minutes
inventory: no

9. CHINESE DINNER
An equal amount of small sweets is poured into bowls. At the whistle, the participants must eat the proposed “dish” as quickly as possible, using chopsticks.
With objects, competitive (develops: coordination, dexterity)
until the winner is determined
equipment: bowls and pairs of identical planed sticks according to the number of participants, candies "sea pebbles"

10. Salute
The driver offers the players combinations of movements with a change of hands. For example: 1) at the same time “salute” with the right hand, and stretch the left hand forward with the “class” gesture. Then clap your hands and do the same, quickly changing hands; 2) put your hands on your knees, clap your hands, take your nose with your right hand, and your right ear with your left hand. Then clap again and change hands, etc.
Theatrical, with a driver (develops: coordination, reaction)
inventory: no

11. MUMMY
2 teams of 3 people participate. The first participant stands motionless - this is the "mummy". The second participant tries to wrap the “mummy” with toilet paper from neck to toe as quickly and tightly as possible. Once he is done, the third participant must unwind the mummy back. The team that not only coped faster, but also tore the paper as little as possible wins.
With items, team (develops: dexterity, speed)
until the winning team is determined
inventory: 2 rolls of toilet paper

12. PLASTILINE LETTERS
The participants of the game are given plasticine. The host calls any letter, and the players must blind an object starting with this letter as quickly as possible (we finish with a whistle). The author of the most recognizable item becomes the leader.
Artistic, with a driver (develops: fine motor skills, creativity, reaction)
3-4 circles, up to 15 minutes
equipment: bars of soft plasticine according to the number of participants, a whistle

13. DAMAGED PHONE The driver makes up a sentence (preferably a well-known one - for example, a tongue twister) and very quietly tells it to the ear of the nearest player, etc. The last player reports what he heard, and the chain is restored aloud. The one who last passed the sentence correctly becomes the new leader.
With words, with a driver (develops: attention, imagination, creativity)
inventory: no

Part III. Bus games (on the way to the sea).
This part of the encyclopedia includes "quiet" games: Reaction game - 1.
Games with objects - 2.
Playing with words - 1.
Theatrical humorous games - 2.

No. Name and description of the game
game type
Estimated time of the event
Required inventory

1. PASS THE HAT
The first player (sitting behind the driver) is put on a “hat”. It must be passed on - from head to head without the help of hands. If the hat falls off, the sender puts it back on his head and tries again. Ideally, the game ends when the first player is back in the hat.
With objects, non-competitive relay race (develops: dexterity, coordination of movements)
1 circle, up to 10 minutes
equipment: a bright cap or panama hat slightly larger than the size suitable for the participants

2. EARTH, WATER, AIR
The driver walks down the aisle in front of the players and, pointing to each in turn, says: "Water, earth, air." He can stop at any moment. If the driver stopped at the word "Water", then the child he pointed to should name a fish, reptile or animal living in the water. If it is called "Earth" - you need to name the one who lives on earth. If it is called "Air" - the one who flies. If the child did not name the word before the count of "three", then he becomes the leader. With words, with the driver (develops: attention, reaction, thinking) 3-4 circles, up to 10 minutes no 3. GRANDMA WENT TO THE MARKET ... The driver leans on the back of the seat facing the salon and begins: “Grandma went to the market and bought an old coffee grinder ” and shows how she will grind coffee (with her right hand she twists an imaginary coffee grinder handle). The person sitting next to him repeats the same words and also begins to turn the handle, etc. round. When everyone is involved in the process, the turn again reaches the leader and he shows the following movement: “Grandma went to the market and bought an old iron” (strokes with her left hand, without stopping grinding). Next circles: Grandma bought a rocking chair (to rock) and finally, a cuckoo clock (“Cuckoo, Cuckoo, Cuckoo,”). The point is to perform all actions simultaneously with the driver. Whoever has gone astray takes his place. Theatrical, humorous with the driver (develops: attention, reaction, fantasy in the driver)
3-4 laps, up to 10 minutes
inventory: no

4. Sparrows and crows
The driver leans on the back of the seat facing the passenger compartment. The conditions of the game are agreed in advance. For example, with the command "Sparrows" - the children will close their eyes with their hands. And at the command "Crows" - raise your hands up. Now you can start the game. The syllable-leader slowly pronounces “Vo - ro - ... us!” Children must quickly complete the movement that was given to the crows. Who has gone astray is out of the game until the driver changes. The last one remaining becomes the leader.
To the reaction, with the driver (develops: attention, reaction)
3-4 laps with changing tasks, up to 10 minutes
inventory: no

5. METALISTS
Each player is given a box of paperclips. At the whistle of the leader, the players begin to assemble the chain using paper clips. The winner is the one who, in a certain time (until the next whistle), collects the longest chain of paper clips.
With objects, competitive individual (develops: dexterity, speed, fine motor skills)
10 minutes (or to "empty box")
equipment: boxes of paper clips according to the number of participants, whistle

6. Me too! The host tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the facilitator raises his hand up, shout “And me!” If the action referred to in the story can be performed by a person or remain silent if the action is not suitable. For example, the presenter says: “Once I went to the forest ... Everyone:“ And I! I see a squirrel sitting on a tree… -…? The squirrel sits and gnaws nuts ... - .... - She saw me and let's throw nuts at me ... - ...? - I ran away from her... -...? (etc.) There are no winners in this game - the main thing is a cheerful mood.
Theatrical, humorous with the driver (develops: attention, reaction, fantasy in the driver)
3-4 laps, up to 10 minutes
inventory: no

Part IV. Beach and water games.
This part of the encyclopedia includes outdoor games:
Beach outdoor games - 6, incl. with the ball - 3.
Drag game - 1.
Target game - 1.
Jumping game - 1.
Warm-up games on the water - 4.
Water games - 6, incl. with the ball - 2.

No. Name and description of the game
game type
Estimated time of the event
Required inventory

Block 1. Warm-up on the water.

1. DUEL
Become facing each other at a distance of one and a half to two steps, each player splashes water on a partner. The one who first starts to wipe his face with his hands or turns his back to his partner loses.
On the water, steam room (develops: endurance) up to 5 minutes,

2. PUT ON THE CIRCLE
In turn. Put a rubber circle in front of you and, after inhaling, plunge into the water so that when you get up, put the circle on your head. On the water, individual (develops: courage, breath-holding skills) up to 5 minutes large circle 3. SCALES Stand in pairs with your back to each other, putting your hands under your partner's elbows. Each, leaning forward in turn, tears the partner off the bottom, lowers his face into the water and exhales. Being above the water should not bend and raise the legs. On the water, steam room (develops: endurance, breath holding skills) up to 5 minutes,
inventory: whistle whistle

4. WHO WILL JUMP HIGHER
Raise your arms to the sides with your palms down. On command, jump up, pushing off the bottom with your feet, while simultaneously moving your hands down into the water, thereby helping to push. You can conduct paired, as well as group-wide versions of the game.
On the water, competitive (develops: coordination of movements in the water) up to 5 minutes, by whistle
inventory: whistle

Block 2. Beach outdoor games.

5. WHAT IS IT?
Children stand in a circle, in the center of the circle - the driver with the ball. He throws the ball to any child and says one of the words: "Vegetable", "Berry" or "Fruit". The child, having caught the ball, quickly names the familiar vegetable, berry or fruit, respectively, and throws the ball back to the driver. Whoever makes a mistake is out of the game.
With the ball, with the driver (develops: reaction, dexterity, thinking)
inventory: up to 10 minutes ball
= = = = = = = = = = = = =
Country games: outdoor games and sports in the country.
The simplest devices from improvised materials for sports equipment: archery, javelin throwing, targets for practicing kicks from PET bottles.
The physical work of children in caring for plants and harvesting in a playful style.
= = = = = = = = = = = = =
6. BALL TO ME!
Children are seated in a clearing or sand of the beach. The leader with the ball is in the center of the circle. He rolls the ball to each child in turn. Children catch the ball and send it back to the leader. Options: a) rolling the ball through one player, through two, through three, etc.; b) roll to the one whom the leader calls.
With the ball, with the driver (develops: reaction, attention)
up to 10 minutes
inventory: ball

7. Leapfrog.
Players stand one after another at a distance of 5 steps, lean forward, bending their heads and leaning on a leg bent at the knee. The latter runs up and jumps over each one in turn, leaning his hands on his back. Players gradually unbend, increasing the height of the jump. Each jumper gets up in front. Anyone who fails to jump is out of the game.
Sports, competitive (develops: coordination, strength, reaction)
up to 10 minutes
inventory: no

Block 3. Competitive games on the water.

8. Torpedoes
The players take turns. Starting position: to slide on the chest. On the whistle, take a breath, hold your breath and, strongly pushing off the bottom, slide forward, moving your legs like a crawl. The place where the player stood on the bottom or raised his head to breathe is considered to be the finish line, he remains on it, standing at the bottom. The winner is the one who is farthest from the start.
On the water, competitive (develops: coordination of movements in the water)
3-4 calls, up to 5 minutes inventory: whistle

9. KNIGHT'S TOURNAMENT Divide in pairs, taking into account the physical fitness of the players. Each pair is a "horse" and a "rider". The rider sits on the shoulders of his partner, and he presses his legs to himself with his hands. At the signal, the teams begin the single combat. The task of the "horseman" is to throw the enemy off the "horse" into the water. Grabs are allowed only by the hands. The discarded "horseman" together with the "horse" are eliminated from the game.
On the water, steam room (develops: coordination of movements in the water)
3-4 visits, up to 5 minutes
inventory: no

10. BALL RELAY
Line up two teams in a column one at a time, 2 - 3 steps from one another. The distance between the players in the columns is 1 step, the position of the legs is wider than the shoulders. Those standing in front (captains) have a ball in their hands. At the whistle, the captain leans over and passes the ball between the legs to the one standing behind, he passes the ball further. The latter, having received the ball, runs with it to the head of the column, stands in front, and the game resumes. The team whose captain is the first to stand at the head of the column wins.
On the water, team (develops: coordinationmovement in the water)
3-4 laps, up to 10 minutes
inventory: 2 balls, whistle

Block 4. Beach outdoor games.

11. CATCH THE BAG! Players stand in a circle and throw a bag to each other. Whoever does not catch the bag is out of the game. The one who stays in the circle wins. When throwing a bag, you can name the first syllable of a word, and the catcher must finish, for example: spring, flower, etc.
Sports, general group (develops: coordination, strength, reaction)
up to 10 minutes inventory: bag filled with sand

12. KING OF THE MOUNTAIN. All players build a mountain out of sand or pebbles. Further rules of the game are extremely simple. Each player tries to be the first to climb to the top of the mountain and become its king, and the one who succeeds should try to stay in this role for as long as possible, pushing and pushing down competitors. Competitors themselves often make it easier for the tsar by grappling with each other. The game immediately turns into a noisy gambling dump and is usually played until the players run out of strength.
Pulling, competitive (develops: agility, strength, coordination)
up to 10 minutes, on whistle
inventory: mountain (sand or air mattress, or an old sofa), whistle

13. BEACH BALL. Based on the game "pioneerball". (The game was played on a volleyball court, only the ball was not thrown by touching the brush over the net, as in volleyball, but it was possible to catch it first. And then throw it to the opponent’s half of the field or pass to the partner. Team players who dropped the ball missed a goal.) Instead of a grid and site markings, conditional lines on the sand are used.
Sports with a ball, team (develops tactical skills, teamwork, dexterity)
1-2 visits during a beach holiday, up to 20 minutes each ball,
equipment: beach markings (drawn or laid out with pebbles on the sand), referee's whistle

Block 5. Water games.

14. CAROUSEL.
A very simple game. The driver spins a ball tied to a rope over his head, and the players dive to make it fly over their heads. Who did not have time - leads. The reverse version of the game "doggie".
On the water, with a driver (develops: speed, reaction)
5-7 minutes
inventory: ball on a rope

15. ARROW. They play in the shallows. One of the two players (hoe) lies on the water, resting his hands on the bottom. Another player (plowman), standing at the bottom, takes the hoe by the ankles and tries to “plow” the sea with it as quickly as possible to get to the finish line.
On the water, steam room (develops: dexterity, coordination)
2-3 visits, up to 10 minutes
inventory: no

16. Dwarfs and giants.
Children stand waist-deep in water. The leader gives a signal by shouting the word: "Dwarfs!". Everyone gets into the water. Behind the signal: "Giants!" - all players jump up. Whoever makes a mistake is out of the game. Whoever is left wins.
On the water, with a driver (develops: reaction, attention) 1-2 calls, no winner is determined Block 6. Beach outdoor games.

17. BAKER. A circle with a diameter of 2-3 meters is drawn on the sand, in which several empty tin cans are placed (one on top of the other) as a target. At some distance from the circle, level lines are drawn on the ground (from three and above). The task of the players is to alternately throw the bat (its function is performed by a small pebble) to knock out one or more cans from the circle and go to the next level. Ultimate goal: complete all levels faster than others.
For accuracy, competitive (develops: dexterity, coordination, eye) up to 15 minutes (or until the winner is determined)
inventory: tin cans and pebbles

18. RUBBERS. The elastic is tied at the ends into a ring. The rubber band is stretched between the legs of two players (they are called "columns"), the rest perform combinations of jumps. Those who fail are out of the game.
Jumping, general group (develops: coordination, endurance)
up to 15 minutes (or until the winner is determined)
equipment: elastic band 1-2 meters long.

19. SQUEEGEE.
A lighter version of the war. You can pre-build "fortifications" of sand. You can play without rules and in general - “every man for himself”, trying to wet the rest as much as possible, painting them with “his own color”.
Military, general group (develops: tactical skills, dexterity) 1-2 runs, up to 15 minutes plastic bottles with holes in the lids, filled with water painted with honey watercolor of different colors (according to the number of players)


Outdoor games “In places!”, “To your flags”, “who will reach the flag first?” , "Group, at attention!". Development of orientation in space.

"In places!". Children are built in two columns opposite each other. Exercise: remember your places. At the signal “Disperse!”, the children run, jump around the hall. At the command “Go to your places!”, the children must take their places in the column. Team wins, all members of which will quickly take their places.

To your flags! The players are divided into groups of eight to ten people and stand in a circle in different places on the site (hall). In the center of each circle is a driver with a flag in his raised hand (the flags have a different color). At the first signal, everyone, except those holding the flags, scatter around the site, at the second signal they squat and close their eyes, turning away from the drivers. Children with flags change places on the playground. At the command of the teacher, “Everyone to their flags!” the players open their eyes, look for their flag, run and line up around it. group wins, which formed a circle faster than others. A defeat is counted if the team players peeped when the drivers changed places. You can invite those playing to music or singing to move in a column behind the teacher, repeating various movements, and after the signal, try to quickly take a place near your flag.

Who will reach the flag first? Features of the game and its educational value. The purpose of this game the same as the previous ones - the education of endurance and the ability to manage oneself, brings up the strong-willed qualities of his personality. The game is in the nature of a competition in walking speed. Its participants learn to evaluate the actions of their peers. By controlling others, the child becomes more aware of the rules of the game and thus learns to self-control. Description of the game and methods of conducting it. The teacher asks the children which of them can walk very fast. Well, of course everything! “Now we will check,” the teacher says, “whether this is really so. I know one interesting nrpyv It's called "Who gets to the flag first?" First you need to prepare everything you need. An adult draws a line on the ground - from here the game begins. Opposite the line, at a distance of 25-30 steps, a long table is placed, on which a flag is placed. The teacher calls first two children. He offers to stand “at the start” and, on a signal (clap or sound of a tambourine), reach the flag. At the same time, the adult emphasizes that you need to go to the flag, but running is not allowed. Whoever runs will be considered the loser. He invites the rest of the guys to see which of their peers will raise the flag first. a signal is given, two children race to the flag, and the rest observe, evaluate the actions of their peers.

Rules of the game .one. You can move to the flags only in steps. Running is prohibited. 2. The one who completed the first rule and reached the flag the fastest is the winner. 3, If two children come to the flags at the same time, both are considered winners and receive awards. Tips Before suggesting this game, try running a similar running competition. In the future, explaining to the children the rules of the new game, you will be able to remind them that they have already participated in the competition and know how it goes. During the game, you should explain to the children that fast walking will work if the steps are taken large and even. Show them visually how to achieve it. Focusing on walking will help children fulfill the basic rule of the game - do not go running.

Cass, take it easy! The guys stand in one line. The leader, standing facing the players, gives commands. Children should perform them only if the word "Group" is spoken before the command. If there was no word "group", then it is not necessary to respond to commands. The one who made the mistake takes a step forward and continues the game. By the end of the game, the most inattentive players move farther than others from the starting position. The winners are those guys who were the most attentive and, thanks to this, remained in their original position.

2. Outdoor games with running

Outdoor games "Two frosts", "Calling numbers", "Feet from the floor"

"Feet off the floor" Children are built in a circle. In the center of the circle stands a trap, appointed by the teacher. At the signal "Run!" the children run around the room. The trap runs after the players, trying to tarnish someone. It is impossible to stain someone who, while running away, stands on a gymnastic bench or, raising his legs, sits on the floor, i.e. those who have their feet off the floor. The one whom the trap touches with his hand becomes the trap. He should stop, raise his hand and say: “I'm a trap! » The new trap is not allowed to immediately touch the old one with his hand. If the trap cannot stain anyone for a long time, then the teacher says: “One, two, three - run around the circle!” Children are built in a circle, a new trap is assigned here and the game resumes.

"Calling Numbers"

« Two frosts" On opposite sides of the site, at a distance of 10-20 meters, the lines "home" and "school" are marked. Two "frosts" are selected. The rest of the guys are located behind the "home" line, in the middle there are two "frosts". "Frosts" appeal to the guys: "We are two young brothers, two frosts are daring." One says: "I am frost - red nose", the other says - "I am frost - blue nose". Together they say: "Who will decide to go on the road, too?" All the guys answer: "We are not afraid of threats, and we are not afraid of frost!" After these words, the guys run from "home" to "school". "Frosts" catch them and "freeze". The rest stop and stand motionless. "Frost" refers to the guys with the same words, and they, running back to the "house", touching the children, "thaw" them. "Frosts" are trying to "freeze" the remaining participants. After two dashes, a new pair of "frosts" are assigned from those not caught, and those who are caught are released. Repeated 3-4 times. The pair that catches the most guys wins.

    Running games

Outdoor games "Race of animals", "Karasi and pike", "Third extra",

"Owl"

Development of speed and agility.

"Carp and pike" Training. On one side of the site are "carp", in the middle of the "pike". Game content. On a signal, "carp" run across to the other side. "Pike" catches them. Caught "carp" (four or five) join hands and, standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are eight or nine "carp" caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp". When there are more "crucians" caught than not caught, the players form tops - a corridor of caught crucians, through which the uncaught ones run. "Pike", located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new "pike". Rules of the game: 1. The game starts at the signal of the leader. 2. All "carp" are obliged to pass the net, basket and tops when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a "pike" if they manage to throw their clasped hands behind the back of the "pike" and drive it into the basket or slam the tops. In this case, all "carp" are released, and a new "pike" is selected.

owl Training. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest. Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground. Players who have not been caught even once win. You can also note the best driver - who caught more players. Rules of the game: 1. "Owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

Animal race Training. The players are divided into 2 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column at a distance of about 10-20 m is placed on a mace or on a rack. A finish line is drawn at a distance of 2 m from the start. Game content. The leader loudly calls any beast. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for her. The leader calls the animals randomly, at his discretion. Some he can call twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted. The team that earns the most points wins. Rules of the game: 1. If both players come running at the same time, no points are awarded to either team. 2. If the player does not reach the final point, his partner from the other team earns a point.

    Jumping games.

Outdoor games "Jumpers - sparrows", "Wolf in the ditch", "Fox and hares"

Development of speed-strength qualities.

Hares and fox

Children follow the text.

On the forest lawn

Bunnies ran away.

Here are some bunnies

Runaway bunnies.

(Children-bunnies easily run around the hall.)

The bunnies sat in a circle

They dig a spine with a paw.

Here are some bunnies

Runaway bunnies.

("Bunnies" sit down and perform imitative movements in the text.)

Here is a fox running

Red sister.

Looking for where the bunnies are

Runaway bunnies.

(The fox runs between the children, catches up with the end of the song)

"Jumping Sparrows" First, a circle is drawn on the asphalt with chalk. In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows". They jump into the circle and jump inside it. Then they also jump out of it. The "crow" tries to catch the "sparrow" when it jumps inside the circle. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

"Wolf in the ditch. » Preparation: Two lines are drawn in the middle of the site at a distance of 50-70 cm from one another. These lines form a moat in which the wolf (leader) lives. The rest of the participants in the game are goats. They are located on one side of the site. The game: At the signal of the leader, the goat runs to the other side of the site, jumping over the moat along the way. Wolves, without running out of the moat, catch (stain) those who run across. Caught goats are counted and released. After three or four runs, a new wolf is chosen (or two wolves, if the width of the hall allows it). Goats that have never been caught by wolves win, and wolves that have managed to catch more goats. It is not allowed to linger in front of the ditch for more than 5 seconds and step foot into the ditch. Goats that violate this rule are considered caught. But they are not considered caught if they are stinged by a wolf that stepped outside the ditch.

    Jumping games.

Outdoor games "Fishing rod", "Jumping along the stripes", "Who will overtake?", "Chain"

The development of jumping ability.

"Strip Jumping" Training. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Through narrow strips, children jump, and from wide strips they repel when jumping. The class is divided into three or four teams that stand in lines. Game content. On a signal, the first numbers of each team start jumping from the beginning of the corridor (with a push with both feet) through narrow strips, making an intermediate jump on each wide strip. Those who performed all the jumps correctly (without stepping on narrow stripes) bring their team a point. The second numbers also jump, etc. If a player steps on a narrow strip, he continues to jump further, but does not bring a point to the team. Jumping speed is not taken into account. The team whose players got the most points wins. Rules of the game: 1. The width of the strips gradually increases (up to 60, 90, 100 cm). 2. Teams are in the same position and follow the same sequence. 3. The one who jumped to the first strip gets one point, to the second - two points, and so on. 4. The one who landed inaccurately on the next strip or did not resist on it, leaves the game and does not receive points.

"Who will overtake?" Training. The players are located along one of the walls of the hall. They divide into fives and hold hands. These are commands. Game content. The task of the teams is, at the signal of the teacher, jumping on one leg, to reach the line drawn in front of them ten steps away. Then the teams turn around and jump in the opposite direction. The team that reaches the border first wins. The game can be made more difficult by giving the task of jumping on one leg, and holding the other, bending, by the ankle joint. Rules of the game: 1. You can not stand on both legs. 2. Players must not disengage their hands. 3. In case of violation of the rules, the team is awarded a defeat.

"The Fisherman and the Fishes" The game: All players stand in a circle, and the leader is in the middle of the circle with a rope in his hands. He spins the rope so that it slides across the floor, making circle after circle under the feet of the players. They carefully follow the movement of the rope and jump up so that it does not hit any of them. The one who touches the rope stands in the middle and begins to rotate the rope, and the former driver takes his place. A player is considered caught if the rope touched him, but above the ankle. Players are not allowed to approach the driver while jumping. There may be a second version of this game, when the one who hits the rope is out of the game. The last 2-3 players who did not hit the ropes win. In the team version, the players standing in a circle are counted on the first or second and, accordingly, form teams. The driver all the time (as in the previous version) is the same. The player who is hooked by the jump rope (raises his hand up) brings his team a penalty point. The score after each mistake is announced loudly. Winner: The team that received less penalty points after 2-4 minutes of play.

"Chain" The game: In each team, between which the competition takes place, 8-10 people. The first numbers, standing behind the starting line, long jump from a place, pushing with two legs. Landing is fixed on the heels. From this place, the second numbers jump, followed by the third, etc. The game ends when the last player in each team makes the jump. Winner: The team whose chain of jumps is the longest.

    Mobile games with throwing elements.

Outdoor games "Hunters and ducks", "Talking with a ball", "Who will throw further?", "Live target", "Accurately on target", "Hit the ball".

The development of accuracy.

"Living Target" The players stand in a circle at arm's length. A circle is drawn in front of their toes. Choose a driver who goes to the middle of the circle. One of the people standing in a circle picks up a volleyball. The players throw the ball and try to hit the driver, who, escaping the ball, runs, jumps, dodges in a circle. The one who hit the driver with the ball without going beyond the line changes place with him. According to the rules of the game, a hit from the ground, as well as to the head of the driver, does not count. One variation of this game is called "Protect a Comrade". The formation of the players is the same, only two drivers go to the middle of the circle. One of them protects the other, standing behind his back, from being hit by the ball. Protects arms, legs and entire body. If he still fails to defend and they hit the driver, then both of them change with the one who hit the driver, and with the one he chooses as his defenders.

"Hunters and Ducks" Two teams are playing. One of them is located in a square with sides of about 7-9 meters. Players of the other team, divided into two equal groups, take places on two opposite sides of the site. One of the players picks up a volleyball. On a signal, players outside the court begin to knock those in the middle out of the game with the ball. If a player touches any part of the body other than the head, or drops the ball from his hands, trying to catch it from the fly, he leaves the square. Throwers may throw the ball across the court to players on their team if they are closer to an opponent running across the court. The game ends when the last player is knocked out of the square. After that, the players change roles and the game is played again. The team that manages to remove all players from the game in less time wins. The following rule may apply in the game: the one who caught the ball not only remains on the field himself, but also returns the retired comrade to the game. If there is no such player, then the team receives a spare point, which will allow the player who will be touched later not to leave the game. With this option, the rules set the time of the game, for example, 5 minutes. Then the result is summed up by the number of players knocked out during this time by one and the other side. A hit on the player from the ground, in the head, is not counted, it is not allowed to step over the line when throwing. Often a large circle is drawn for the game, in the middle of which one team enters, and the other is located on the outside of the circle. The rules of the game remain the same or are simplified, for example, center players are not allowed to catch the ball with their hands. The game continues until all players have left the circle.

"Who will throw further?" Training. A start line is drawn on one side of the site. At 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column one at a time behind the start line. Each player has a bag of peas. Game content. Playing in turn in their teams, they throw bags of peas as far as possible beyond the drawn lines and stand at the end of their column. The team in which the players managed to throw more bags over the far line wins. Rules of the game: 1. Everyone can throw only one bag. 2. The bags are thrown in turn each time at the signal of the leader. 3. The one who threw the bag immediately goes to the end of his column.

"Absolutely on target" Training. A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. The participants in the front line receive a small ball each. A start line is drawn in front of the line. Game content. On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the second-rank players (teams) also throw balls at the towns. Again, the downed towns are counted. So they play 2-4 times. The team that manages to knock down more towns in several times wins. Rules of the game: 1. Throwing balls is possible only at the signal of the leader. 2. When throwing, it is impossible to go beyond the starting line. Throwing over the line does not count.

"Hit the ball." Training. For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and line up on opposite sides of the site at a distance of 18-20 m from each other. Lines are drawn in front of the toes of the players, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball. Game content. On a signal from the leader, the players throw the ball at the volleyball, trying to roll it back to the opposite team. Players from the other team collect thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So, in turn, teams throw balls a set number of times. The duration of the game is 8-10 minutes. The team that manages to roll the ball over the line of the opposite team wins. Rules of the game: 1. If during the game the volleyball rolls away from the players, it is placed in the court area on the same line. 2. In this case, the shelling of the volleyball starts from two sides at the same time. 3. Each ball driven over the opponent's line brings the team one point.

    Mobile ball games.

Outdoor games "Race of balls", "Ball to the driver", "Ball on the floor"

"The ball to the driver." 2-3 subgroups equal in number of children are built in columns. The distance between the columns is 3-4 steps. A line is drawn in front of the right-flank columns. At a distance of 3 m from it, a second line is drawn parallel to the first. In each subgroup, a leader is chosen, who stands in front of his column behind the second line. On a signal, the drivers throw the balls in front of those standing in their columns. Having caught the ball, the player throws it back, and he himself stands at the end of the column. The column that completes the ball transfer faster wins. Rules of the game: the ball must be thrown with both hands from the chest, without going beyond the line; who dropped the ball picks it up himself; who failed to catch the driver throws the ball again.

"Ball on the Floor" Training. All players form a circle. Two players stand in the middle of the circle. Those standing in a circle go down but one or two knees. They have one volleyball. Drivers turn to face the ball. Game content. At the signal of the leader, the players begin to roll the ball across the floor, trying to hit the feet of the drivers. Drivers run from the ball in a circle, bounce to escape from it. If one of the players manages to hit the ball at the feet of the driver, he takes his place, and the former driver becomes in a circle. Those who have never been drivers win. The first drivers are not considered losers. Rules of the game: 1. The game starts on a signal. 2. The driver, salted on the legs, immediately goes to the place of the one who salted him. 3. Salting can be done no higher than the knees. 4. The first driver is not considered a loser.

Outdoor games "Fifteen with a ball", "Circular lapta", "Pass the ball".

Development of dexterity, accuracy, coordination.

"Pass the ball." Children stand in a circle and pass each other the ball for each word, saying any rhyme. The one on whom the ball stopped at the end of the counting rhyme goes to the middle and says: “One, two, three - run!” The players scatter, and the one in the middle runs after them, throwing the ball at the feet of those who run away. The person hit by the ball is temporarily out of the game. When the driver hits the ball in 2-3 people, everyone again stands in a circle, and the game is repeated.

"Circular bast" The number of players is 6-15 people. Two drivers are outside the boundaries of the conditional site at a distance of 10-12 m, all the rest are in the center of the site. The drivers, throwing the ball to each other, try to tarnish those who are on the court. Those who are hit by the ball are out of the game, but those players who caught the ball can help them out. The winner is the one who is the last to remain on the court. The two who are the first to leave the game become the drivers. The game is repeated 3-4 times, with short breaks for rest.

"Fifteen Balls" All players are randomly located on the lawn or clearing, in the center - the driver with the ball in his hand. On a signal, the game begins: the driver must spot any player with the ball, who then becomes the driver himself. The game con lasts 6-8 minutes, after which it is necessary for the children to give a short break.

"Whoever is called, he catches." Children walk or run around the gym. The instructor holds a large ball in his hands. He calls the name of one of the guys and throws the ball up. The named one must catch the ball and throw it up again, the name of one of the children is named. Throw the ball should not be too high and in the direction of the child, whose name is called.

"Dog". All players stand in a circle at arm's length. One is assigned as the leader. He goes to the middle of the circle. The guys throw the ball in different boards so that the driver cannot touch it. The driver, running in the middle of the circle, seeks to touch the ball in the air, on the floor or in the hands of one of the players. If he manages to touch the ball, then the child who threw the ball last or did not save him from the driver takes his place. The driver takes the place of the "guilty". Rules of the game: the ball can be thrown through the air (no higher than the raised hands). If the ball flies out of the circle, then the players must quickly pick it up and, returning to their places, continue the game.

"A tricky couple". Six parallel lines are drawn on the floor at a distance of 1 m from one another. Children stand in two lines in pairs opposite each other between the third and fourth lines (counting from the right). At the “Start” signal, each pair of players throws the ball to each other three times in a row. If at the same time the ball does not fall, one of the partners goes over the next line (takes 2-3 steps back), and the distance between them increases. If one of the pair drops the ball, the throws must be counted again. After three throws, one or the other player moves back one line until both are at the very last borders. Rules of the game: you must throw the ball without leaving the line; the first to go to the next line is the one who threw the ball. Complication: more lines are added on each side.

    Blindfolded mobile games.

Agility development.

"Zhmurki" The leader appoints the leader - blind man's blind man. He stands in the middle of the team (platform), they blindfold him and offer him to turn around several times. Then all the children scatter on command, and the blind man tries to catch someone. At the sight of any danger, the players must warn the blind man with the word “fire.” If the game takes place in the open air, then they choose an equal area and outline the boundaries beyond which the players have no right to go. Having caught someone, the blind man's blind man transfers his role to the one who is caught. The player who has crossed the agreed line is considered burnt out and is obliged to replace the blind man's blind man.

"Sly Fox" On one side of the site, a line is drawn - “Fox House”. The players sit in a circle at a distance of one step from each other. The teacher invites the players to close their eyes and, going around the circle behind the children, touches one of the players, who becomes the “Sly Fox”. Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away in some way? The players ask in chorus 3 times:

"Cunning fox where are you?" In this case, all the players look at each other. When all the players (including the sly fox) ask for the third time: "Sly fox, where are you?", the sly fox quickly goes to the middle of the circle, raises his hand and says: "I'm here." All the players scatter around the site, and the cunning fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”.

    Outdoor games with a skipping rope

Development of jumping ability, coordination, skill of jumping rope.

"Watch" - a fun, moving game with a skipping rope. Develops endurance and attention. This children's outdoor game is well suited for physical education lessons at school for elementary school students. Game description 10-15 people play. Everyone says in chorus: "Tick-tock, tick-tock." Two, pre-selected players, twirl the rope in the same rhythm, the rest line up. The first player jumps over the rope once and stands at the end of the line, the second - two, and so on. If a player fails while jumping or makes a mistake in counting, he changes with one of those who holds the rope. In this case, the counting starts from the beginning. The task of the players- jump as long as possible without falling off. Rules of the game Everyone says in chorus: "Tick-tock, tick-tock"

Choose two players who will twirl the rope in the same rhythm

The rest take turns jumping rope.

The first one jumps once and stands at the end of the line, the second - two, and so on.

A player who has lost his way while jumping or made a mistake in counting - changes with one of the players spinning the rope.

"Most flexible" - mobile, fun game for a large group of children. The game helps to develop flexibility and coordination of movements. Game description The host pulls a rope (or rope) between two poles or trees at the height of the players' chests. Players must pass under it by arching backwards without hitting the ropes. Each time players pass under the rope, it drops 30 centimeters lower. The participant who touches the rope is out of the game. Rules of the game A rope or rope is stretched between two posts at the chest level of the players. Players must pass under the rope, arching backwards without hitting it. The rope is lowered 30 centimeters each time the participants pass under it. The one who hits the rope is out of the game. The last one left wins.

The game "Cradle" Description The rope is held by two, each holding one of the ends. You can tie one end to a post or tree, and then one person can hold it. The rope is not twisted, but only swayed above the ground at different heights - from 10-20 cm to 50 and above. Participants one by one (or in pairs) scatter and jump over a swinging rope or start jumping in different ways: with closed legs, on one leg, cross-legged, with a turn when jumping, etc. Jump until they make mistakes. The one who makes a mistake replaces one of the rope swingers. Rule. A mistake is considered not only an unsuccessful jump, but also any touching of the rope. However, if this happened due to the fault of those who twisted the rope, then the jumper has the right to retry.

    Movement games for balance.

Development of dexterity, coordination, strengthening the skills of performing balance exercises.

"Cockfighting" Training. A circle with a diameter of 2 m is drawn on the floor. All players are divided into two teams and line up in two lines near the circle (one opposite the other). Game content. The players choose captains who send one of their players to the circle. Each of them stands on one leg, bends the other, and puts his hands behind his back. In this position, the participants in the duel (on a signal) begin to pull each other out of the circle with their shoulders and torso, trying not to stumble. The winner is the player who manages to push the opponent out of the circle or make him stumble, thereby bringing the team a victory point. The team with the most wins wins. Rules of the game: 1. It is forbidden by the rules to remove hands from the back. 2. The match ends in a draw if both players are outside the circle at the same time. 3. The game continues until everyone has been a fighter. 4. Captains also fight among themselves (last).

"Pirates and Sailors" Description. This is a lively game for older children,

in which you have to balance with a paper hat on your head. Materials: For each child, a paper hat made from newsprint. Everyone puts on a paper hat and makes sure that it remains on his head at all times. Two children are pirates, they

put their hats on. The rest are sailors and put on their hats along. (Demonstrate this.) The pirates are trying to board the sailors, that is

"put down". A sailor touched by a pirate turns into a pirate and turns his hat across. If someone's hat falls off his head, he can no longer move. He has to wait for another child to save him, give him a hat so he can put it on again. We will play this game for five minutes... Remember that during the game you can not hold your hat with your hands.

Who wants to be a pirate?..

"Don't lose your balance." Training. The players stand facing each other at arm's length, closing their feet, and raise their hands forward. Game content. At the leader's signal, the players alternately strike with one or both palms on the opponents' palms. You can dodge the blow by suddenly spreading your arms. The one who moves with at least one foot loses. Rules of the game: 1. The game starts at the signal of the leader. 2. You can dodge a blow.

    Mobile games for strengthening drill exercises.

Development of orientation in space, the formation of a sense of rhythm.

"Stay calm" The players form a circle. The leader walks inside the circle and, stopping in front of someone, says loudly: “Hands!” The one to whom he addressed should stand calmly, and his neighbors should raise their hands: the neighbor on the left - the right, the neighbor on the right - the left. Whoever makes a mistake leaves the circle.

"Change of Places" Circles with a diameter of 0.5 m are drawn on the floor around the circumference - “houses” (you can use hoops). Their number is one less than the number of players. The leader is selected from the participants in the game. He becomes in the center, all the rest are located in the "houses". At the command of the driver, the children should change places, running from circle to circle. The driver is trying to take the vacant seat. The player left without a "house" becomes the driver, and the game is repeated.

"Don't run in a circle This game is played with the participation of several children. Draw a large circle on the ground (diameter 2-3 m). Children are located on one side of the circle, and the adult becomes in the center of the circle. Children should run to the other side of the circle, running into the circle, but quickly trying to run out of it. An adult catches those who linger in the circle. If one of the children is afraid to run into the circle, then the adult needs to pretend that he is not looking in his direction. Then the child will grow bolder and also run across the circle.

13. Outdoor games with group interactions.

Development of the skill of group interactions, speed of reaction, coordination.

"Fishermen and Fishes" 2 "fishermen" are selected, the rest - "fish". They dance and sing:

Fish live in the water

There is no beak, but they peck.

There are wings - do not fly,

There are no legs, but they walk.

Nests do not start

And they take the kids out.

The fish run away. "Fishermen" join hands and catch "fish". Caught "fish" join the "fishermen", because of this, the "net" becomes longer, and help to catch the remaining "fish".

« Cat and starlings» One child is a “cat”, 6-8 children are “starlings”. All are wearing matching hats. The rest of the children, 5-6 people each, join hands and form circles - “birdhouses”. Each contains 2 "starlings". "Cat" is on the sidelines. To light cheerful music, “starlings” fly scattered around the room. With the end of the music, a “cat” appears and tries to catch the “starlings”. "Starlings" hide in the "birdhouse". There can only be two "starlings" in one birdhouse. Caught "starling" "cat" leads to his house. The game is repeated from the beginning.

"Snake" The number of players is 6-7 people. 5-6 participants, holding each other, line up in a column - a snake. The driver stands in front of the snake and tries to tarnish the latter. The captain standing in the snake first blocks the way for the driver: he spreads his arms wide, puts up barriers, performs various movements with his body. The snake follows the captain and helps block the way for the driver. If the driver has stained the player closing the column, he becomes the captain, and the stained player becomes the leader. The game can be repeated several times, with short breaks for rest.

"White bears" Training. The site is the sea. A small place is outlined to the side - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site. Game content."Bear" growls: "I'm going out to catch!" - and rushes to catch "bear cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear". The last player caught wins. Rules of the game: 1. The "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has taunted him. 2. When catching, it is forbidden to grab the players by their clothes, and those who run away run out of the boundaries of the site.

"Lizard" Training. Participants are divided into two teams, one of which goes to the circle, and the other remains outside the circle with a volleyball. Players in a circle line up in a column led by the captain and take each other by the belt. Game content. At the signal of the leader, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The knocked out player is out of the game. After 5-8 minutes, the teams change roles. The team that knocks out the most players in a set amount of time wins. Rules of the game: 1. It is not allowed to twist the spiral (hiding the latter). 2. Players must not disengage their hands. 3. Headshots do not count. 4. Hit from the rebound from the floor does not count.

    Outdoor games with a gymnastic hoop.

Development of coordination, attention, speed of reaction. Formation of the skill of handling a gymnastic hoop.

"Quick to the hoop." Hoops are laid out throughout the hall. In each hoop is a child. The instructor turns on the music, the children run out of the hoops and perform any movements throughout the hall as long as the music is playing. Meanwhile, the instructor removes one or two hoops. As soon as the music stops playing, the children should run to take their place in the hoop. Those who did not have time are temporarily out of the game. The game is repeated 2-3 times.

"One, two, three, run!" Hoops need to be laid out in a circle. It is advisable to play the game with music. Children step from one hoop to another. The host says: “One, two, three, run out of the hoop,” while the children leave the circles, and the host removes one hoop. When the guys hear "One, two, three run into the hoop," everyone should take a place in the circle. The one who does not get a place is out.

astronauts

Hoops are laid out around the hall - these are rocket launchers.

Fast rockets are waiting for us

For planet walks.

What we want

Let's fly to this one!

But there is one secret in the game:

Latecomers - no room!

As soon as the last word is said, everyone scatters around the "rocket sites" and tries to take their places in any of the pre-drawn "rockets" as soon as possible. Latecomers lose. Rules of the game: 1. Start the game - only on the established signal of the leader. 2. Run away - only after the words: "To those who are late - there is no place!"

15. Outdoor games with chairs, benches.

Development and dexterity.

"It's boring to sit like this" There are chairs along opposite walls of the hall. Children sit on chairs near one wall. Read the verse:

It's boring, it's boring to sit like this,

All look at each other.

Isn't it time to run

And change places?

As soon as the rhyme is read, all the children run to the opposite wall and try to take free chairs, which are one less than the participants in the game. Whoever is left without a chair is out. Then two chairs are removed. Everything is repeated until the winner takes the last remaining chair.

"Ocean is shaking" According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. All participants in the game sit on chairs. The driver says: "The sea is worried." The players stand up and run around the chairs. “The sea has calmed down,” the driver says, and the children take empty seats. Someone will be left without a seat, since one chair is occupied by the driver. The one who missed, goes to drive. Rules. 1. Players are not allowed to run close to the chairs. 2. You can take a free place only after the words: "The sea has calmed down."

"Musical chairs". Chairs are placed in the center, 1 less than the number of participants. Children walk or run around the chairs to the music. Suddenly the music stops, you have to have time to take a chair. Those who do not have enough are out of the game. We remove 1 chair and everything continues. If there are a lot of children, at the beginning of the game you can put sheets of newspaper on the floor, but when 3-4 people remain, it is still better to put chairs.

"Neptune and the Fish" Chairs are set in a circle with their backs inward. One of the players plays the role of Neptune, who leads the “fish”, exactly repeating various movements after him. For example, on the sea “waves appear”, “a storm is coming”, etc. And suddenly the words are heard: "the water is mirror-smooth." At these words, the children run to the chairs, trying to take a seat. One of the players will not get the chair, and then he becomes the leading Neptune.

Development of attention, dexterity, speed of reaction.

"Calling Numbers" The number of players is 10 - 20 people. Two teams are playing, which line up in a column one by one at the starting line. At 15 meters from it, a turning point is indicated against each team. The captains distribute the players by numbers. The leader calls the numbers. Players, having heard their number, run to the turning point, run around it and return to the place. The first person to arrive gets a point, the second gets two points. The winning team is determined at the end of the game by the number of points scored.

"Hurry up to take a place » The players form a circle and are calculated in numerical order. The driver becomes in the center of the circle. He loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive. The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

"Listen to the signal Children go in a column one at a time. The host gives pre-arranged signals - sound (clap hands). For example: when the host claps his hands once, the children run, when he claps twice, the children sit down, when three, the children go.

"Crows and Sparrows" The participants of the game line up in a column one at a time (one step apart) in the middle of the site and count on the first or second. The first numbers - one team, the second - another. Objects are laid out on both sides of the players: towns (“ravens”) on the right, tennis balls (“sparrows”) on the left. There are half as many objects as there are participants in the game. The players, at the direction of the leader, perform various simple movements on the spot (arms to the sides, up, sit down, stand up, march in place, etc.). Then the leader of the syllables pronounces one of the words. If this word is “in-ro-ny”, then all the players rush to the towns to the syllable “ny”, but if it is “ro-by”, then when the last syllable is pronounced, all players run to the balls, trying to grab one object. Since there are fewer items than players, only the most attentive and fast get them, for which the team is awarded winning points. The game is played 7-9 times, after which the number of successful starts of each team is counted and the score is announced accordingly.

"Cones-acorns-nuts" Training. The players form a circle, in the middle of which the leader becomes, and the rest, split into threes, stand one after the other facing the center (the first number is three to four steps from the leader). The leader gives names to all the players: the first in the threes are "bumps", the second are "acorns", the third are "nuts". Game content. On a signal, the driver says loudly, for example: "Nuts." All the players, called "nuts", must change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says "acorns", the second ones in threes change places, if the "bumps" - the first ones in threes. When the game is mastered, the driver can call two or even three players in threes, for example: "bumps, nuts." The summoned must also switch places. Players who have never been drivers win. Rules of the game: 1. Those who have been called are prohibited from remaining in place. 3. Players cannot run to any other three (otherwise the player becomes the leader).

16. Outdoor games for coordination of movements.

Development of motor qualities, speed. Agility, coordination.

Game "Second Extra" Rules of the game: The participants of the game form a circle and are calculated in numerical order. Everyone must remember their number. Then the driver is determined, for example, with the help of a counter. The one who leads becomes the center of the circle. And the rest in a circle - not in numerical order. The driver loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive. The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

"Swan geese ." On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2-3 meters wide. On the other side of the site, 2 benches are placed - this is the "mountain". All players are in the "goose house" - "geese". Behind the mountain, a circle "lair" is outlined, in which 2 "wolves" are placed. On a signal - "geese - swans, in the field", "geese" go to the "field" and walk there. At the signal "geese - swans home, the wolf is behind the distant mountain", the "geese" run to the benches in the "goose house". From behind the "mountain" the "wolves" run out and catch up with the "geese". Players who are never caught win.

"Prohibited movement." Children, walking in a circle, repeat all the movements for the teacher, except for one, for example: "Hands up!". The one who performs the "forbidden" movement stands at the end of the column. Thus, more attentive children will be at the beginning of the column, and they are considered winners.

"Mirror" The players are freely located on the court and perform the following tasks: a) Repetition of single movements following the next one. b) Playing after the leader of a series of movements in a certain sequence. c) Imitation of the movements of an animal, bird, insect, called the leader, etc.

"Sentries and scouts" The participants of the game are divided into two equal teams: "sentinels" and "scouts" - and line up along two opposite sides of the site at a distance of 10-20 meters from one another. Lines are drawn in front of the toes of the players, and a circle is drawn in the middle of the site at the same distance from the teams. A ball or other object is placed in it. The players of the "scout" team should try to carry the ball, and the "sentry" team should guard it. On a signal, 2 players (extreme from the right flank of each line) run out to the middle of the court to the ball. The "scout" makes various movements to divert the attention of the "sentry" and carry the ball to his team. "Sentry" repeats all the movements of the "scout" and at the same time watches the ball. If the “scout” grabs the ball, the “sentry” tries to catch up with him and knock him down in order to take him prisoner. If the “sentry” does not catch the “scout” with the ball to the line of his “home”, then he himself goes into captivity to the opposite side and stands on the left flank of the opposing team. The game continues until all the "sentinels" and "scouts" have replayed. At the end of the game, the prisoners in each team are counted. The team with the most prisoners wins. Then they play a second time, switching roles. After the second game, the prisoners are counted again. The team that manages to capture more prisoners in the role of "scouts" and "sentinels" wins. You can play once. In this case, the players in the teams are counted on the first and second. Those playing under the first number in one team are “scouts”, and in the other - “sentinels”, the roles of those playing under the second number change. According to the rules of the game, the “sentry” who did not repeat all the movements of the “scout” loses. You can catch the fleeing only to the line of his "home". If running away from the pursuer, the player lost the ball, he goes into captivity.

18. Competitions - Relays

Development of endurance, speed, agility. Improving Team Actions

Game - relay "Classics". Children are built in 2 columns. In front of them are hoops in the form of classics: one, two, one, two, one. At the signal of the instructor, the children jump through the hoops back and forth, pass the baton to the next from their team with a light clap on the hand and stand on the horses of the column. The team that finishes the relay first wins.

Roll the hoop Two teams are playing. Each player needs to ride the hoop from start to finish - 20 meters and return to the start in the same way. Pass the hoop to the next person, etc. The team that finishes the relay the fastest wins.

Relay race Two teams are participating. Each team is divided into two groups. One gets to the start, the other to the finish. The player who runs first from the start receives a hoop, and the player running from the finish line receives a jump rope. The player who received the hoop starts. He needs to jump through the hoop, like through a rope. When he reached the finish line, the player starts from the finish line, jumping with a rope. Each participant, after completing the task, passes the inventory to the next player in his group. As soon as the groups change their places (the one that started from the start will be at the finish line and vice versa), the competition stops. Runs are not allowed.

snake Arrange objects (for example, skittles) in a straight line at certain distances. The first participant from each team, at the signal of the presenter, begins to roll the ball with a club with a snake through these objects. If an object is knocked down, then it must be put in place and the turn should be repeated. The team that finishes the relay the fastest wins.

Relay with leapfrog. Preparation: The players are divided into two teams, which stand in columns, one parallel to one another. The distance between the teams is 3-4 m. A circle (1.5 m in diameter) is drawn in front of each column at a distance of 8-12 m from the starting line or a rectangle is drawn. The first numbers of the teams get into it. Each one rests his hands on one leg and, leaning forward, hides his head. Game: At the signal of the leader, the players standing in front in the columns run forward and make a vault, pushing off with both legs and leaning their hands on the back of a comrade (leapfrog jump), and then stand in his place. The jumped players run back to their columns, touch the next players with their palms, and then stand behind their teams. Those who received a touch with their hand run forward, make a vault and remain in circles, etc. The game ends when all players have finished jumping, that is, the player through whom they made the first jump, jumping over a teammate, will remain standing in a circle, and the one jumped over will cross the start line from where the players started their run. It is forbidden to run out from behind the starting line until the returning player touches the palm of the next player. The jumped player must not change position during the game and stand outside the circle (square). Winner: The team that completed the challenge first.

Grasshoppers. At the start line, two players sit astride the ball, holding it with their hands from the sides. At the leader's signal, they jump forward to the finish line. Winner: The player who comes first.

Jumpers Preparation: Two or three teams line up in front of the starting line. Game: On a signal, the first numbers jump over the established distance - 10-15 m back and forth, without fail stepping over the line on the opposite side of the site. As soon as the first participant, having landed behind the starting line, touches the next participant's hand, he starts jumping, etc. Winner: The team that finished the relay first. Options: -jumping on two legs; - jumping on the right foot; -jumping on the left foot, back - on the right foot, back - on the left or vice versa.

Relay option. Each participant tries to overcome the distance in fewer jumps. The winner is determined by the smallest amount of jumps spent by all team members. With this option, jumps from foot to foot (multi-jumps) can be used, and the relay race itself is carried out in one direction, with the participants gradually moving to the opposite side of the site.

push-pull Children are divided into pairs. Each pair stands with their backs to each other and clasps their hands at the elbows. In this position, the children must run 20-30 meters to the finish line and, without turning around, return to the start. thus, each player in one direction runs forward with his face, and in the other, with his back.

Relay race with sticks and jumps. Preparation: The players are divided into two or three equal teams, which line up in columns one at a time three to four steps apart. They stand parallel in front of the line, in the hands of the head player is a gymnastic stick. Game: At the signal of the leader, the first numbers run to the mace (stuffed ball) installed at 12-15 m, run around it and, returning to their columns, extend one end of the stick to the second numbers. Holding on to the ends of the stick, the players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over the stick, pushing with both feet. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of the player with the third number, etc. The game ends when all participants run with the stick. When the beginner of the game is again the first in the column and a stick is brought to him, he raises it up. Winner: The team whose players completed the challenge first without making any mistakes. It is forbidden by the rules to let go of one of the ends of the stick when it passes underfoot, to drop the stick on the ground.

Crossing Players of two teams line up on opposite sides of the court facing each other (behind the lines of their "houses"). On a signal, the players, advancing by jumping on one (right, left) foot, cross the court and must be behind the opponent's "home" line as soon as possible. The team whose players gather behind the opposite line first wins. The last player to finish moving is out of the game. Then jumps in the opposite direction follow, and again the last one is eliminated from the game. You can change the way of movement (jump on two legs from a stand or squat, run, etc.). The game continues until two or three of the most enduring jumpers remain on the court. It is not difficult to determine the winning team by the number of players on the court. Continuing the competition, you can identify the fastest player.

Running in teams (trains) Two equal teams line up in a column one at a time, clasping their hands in front of the one standing in front or taking them by the belt. The columns stand parallel to each other at a distance of 3-5 steps. A starting line is drawn in front of the columns, and a rack or other object is placed opposite the competing teams at a distance of 15-20 meters. On a signal, the players in the columns run forward to the rack, go around it and come back. The team wins, whose players ran the entire distance without breaking up, and earlier crossed the starting line with the entire column. It can be agreed that the players join each other in turn, i.e., first the first number runs around the rack, then the second one joins it and they run around together, then the third, etc. Since in this version the game requires endurance, when it is repeated players in columns are arranged in reverse order. For children of primary school age, both versions of the game can be played, having agreed that they will run, holding not each other's belt, but their hands.

Fleet Team Training. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, at a distance of 2 m from it - the start line. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in the columns stand on the start line. The content of the game. Option 1. At the command of the leader "Get ready, attention, march!" (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins. Rules of the game: 1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. Returning, you need to stand at the end of your column.

Option 2. You can use sticks in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

19. Outdoor games on the ground in winter.

TRAP

Having run away from the Snowman (or Santa Claus), the children stop and, clapping their hands, say: "One-two-three! One-two-three! Well, hurry up and catch us!" With the end of the text, everyone scatters. Snowman (Santa Claus) is catching up with the children.

Snow balls One of the players is the driver. The others run past him around the playground in different directions. The driver tries to get into the snowballs running past (it is better to prepare them in advance). The one who was hit by a snowball stops and, without leaving his seat, tries to hit the running players with snowballs, helping the driver. Gradually, the number of such assistants to the driver increases. When there are more of them than the rest of the players, the game ends.

We are funny guys. Children stand on one side of the playground behind an imaginary line. On the opposite side of the site there is a snowdrift or a snow bank. A little aside, on the side of the players, there is a trap (it is appointed by an adult or chosen by children). The choir players say:

We are funny guys

We love to run and jump.

Well, try to catch up with us,

One, two, three - catch!

After that, everyone runs to the other side of the site and hides behind a snowdrift. The trap catches up with the fugitives, those who are touched by it move to the side. The trap cannot catch those players who manage to run away behind a snowdrift. He counts the catches after each run. After 3-4 runs, they count how many players the trap managed to catch in total and choose a new one.

Traps with snow. A low snow roller marks a circle with a diameter of 4-5 m. A group of players gathers in it. The driver stands at a distance of 2-3 m from the circle, at this distance he can move along the circle. In his hands is a basket of snowballs. At a signal from an adult, the trap tries to hit one of the children dodging in the circle with a snowball. An adult keeps track of which snowball will be well-aimed and the trap will stain one of the players with it. The game is repeated 2-3 times, after which a new trap is selected.

Mobile game "Push out of the circle" in the snow a circle with a diameter of about one meter. Two participants stand in a drawn circle and try to push each other out. Those who cannot stand on their feet slip and fall. In order to diversify the game, you can exclude hands from the game, for example, by removing them behind your back.

20. Outdoor games with elements of volleyball.

Outdoor games "Ball through the net", "Volleyball with balloons", "Throw-catch!" "Who Has Fewer Balls"

"Throw-catch!". Players throw the ball over a stretched volleyball net, run under it and catch the ball immediately or after it bounces off the floor.

Volleyball with balloons. A volleyball net is stretched at a height of 1.5 m. Two balloons, into which a few drops of water can be poured, are tied together. On both sides of the grid there are teams of 5 children each. The players hit the balls, trying to overtake them to the side of the enemy and not letting them fall on their side. Rules of the game: you need to try to play together, passing the balls to the one who is more comfortable to beat them to the other side; the team on whose side the balls landed is awarded a penalty point; balls should not be held by hands, but immediately beat off.

Who has fewer balls? Children are divided into two equal teams of 5-6 people. Teams are given 6 balls. On the whistle, the players begin to throw the balls to the opponent's side until the second whistle of the referee sounds. The team with the fewest balls on the court after the whistle wins. Rules of the game: balls are thrown from any part of the site; you can not throw balls under the net; balls must not be thrown after the referee's 2nd whistle.

"Ball Over the Net" (volleyball according to simplified rules). The game is played on a sports ground (floor, grass, asphalt). Its size depends on the conditions of the children's institution (4 × 8, 5 × 10, 6 × 12, 7 × 14 meters). The volleyball net is hung so that its upper edge is at the level of the child's outstretched arms - from 120 to 135 cm from the surface of the site. Instead of a net, it can just be a rope. Play with a medium sized rubber ball. Children are divided into two teams, which have their own name. Captains are selected in advance. Teams greet each other and are distributed on both sides of the grid in a checkerboard pattern (at a distance of 1.5 to 2 m from each other and from the grid, as well as from the boundaries of their site). The serve is performed (by throwing the ball over the net) from anywhere on the court (from where the player can throw the ball over the net to the opponent's side). The ball is sent from below and from above with two hands or one from the shoulder, and it is caught with two from below or from above. The player who receives the ball may send it over the net in no more than three steps, then throw the ball back or pass it to any teammate. Rules of the game: do not let the ball touch the ground (floor) in your own half, but throw it over the net so that it falls on the opposing team's court. When serving, the ball must not fly off the court. This is considered a fault and the point is not awarded, the service is lost and the ball is served by the other team. The teams take turns serving the ball. Players of one team can throw (attach) the ball to each other only once. A point is scored for a team if the ball, having flown over the net, touched the ground on the opponent's court. They play up to 10 or up to 15 points, then change platforms. The duration of the game is 15-25 minutes.

21. Outdoor games in the stance of a volleyball player.

Development of jumping ability in game conditions. Strengthening the skill of movement in the stance of a volleyball player.

Pioneerball rules. All you need to play pioneer ball is a ball and 2 teams of 3 to 8 people each. It is considered optimal when there are 12-14 people on the playground in total. Almost any ball will do, but preferably a volleyball or soccer ball. A net or even just a rope is stretched through the middle of the site. Teams stand on both sides. As mentioned earlier, the rules of pioneerball are similar to volleyball, with the exception that the ball can be caught and taken with it no more than 3 steps around the court. After that, it must either be passed to the player on command, or thrown over the grid. It is allowed to make no more than one pass in attack. The task is to prevent the ball from falling to the ground or floor, otherwise a point is scored. The game ends with 25 points, after which the teams change places and play another game. In the case of scores in games 1:1, the final game is played.

22. Outdoor games with elements of basketball.

Development of speed of reaction, attention. Improvement of team actions.

"Play, play the ball, don't lose it." Tasks. To teach children to listen to the signal, to let them feel the physical qualities of the ball, to form the ability to control the ball and play with it without interfering with a friend, to find a free place on the court. Game description. All children are located on the playground and everyone plays with the ball at their own discretion. After the teacher's signal, everyone should raise the ball up as quickly as possible. Latecomers receive a penalty point. The game is repeated. Options. After the teacher's signal, all players must properly hold the ball or take the basketball player's stance. Methodical instructions. Before the game, the teacher names the movement with the ball that children can perform.

"Pass the ball." Tasks. Learn to pass, catch the ball, bring up responsibility to the team. Game description. 2 or 4 teams play. The players of each team stand in a circle and choose the drivers who have the ball. After the teacher’s signal, the drivers give the ball to the player standing to their right, and they themselves run to the left, run around the circle and take their place. Those who received the ball pass to the next on the right, etc. When the first one returns to his place, the next player runs. The game continues until everyone runs around the circle, and the ball returns to the driver. The team that finishes the game the fastest wins.

"Behind the ball". Tasks. To teach to pass, to catch the ball with both hands from the chest, to develop the ability to navigate the site, to bring up responsibility to the team. Description of the game. Children are divided into several teams. Each team is divided into two columns, which stand one against the other at a distance of 2-3 meters. At the driver of the ball. After the signal, the driver passes the ball against the child standing in the column on command, and he runs to the end of the opposite column, i.e., for the sword. The catcher also passes the ball against the standing one and goes after the ball. The game continues until all players return to their places, and the balls are at the drivers. Methodical instructions. Children will quickly understand where to run after passing the ball if they are explained that they must move after the ball, in the direction in which they threw the ball.

"Catcher with the ball." Tasks. To teach children to dribble in the correct stance with their right and left hands while running, changing the direction and speed of movement, to cultivate honesty and justice. Game description. Children with balls move freely around the playground, one of them is the driver. His goal, while driving the ball, is to hit someone with his hand. If he succeeds, then the one whom he hit becomes the driver, and the driver becomes the player. Guidelines. At first, the role of the driver is played by the teacher, and later - by the child who freely controls the ball.

"Five Throws". Tasks. To teach children to throw the ball into the basket, to develop accuracy, accuracy of movements, to cultivate honesty and justice. Game description. Children are located at a distance of 1.5-2 meters from the basket. At the signal of the teacher, all the children throw the balls into the basket. The winner is the one who gets into the basket 5 times faster in the specified way.

Ball to the captain. Tasks. To learn to apply various movements with the ball in the game, to coordinate their actions with the actions of a partner. Game description. Children are divided into two teams. In each team, a captain is selected, who stands in a circle drawn at the end of someone else's site. Children throw the ball to their captain, and the opponents try to intercept the ball and pass it to their captain. Methodical instructions. The ball can be dribbled, passed to a friend in the game, you cannot run with it.

23. Old Russian outdoor games.

Development of speed-volitional qualities, speed, dexterity.

"Paints" Children choose the owner and two buyers, all other players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all paints have chosen a color, the owner invites one of the buyers. The buyer knocks: "Knock knock!" - "Who's there?" - "Buyer" - "Why did you come?" - "For the paint." - "For what?" - "For the blue." If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back.” If the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they go in turn and take apart the paints. The buyer who guessed the most colors wins. When the game is repeated, he acts as the owner, and the players choose the buyers. Rule. The buyer must not repeat the same paint color twice, otherwise he gives way to the second buyer. Instructions for conducting. The game is played with children both indoors and for a walk. The owner, if the buyer did not guess the color of the paint, can give a more difficult task, for example: “Ride on one leg along the blue path.” If there are many children playing, you need to choose four buyers and two owners. Buyers for paints come in turn.

MOTHER SPRING

Two children with green branches or a garland form a gate. All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

How much do you want to play!

Spring leads a chain of all the children through the gate and leads them into a circle.

"Burners » Participants become pairs, holding hands, one after another - form a column. Ahead of the column is the driver. At the command of the driver, the last pair separates their hands and runs forward: one on the right, the other on the left side of the column. The task of the players is to dodge the driver and have time to join hands. If the driver manages to catch one of the players, then he, together with the one caught, becomes the first pair of the column. If the players manage to outwit the driver and join hands, they stand at the head of the column, and the driver starts the game again.

COSSACK ROBBERS Children are divided into two teams: a team of Cossacks and a team of robbers. "Robbers" need to hide themselves in the agreed territory for a certain time and hide the "treasure": some kind of toy, object, candy. After that, the "Cossacks" scatter around the yard in search of all the "robbers" and the "treasure". To confuse and confuse "Cossacks", "robbers" are allowed to draw arrows on fences, asphalt and walls. After a successful search, the teams change places.

Shtander The driver is given the ball. Players gather around the driver. The driver throws the ball up and calls out the name of one of the players. The named player catches the ball on the fly or picks it up from the ground and tries to hit one of the other players running away to the side. Having caught the ball on the fly, the player has the right to shout: "Shtander!" Then all participants should freeze, and the player with the ball can calmly aim and tarnish anyone with the ball. A ball caught in the air also gives the right to immediately throw the ball up and shout out the name of one of the players. If the one they tried to tarnish manages to catch the ball thrown at him, he gets the right to tarnish another player with it. The tainted one is out of the game. Rules of the game they allow frozen players, who are aimed at with the ball, to crouch, dodge the ball, but they have no right to leave their place.


Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

Good fairy tale

Based on a fairy tale with a sad ending. (for example, a snow maiden, a little mermaid, etc.) And the task is given to the children to think about how this fairy tale can be remade using characters from other fairy tales, so that it ends happily. The team that plays the fairy tale in the form of a mini-performance in the most funny and fun way wins.

Whose team is smarter

The players stand in a circle. Everyone counts on the "first" and "second". Each team chooses a captain. The host gives each team captain a ball. At the command of the leader, the captains pass the balls - one to the right, the other to the left, to the players of their teams. The game is played up to three times; the team that wraps the ball around three times faster and returns it to the captain wins.

In the game, it is forbidden to throw the ball, you can only pass it from hand to hand to team players.

Jellyfish

In this competition, participants must toss their silk handkerchief into the air without dropping it on the floor. The winner is the participant who manages to keep the handkerchief in the air for as long as possible.

Bilbock

An old French game with a tied ball that is tossed and caught in a spoon. Take a thick thread or string 40 cm long. Glue one end with adhesive tape to a table tennis ball, and the other to the bottom of a plastic cup or tie it to the handle of a plastic mug. Your bilbock is ready. It is necessary to throw the ball up and catch it in a glass or mug. One point is awarded for this. Catch the ball in turn until you miss. The one who misses passes the bilbock to the next player. The winner is the one who scores the agreed number of points first.

Put on a ring

A board 2.5 - 3 m long is laid on the ground. Holes are drilled in it every 25 - 30 cm (there are 11 in total). A figurine (or pebble) carved from wood is inserted into the central hole. The players stand at opposite ends of the board at a distance of 1 m from it and take turns throwing rings, trying to put them on the figure. In the event of a hit, the player moves the figure one compartment closer to himself. The winner is the one who manages to rearrange the figure first in the extreme hole at his end of the board.

horse competition

Choose a few "riders" and "horses". "Riders" sit on "horses" and start racing from start to finish. The pair that gets to the finish line the fastest wins.

Snipers

On the end wall of a house or a barn, you need to depict "targets" in advance, for example, to graze predators, the physiognomy of Barmaley or Koshchey.

Having previously divided into teams, the participants fight with their monsters, trying to completely cover them with snowballs. Those who shot especially accurately are given the right to “draw” a “self-portrait” on a plywood shield with snowballs. For this, circles with a diameter of about a meter have already been drawn on the shields. It remains to arrange the eyes, mouth, nose, ears. When the competition begins, the nose will definitely be on the side, and the mouth below the chin. Everyone will have fun.

Carry it, don't drop it

A crosspiece made of bars is attached to the end of a round shelf or pipe. At the ends of the bars, round stands with small indentations are attached, into which a ball is placed. A stick with crosses is inserted into a hole on a wooden stand. The player must take the stick with one hand, remove it from the stand, turn around its axis 2-3 times and reinsert the stick into the hole in the stand. All this must be done carefully so as not to drop a single ball.

Pioneerball

The players are divided into 2 teams and are built on 2 halves of the volleyball court in 2-3 rows. Each team receives two volleyballs. On a signal, the players try to throw the balls over the net to the opponent's side as quickly as possible. The transfer of balls continues until all the balls are on one side at the same time. The game is stopped and the team with the balls on their side loses the point. The game continues until one of the teams scores the set number of points (say, 10 - 20). The teams then switch sides and the game starts again. The team that wins two sets wins.

Pull - push

In this competition, pairs compete in a 15-20 m run. Couples, holding hands, run, pressing their backs to one another. Having run to the finish line, they return to the start. It turns out that the player runs normally in one direction, and in reverse in the other. The pair that returns to the start first wins.

Christmas tree outfit

Green golf is put on one player - this will be a "Christmas tree". Two other players take glue and paper toys that lie on a chair and glue them to the Christmas tree.

The one who wins will hang the toys faster.

Dash for the ball

Children are divided into 2 teams, each is calculated in order and is built behind the start line. The leader with the ball in his hands is located opposite the teams 10 m from the start line. Throwing the ball forward, he calls any serial number. Named players run after the ball. Whoever has possession of the ball brings the team a point. The game continues until each participant has made 3 jerks. The team with the most points wins.

sing a song

Players perform the song with the letters of the alphabet or the sounds "no be no me ...". Song options:
- "Ouch! Viburnum blooms in a field near a stream ... ";
- Katyusha.

Changing places

2 teams line up opposite each other on the court. At the command of the leader, the players of the team change places. The team that quickly lines up on the opposite side of the court wins.

In the swamp

Participants are given two sheets of paper. They must go through the "swamp" along the "bumps" - sheets of paper. You need to put a sheet on the floor, stand on it with both feet, and put the other sheet in front of you. Step over to another sheet, turn around, take the first sheet again and put it in front of you. And so, whoever goes through the room first and comes back, he wins.

dress up the Christmas tree

They make several Christmas toys from cotton wool (apples, pears, fish) with wire hooks and a fishing rod with the same hook. It is necessary to hang all the toys on the Christmas tree with the help of a fishing rod, and then remove them with the same fishing rod. The winner is the one who manages to do it in a set time, for example, two minutes. A fir branch fixed on a stand and even some dry branch with knots can serve as a herringbone.

around the hoop

Participants take turns directing the gymnastic hoop along a flat path with a strong movement of their hands. Then they try to catch up with him and have time to slip through him back and forth. Whoever does this more times is the winner.

Race walking

Taking each step, it is necessary to put the heel of one foot close to the toe of the other. The distance for such a walk can be determined at 5 meters back and forth. The relay ends when the last team member returns to the starting position.

sea ​​wolf

The game is played by two teams. The host gives the task: "If there is a strong wind at sea, the sailors know one trick - they tie the ribbons of the peakless cap under the chin, thereby tightly fixing them on the head. The peakless cap is one per team." Each player executes the command with one hand.

strong grip

Having broken into pairs, the players stand with their backs to each other with a diameter of 1.5 m and grapple with their arms bent at the elbows. Giving the torso forward, everyone tries to force the opponent to tear his legs off the floor. The winner is the one who wins the duel more times.

You can compete differently. The players, standing with their backs to each other, lift up a stick, which they hold tightly with their hands. Task: lean forward and try to tear the opponent off the ground.

The one who is in the air or releases the stick loses.

Another option: the players sit opposite each other on the ground (resting their feet on the partner's feet) and take up the gymnastic stick. On a signal, everyone begins to pull the stick in his direction. The winner is the one who manages to tear the opponent off the ground for 3-5 seconds.

self-portrait

The paper has two cutouts for the hands. Participants take each of their sheets, putting their hands through the slots, draw a portrait with a brush, without looking. Who "masterpiece" turned out more successful - takes the prize.

Everyone against everyone

In this game, each player can measure his strength with all players. The site is divided into 6 equal playing fields, located one after the other. Before the start of the game, all players take their place on the same playing field. At the signal of the leader, each player tries to force (shoulder, torso, but not arms) the others to another playing field. Soon they are all there except for one. He no longer participates in the fight. Those who are pushed into the second square try to push each other to the third playing field, while they themselves remain on the second, and so on. By the end of the game, one player remains on each field. The player remaining on the first playing field takes first place, the second one takes second place, etc.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

Pour the water

2 people participate in the yoke. You need to take 4 identical glasses and pour the same amount of water into 2 of them. Water can be tinted with watercolor paint so that it is clearly visible. And the other 2 glasses remain empty. At the signal of the leader, each player must pour water from a full glass into an empty one with a spoon. The winner will be the one who can fly the water the fastest.

Night travel

The host says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to the freeway made from sports skittles. Having handed the steering wheel to the driver, the leader offers to practice and drive so that not a single column is knocked down. The player is then blindfolded and led to the steering wheel. The host gives a command - a hint where to turn to the driver, warns about the danger. When the path has been passed, the leader unleashes the driver's eyes. Then the next participants in the game "go". The one who knocks down the pin the least wins.

Stick your nose

Draw a funny face (without a nose) on a large piece of paper, mold the nose separately from plasticine. Attach the sheet to the wall. Players move back a few steps. Blindfold them in turn, approach the portrait and try to stick their nose in place. The one who sticks the nose more accurately wins.

crooked track

On the floor, a curve is drawn with chalk, a serpentine line - a path. Looking all the time at your feet through the inverted binoculars, you need to go through the path from one end to the other and not stumble.

Racing on the hands

Children are divided into several teams, two people each. One of the team members takes the other by the legs, and they move like this, heading to the finish line, with one of the players walking on their hands. After going half way, the players switch roles and move on.

The one who gets to the finish line first wins.

Balance beam exercises

For this exercise, each team will need a simple log no longer than 1 meter long. The participant stands on a log and, moving with his feet, rolls it along with him from the start to the finish and back.

Catch an apple

This is a traditional English game played during Halloween. To play, you need a bowl of water. A few apples are thrown into the basin. And then the players, holding their hands behind their backs, try to catch the apple with their teeth and pull it out of the water. Whoever succeeds is the winner.

Roll up the ball

The players are divided into groups of 2 - 5 people. Each of them receives a task: during the set time (8 - 10 minutes) roll up a snowball as large as possible. The group that rolls up the largest snowball by the specified time wins.

Make the hoop spin

The hoop is taken with one hand and the movement of the fingers is made to rotate in place. The referee will time the spin from the start until the hoop falls. They compete alternately, and if there are 2 hoops - in pairs. Then the 2 best players meet in the final match.

Nail in a bottle

For this competition you will need: 4 bottles with a thin neck, the same number of ropes and 4 nails. A nail is tied to each end of the rope. 4 people are selected from those who wish. Ropes with nails are tied to the belt of the participants from the back of the head. After that, the participants stand with their backs to the pre-arranged bottles. At the command of the head of the game, the participants must, without the help of hands, hit the bottle with a nail. The one who manages to hit the target first wins.

Build a fortress

The players are distributed in groups of 3-5 people each. Groups receive a task: within 5 - 6 minutes. build a snow fort. All groups, at the signal of the leader, run in different directions of the site, where it is easier for them to complete the task. The group that completes the task by the specified deadline wins.

hoops race

The players are divided into equal teams and lined up along the sidelines of the court. On the right flank of each team is a captain; he is wearing 10 gymnastic hoops. On a signal, the captain takes off the first hoop and passes it through himself from top to bottom or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it on to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed a hoop to a neighbor, immediately receives a new hoop. The trailing player in the line puts on all the hoops. The team whose players complete the task faster gets the winning point. The team whose players win twice wins.

Poets Competition

A few days before the competition, children are given a poem. Children must learn it by heart. The one who recites the verse the best wins.

Sharp arrows

A target is attached to the wall. You can use small balls or darts.

Each player has three attempts.

After the game, the host rewards the winners and cheers up the losers.

Fashionista

On two tables are a handbag, beads, clip-on earrings, lipstick and a mirror. Two players. On a signal, you need to put on beads, clip-on earrings, make up your lips, take a handbag and run to the opposite wall of the hall. The winner is the one who completed the task faster.

Spoon game

To play, you need 2 spoons and 2 round objects (painted wooden eggs, table tennis balls). 2 children take part in the game. At a distance of 7 - 8 m put a flag. Players are given a spoon each with an egg (or ball) in their hands. At the leader's signal, the players must run to the flag as quickly as possible and return back. If the ball falls, the contestant must quickly pick it up from the floor, put it back in the spoon and continue on their way. The ball cannot be held with the other hand. The one who reaches the finish line the fastest is the winner.

Carrying the wounded

Three are involved. Two are “healthy”, the third is “wounded”, his leg is “broken”. “Healthy” players should interlace their hands so that they make a comfortable seat. The “wounded” person sits down in this seat and maintains his balance, grabbing more comfortably by the shoulders or by the necks of his friends.

Wind up the cord

A knot is tied in the middle of the cord, and a simple pencil is attached to the ends. You need to wind your part of the cord around the pencil. Whoever reaches the knot the fastest is the winner. Instead of a cord, you can take a thick thread.

Ball in the gate

In a wooden shield lined with plywood on both sides, semicircular gates of different widths are cut out. The shield is installed on a flat area. The players stand 2-3 meters from the shield and take turns rolling small rubber balls (tennis, hockey) into the goal. For each hit, the number of points indicated on the shield is counted. The one who scores more points wins. To prevent the balls from rolling far, it is advisable to limit the playing area on the sides and behind the shield.

draw a ponytail

For this game you will need a large sheet of paper, a pencil, a blindfold. First, the presenter draws with a pencil on a piece of paper some kind of animal (cat, dog, pig). Draws everything except the tail. One of the players is blindfolded. He should try to draw a blind ponytail. Then other players try to do it. The one with the most accurate drawing wins.

Inflate a balloon

For this contest you will need 8 balloons. 8 people are selected from the hall. They give out balloons. At the command of the host, the participants begin to inflate the balloons, but so that the balloon does not burst when inflated. The one who completes the task first wins.

Get the prize

The host hangs a small prize at eye level. Players need to approach and from a distance of 3 - 5 m blindfolded to break the prize. The one who does it first wins.

Firefighters

Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place two meters of string under the chairs. Both participants stand at their chairs. On a signal, they should take jackets, turn out sleeves, put on, fasten all buttons. Then run around the opponent's chair, sit on your chair and pull the rope.

Plant and Harvest

Number of players: 2 teams of 4

Optional: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.

1st participant "plows the ground" (puts hoops).

The 2nd participant “plants potatoes” (puts potatoes in a hoop).

The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).

The 4th participant “harvests” (collects potatoes in a bucket).

The faster team wins.

By a thread

On the ground, a few (according to the number of participants in the game) parallel straight lines are drawn with a sharp stick, marking the distance (50-60 meters). Start!

Everyone is running a race - it is important not only to come first, but also to run the distance "like a thread" - so that the traces must fall on the drawn straight line.

By the way, it will be easier for those who run with their knees high, and not dragging their feet.

We blow on corks from bottles so that they fly off as far as possible.

watermelon helmet

Choose a few volunteers. Give each volunteer half a watermelon. Their task is to eat all the pulp of the watermelon as quickly as possible, picking it out with their hands. The cleaned "watermelon helmet" must be put on your head.
The winner is the one who does it faster and whose helmet is whiter on the inside.

Searching for a call

On each of the chairs, standing at a distance of 8-10 steps from each other, there is a bell. Two blindfolded players each stand at their own chair. On a signal, they need to go around the comrade's chair to the right, return to their place and ring the bell.

The one who does it faster wins.

Sock

There are five people in the competition. They are invited to quickly put on a long sock, helping with the toes of the other foot.

Potyag

The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.

Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’s chain or pull it over the intended line.

Rule: start pulling exactly at the signal.

Rope

Each team is given a rope. On a signal, each team must stretch it through their clothing (sleeves) as quickly as possible.

Archery

The target will be an ordinary bucket, and the bow will be an ordinary onion. The target bucket must be placed 5 meters beyond the finish line. Put the bulbs on the finish line, their number should correspond to the number of participants. Participant No. 1, on a signal, begins to move from the start to the finish. Running to the finish line, he picks up the onion and throws it, trying to hit the bucket. After the throw, he runs to his team to pass the baton to the next participant. The team that throws the bulbs into the bucket faster and more accurately wins (for the convenience of determining the result, an extra point can be given to the team for each accurate hit).

At a distance of 10 meters from the start, a stool is set up, and the first participants are blindfolded. On a signal, they must walk or run to the stool, go around it and, returning to the team, pass the baton to the next participants who are already blindfolded! And so is the whole team. During the movement, the team can help its participants with exclamations: “to the right”, “to the left”, “forward”, “back”. And since all the teams are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the start line, the “day” comes for the whole team. For whom the "day" comes first, they won.

drag and drop

2 teams line up one opposite the other, draw a line between them. Players standing opposite give each other their right hand and put their right foot on the line. On a signal from the leader, each player tries to drag the other over the boundary line. As soon as the player is left foot behind the boundary line, he loses, and his opponent gets a point. The team with the most points wins.

Guess the last word

Children are divided into two teams. The host reads out the sentences, and the players must guess the last word. The team with the most correct answers wins.
1. All the little gray mice run away from ... (cats)
2. The mouse ate potatoes and did not think about ... (cat)
3. I teach everyone the mind, but I myself always ... (silent)
4. This grass is very evil ... (nettle)
5. We met on a green meadow ... (friends)
6. They washed their personals near the river two ... (chanterelles)
7. Animals took hold of their paws and dances began in ... (forest)
8. Drive up to the turn, here is the palace and there ... (gate)
9. In our city, none, for shopping ... (shop)

Winders

The ends of the rope are fixed on identical pencils with small strong knots. The knot should not slip, you can even glue it with PVA. On command, the players begin to twist their pencil and gradually approach each other so that the rope does not sag. The winner is the one who first reaches the knot in the middle.

Hoop

Two hoops are placed in those steps one from the other. Two competitors strive to climb through the hoop more times within a minute, putting it on from top to bottom. The 2 fastest players compete against each other in the final.

Dance with an object

All players dance and at the same time pass each other a small object (a toy, an orange). The host turns off the music from time to time. The one who at this moment has an object in his hands is out.

The last player left on the dance floor wins.

Baba Yaga

Relay game. A simple bucket is used as a mortar, a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds a bucket by the handle, and in the other hand he holds a mop. In this position, it is necessary to go the whole distance and pass the mortar and broom to the next one.

Chairs

To play, you will need two pot lids or a tambourine and chairs. Chairs should be placed in a circle with the seats in the center. They should be one less than the participants in the game. The children stand next to the chairs outside. In the hands of the leader is a tambourine or a lid. Following the leader’s signal, which announces the start of the game, the children begin to walk in a circle of chairs in a circle. Suddenly, the leader strikes the tambourine. At this signal, all participants rush to the chairs and sit down. Each time one of the players is left without a seat. He is out of the game. When the second round begins, one chair is removed. This continues until only one player remains. He becomes the winner.

Competition for folk tales

Children are divided into two teams. The host says the first words from the name of folk tales, the participants must say this name in full. The team with the most correct answers wins.
1. Ivan Tsarevich and gray ... (wolf)
2. Sister Alyonushka and brother ... (Ivan)
3. Finist - Clear ... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike ... (by command)
7. Frost ... (Ivanovich)
8. Snow White and seven ... (gnomes)
9. Horse - ... (Humpbacked)

Golden Key

The participants of the game will have to portray the scammers from the Golden Key fairy tale. Two couples are called. One in each pair is the fox Alice, the other is the cat Basilio. The one who is the Fox - bends one leg at the knee and, holding it with his hand, together with the Cat, who is blindfolded, embraced, overcome a given distance. A pair of "hobbled" first receives a "golden key" - a prize.

two oxen

A team, a long rope, is put on the participants of the competition, and each of the two participants tries to "drag" the opponent behind him, in his direction. At the same time, everyone tries to reach the prize, which is located half a meter from each player.

sea ​​wolf

Players are invited to tie five knots on a thick rope as tight as possible. When the task is completed, it is proposed to untie the knots. Whoever managed to do it faster, he gets a bonus point.

Perform a dance

Perform a dance.
Under "rap" with the words:
Soaked brooms in the bath,
The spindles are not crushed,
And the washcloths are not dried.
lady, lady,
The lady is ma'am!

Sniper

At a height of 1 - 1.5 m from the floor, a ball (target) is suspended. Participants, located at a distance of 3 - 5 m from it, should hit it with a tennis Rubber) ball. Each participant is given 3-5 attempts. The most accurate wins.

Fight in the squares

3 squares 3x3, 2x2, 1x1 m are drawn on the site. 4 players, close in height and strength, stand in a large square, and, having taken a position, on a signal, they begin to push each other out with their shoulders. 3 eliminated from the big square move to the middle one, and the winner stays in the big square. The fight continues in the middle square. 2 eliminated go to the small square, the winner remains in the middle. The fight ends in a small square when one leaves the square and the other remains the winner. The first winner (in the big square) gets 4 points, the second (on average) - 3, the third - 2, and the one who dropped out of the small square - 1. Then the next four enter the fight.

Who quickly

Children with jump ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. After the agreed signal, all the children simultaneously jump in the direction of the laid cord. The one who gets close to her first wins.

Do you know each other?

Several couples (mother and child) stand with their backs to each other. The leader asks questions. First, the child answers with a nod of the head, and the mother out loud.
Questions:
1. Does your child like semolina?
2. Does your child wash dishes?
3. Does your child like to brush their teeth?
4. Does your child go to bed at 9 o'clock?
5. Does your child make the bed in the morning?
6. Does he like to read books?
7. Does your child enjoy school?
The pair that answers all the questions correctly wins.

Klun prize

Gauze is stretched on two racks, prizes are hung on it - fruits, sweets, cookies, etc. The player is put on a rooster mask with a long beak. The eyes are covered with a special curtain. The task of the player is to approach the counter and "peck" the prize. For orientation in front of the counter, on the floor, a line is drawn with chalk.

Quick threes

Players stand in a circle in threes - one after the other. The first numbers of each three join hands and an inner circle is formed. The second and third numbers, holding hands, form a large outer circle. On a signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle - to the left. On the second signal, the players release their hands and stand in their triples. Each time the circles move in the other direction. The players of the trio who gather faster get the winning point. The game is played 4 - 5 minutes. The trio with the most points wins.

In the image

Read some short story, episode or even a paragraph. And offer to think: who and to whom could tell this story? Children will surely enrich you with many versions.

Now offer to "tell" this story on behalf of the alleged hero-narrator, that is, read the text in a voice other than your own. In the voice of an old man or a one-year-old child, a dwarf or a giant, a robber or the wind... Depending on the versions chosen. Usually it is easier for a child to read in an image: it seems that it is not he who reads, but the other one. And he stumbles and puffs, because it is necessary for the role. Justified and legalized. Therefore, it's not scary. And listeners do not get bored: they have to evaluate the work - is it similar or not?

From empty to empty

Two players stand on foot rocking chairs (bars) opposite each other. In each hand they have a mug: one empty, the other with water. In this position, everyone tries to pour water from his full mug into the mug of a friend. The one who spills the least water wins.

Long jump

The first team member stands on the start line and makes a long jump from a place. After landing, he does not move from his place until the landing site is fixed by the judges (using a line drawn on the toes of the jumper's shoes). The next participant puts their feet right in front of the line, without stepping over it, and also makes a jump. Thus, the whole team makes one collective long jump. You must jump carefully and do not fall when landing - otherwise the result of the jump will be canceled. The longest team jump and becomes victorious.

Tongue twister competition

Sasha walked along the highway and sucked dry.
Carl stole the corals from Clara, and Clara stole the clarinet from Carl.
The ships tacked, tacked, but did not catch.
He reported, but under-reported, and began to report - he reported.

Feel and feel

Three people from each team are called. There are chairs for each player. The players are blindfolded. Candy bags are placed on the chairs. The hands-free players must sit on a chair and count how many candies are in the bag.

Matryoshkas

On the chair are two sundresses and two scarves. Whoever quickly puts on a sundress and ties a scarf is the winner.

Asphalt drawing competition

Each participant of the competition is allocated crayons and a place on the pavement. Participants can be divided into teams of 2-3 people, drawing a common picture together. The winner is the team whose drawing, in the general opinion of the children, will look more beautiful.

On three legs

The facilitator determines the place of start and finish. Then all players are divided into pairs. In each pair, the right leg of one player and the left leg of the other are tied with a rope. At the signal of the leader, the couples run to the races. The pair that reaches the finish line first wins.

Running "centipedes"

The players are divided into two or three teams of 10-20 people and line up at the back of each other's heads. Each team receives a thick rope (rope), which all players take with their right or left hand, evenly distributed on both sides of the rope. At the signal of the organizer, the "centipedes" run forward 40-50 meters to the "finish", all the while holding on to the rope.

The victory is awarded to the team that first ran to the finish line, provided that none of its participants unhooked from the rope while running.

tilt the ball

A ball with a loop is put on a rope so that it moves freely along it. Two people take the ends of the rope and with the movement of their hands try to give the rope such an inclination that the ball slides towards the “opponent” and touches him. Whoever succeeds is the winner.

Pairs need to be selected approximately the same height.

Thermometer

Without the help of hands, both teams at speed pass a fake thermometer so that it is necessarily under the left hand.

Outdoor games for younger students

A lot of things change dramatically for young children coming to school for the first time. Especially for six year olds. The motor mode becomes different, mental, as well as static load increases. Children often play with computers, watch TV much more than necessary. In general, they move little, stay in a monotonous posture for a considerable time. It is very important at the moment to take measures to prevent the consequences of adverse effects on the child of changed living conditions, to help him switch to the optimal motor mode for him in the current specific conditions, to prevent postural disorders.

In order to succeed in this by no means simple matter, it is necessary to establish close cooperation between the school and parents. The latter must understand that now they must pay attention to the physical education of children no less than in the first years of life. It is advisable to hold relevant consultations with parents, explain to them how to organize active rest for the networks, the correct motor mode, what means of physical education should be used, how to ensure the prevention of posture disorders

Below are some outdoor games and physical exercises aimed at preventing posture disorders. We can recommend these games and physical education sessions for parents. We need to know how best to use them. Games and physical exercises focused on the prevention of posture disorders can be combined with the usual ones. Interest in physical exercises increases when using small sports equipment: balls, gymnastic sticks, hoops, etc. It is important to play games outdoors. In cold weather, classes should be organized so that the children move as much as possible, so that the minimum amount of time is spent on explanations and commands. In hot weather, a place to play is chosen in the shade. Clothing should be appropriate for the season. Games should be held away from the carriageway, for example, using a grassy clearing, since falls on an asphalt site are painful, and a sandy surface is dangerous due to sand getting into your eyes.

It is important that the parents themselves participate in the games, in the performance of physical culture minutes: the personal example of adults increases the activity of children. However, one should not go to extremes: interfere with gaming activities, interfere with self-reliance. The main thing is that children take part in the game voluntarily. You can apply this technique: invite the guys to start with their favorite game, and then a new one, on posture. Physical education sessions are carried out after watching television shows, drawing, project activities, in order to relieve fatigue from the spine caused by a long stay in a monotonous position. During the games, physical activity should be controlled. Under normal load, children's breathing quickens slightly, the face turns pink, but a little, the movements are coordinated, and the desire to play remains. If the child sweats, begins to breathe often, turns pale or turns very red, then the load is increased. You should stop or switch to a more relaxed game.

GAMES may be like that.

"Vane". 4 skittles are set on the site, indicating the cardinal points. The player stands in the center. For each side, they determine their action: north - hands behind the head, east - hands on the belt, south - hands to the sides, west - hands to the shoulders, palms forward. The driver is an adult. The player, together with the driver, says: “The weather vane is being built with us, we are turning now. The wind is on the right, the wind is on the left - the weather vane turns skillfully. Then the leader calls the cardinal direction, for example: "south". The player turns towards the south pin and puts his arms out to the sides.

Methodical instructions. The game can be played both with one child and with a group of children. Parents explain the conditions of the game, show how to make turns, what movements to make with their hands, make sure that the children correctly assume the position of a rational posture. Turns must be performed clearly, under the account. After turning, the child assumes a conditioned position with the correct posture: the head is straight, the shoulders are apart, the stomach is tucked up. The pace is slow at first, then medium. Duration - 3-5 minutes. The game is repeated 2-3 times. In the intervals between repetitions, errors are noted, and correct execution is encouraged. The turn is performed in the position of the main rack. The child must learn to take the correct posture and navigate in the cardinal directions.

"Cancer and Flies". The participants in the game are "flies". They choose the driver - "cancer". At the place of the game, two parallel lines are drawn (marked). The distance between them is 80-100 cm. This is the "river" where
"crayfish". The driver - "cancer" - becomes in the middle of the "river". "Flies" with an interval of 2-3 m are located
on one of the coasts. At the command of an adult, the children say: “Cancer lives under the stones. He chews fishtail. The fish tail is very dry. Cancer doesn't taste flies." Then they jump over the "river" with a running start. Anyone who does not fall into the "river" is considered to be caught. The driver takes him to his “hole” (to the square, circle drawn, indicated in the “river”), and the game continues. After 3-4 runs, the game is stopped, the caught ones perform one of the posture exercises and they are released. The winner is the one who has never hit the "river" and during the game maintained the correct posture.

Methodical instructions. The game can be played with a group of children or with one child.
Parents explain the conditions of the game, show posture exercises. Children must run
keeping the correct posture: the head is straight, the shoulders are divorced, the stomach is tightened. The role of the driver can take on an adult. Duration - 5-7 minutes. The game is repeated 2-3 times. Saying the recitative gives children the opportunity to relax. When performing exercises on posture, an account is used.

Posture exercises.

1. I.p. -o.s. 1-2 - squat, hands behind the head, elbows back; 3-4 - i.p. Repeat 4 times. The pace is slow. When doing a squat, keep your back straight, do not lean forward.

2.I.p. - o.s. 1 - raise the left leg, bent at the knee, hands on the belt; 2-3 - keep; 4-ip; 5-8 the same with the right foot. Repeat 4 times. The pace is slow. Maintain a stable position.

"Don't drop the bag." Mark the start and finish lines. The distance between them is 4-5 m. Two columns of 3-4 players each line up at the starting line. Everyone has sand bags weighing 100-150 g on their heads. You need to go along the corridor marked with sticks or ropes without losing the bag and maintaining the correct posture. The width of the corridor is 30 cm. The team that completes the task faster and correctly wins.

Methodical instructions. The game is played with a group of children. Children walk along the corridor in different ways, for example, on tiptoes, putting their hands on their belts, straightening their knees, placing their hands on their belts with their elbows back, in a semi-squat with a straight back, keeping their hands on their belts. Being in columns, the players start moving from the start after the ones in front reach the finish line. Sandbags are placed on the parietal region. When performing the movement, do not lean forward. You can play the game by lining up on the start line in a line, then the player does not get the win, but the team.

"Cat and Mice". The driver is an adult. He invites the children to line up in a circle. After on-
called "mouse" and "cat", the game begins. The adult says: “Stand in a round dance. Olya (Sveta...) is a mouse, Sasha (Yura...) is a cat. We will play together, the cat cannot catch up with the mouse. After the recitative, the "mouse" runs away, and the "cat" catches it. The "mouse" runs out of the circle and runs into it through the "gate" (between the players). The "cat" tries to catch up with the "mouse" by slipping through the "gate", but the players close it by crouching and placing their hands on their belts or behind their heads. The “mouse” can escape from the chase by replacing one of those forming a circle. To do this, she lightly hits any player on the shoulder, he runs away, and the "mouse" takes his place. At the end of the game, the most dexterous "cat" and the fastest "mouse" are noted.

Methodical instructions. Group game. Duration - 5-10 min. 3-4 repetitions. After 5 min. "cat" is changed. You can complicate the game by choosing two "mice" and two "cats". You have to make sure there are no collisions. When doing squats, children should keep their backs straight, do not lean forward, knees slightly apart, and maintain a stable position.

"The watchman and the sparrows". They choose the driver - the "watchman". The rest of the players are "sparrows". They draw or lay out a circle with a diameter of 2.5-3 m from the ropes. Small pebbles or cubes are placed in the circle. These are "grains". The driver - the “watchman” - stands around and says: “Sparrows-sparrows, gray feathers. You peck the crumbs from my palm. After the end of the recitative, the players jump in the circle on both feet, pick up an object (only one at a time) and quickly jump out of the circle. The driver tries to tarnish the player. Stained players pour "grains" back into the circle. At the end of the game, those who scored the most “grains” are marked. Stained players perform a posture exercise.

Methodical instructions. The game is played with a group of children or with one child. The role of the driver - "watchman" - can be assumed by an adult. The game is repeated 2-3 times. Its duration is 5-8 minutes. To perform posture exercises, use an account.

Posture exercise. I.p. - o.s. 1 - arms to shoulders, palms forward; 2-3 - keep; 4- i.p. Repeat 4 times. The pace is average. Exercise to perform with muscle tension.

"Snipers". Players line up in front of the throw line. Everyone has two rubber balls. At a distance of 4-5 m on a hill (on a bench or on a board), skittles are installed. At the signal "Bulley, fire!" players simultaneously perform a throw from behind the head at the targets. The exercise is repeated 2-3 times. The players who hit the most targets win.

Methodical instructions. The game is played with a group of children or with one child. Parents explain the conditions of the game, show how to throw the ball. They monitor the correctness of the throws, mark the most accurate players. The duration of the game is 5-10 minutes. Throws must be performed while maintaining the correct posture: the head is held straight, the stomach is tucked up.

"Passed-sit down." Teams are built in columns one at a time. The distance is one step. The captains, each with a large ball in their hands, stand in front of their columns 2-3 meters from them. On a signal, the captains send the balls to their first players, they catch them, throw them back, sit on the floor (legs crossed, hands behind their heads, elbows back) and assume the correct posture. The captains throw balls to the second players, and so on. The team that finishes the game the fastest wins, provided that its players maintain the correct posture.

Methodical instructions. Group game. Duration - 5-10 min. 2 repetitions. Parents play the role of captains. They tell the children the conditions of the game, show on one of the players what the position of the correct posture is. The players keep the sitting position, legs crossed, until the last member of their team completes the throw. The composition of the team - no more than 5-6 people. The game can be complicated by the requirement to throw the ball over the head.

"Legs with Posture Exercises". They choose the driver - "salka". The task of the "tag" is to tarnish as many players as possible. You can stain only those players who did not have time to take the correct posture. As soon as the evader takes the correct posture, he is already safe. The driver has to resort to tricks: allegedly chasing after one, and in passing, having contrived, taunt the other. Defeated players are out of the game.

Methodical instructions. Group game. Parents inform their children of the conditions of the game, teach them posture exercises, and monitor compliance with the conditions of the game. Duration -5-10 minutes, 2-3 repetitions, with the replacement of the driver by another player. At the end of the game, the best driver and players who have never caught a "salka" are noted. If desired, the role of the driver can be performed by the parent.

Posture exercises.

1.Main stand.

2. Hands to the shoulders, palms forward.

3. Semi-squat, hands behind the head, elbows back.

PHYSICAL MINUTES

Kitty. Recitative: “A tricky beast lives with Grandma Alena. He is heated on the stove, without water he washes. Who, guys, will guess what kind of animal lives there?

1.I.p. - hands behind head. 1-3 - hands up, palms out - inhale; 4 - i.p. - exhale. 4 times.
The pace is slow.

2.I.p. - legs apart. 1-2 - tilt forward, hands behind the head, elbows back; 3-4 - i.p. 4 times. The pace is average.

3.I.p. - lying on the stomach, arms to the sides. 3 - bend with raising arms and legs; 4 - sp., relax the muscles of the back. 4 times. The pace is average.

4.I.p. - legs apart, hands on the belt. 1 - jump, legs together, clap above the head; 2 - acting; 6-8 jumps. The pace is average.

5.I.p. - o.s. 1 - hands up - inhale; 2 - relax the brushes; 3 - relax the forearms; 4 - slight tilt forward - exhale; 5-6 - i.p. 4 times. The pace is slow.

Methodical instructions. The recitative is pronounced by one of the parents, the child only gives an answer to the question. They use an account, for example: “Alyona’s grandmother has 1-2-3-4,1-2-3-4, etc.” Exercise 1 is performed with muscle tension. Rising on toes, the stomach is tightened, the shoulder blades are brought together. In exercise 2, you need to stretch well, look at the hands. Do not bend your knees while bending. Performing exercise 4, you need to look forward, keep your legs and arms straight, without deviating from the midline. Jumps are performed gently, landing on toes.

"Thumbelina". Recitative: “She was so small that she lived under a leaf. The head is about the size of a pea, but she is good. The girl is a little girl, and her name is Thumbelina.

2.I.p. - o.s. 1 - arms to shoulders; 2 - hands up; - hands to shoulders; 4 - i.p. 4 times. The pace is slow.

    I.p. - lying on your back, hands on the belt. Flexion and extension in the hip and ankle joints, movements as when riding a bicycle. The number of repetitions is arbitrary. Pace
    average.

    I.p. - lying on the stomach, hands to the shoulders. 1 - bend; 2 - hands up; 3 - arms to the sides; - i.p. Imitation of breaststroke swimming, legs in support. 4-6 times. The pace is average.

    Walking in place, arms through the sides up - inhale, i.p. - exhale. 10 sec. The pace is medium to slow.

Methodical instructions. The recitative is pronounced by one of the parents, the child only gives an answer to the question. Account is used. Exercise 1 is performed with muscle tension. In exercise 2, you need to stretch well, look at the hands. Imitating movements like when riding a bicycle, the elbows should be pressed tightly to the floor, rotations should be performed with a large amplitude. Exercise 4 to perform with muscle tension, pulling the shoulder blades well together. In exercise 5, children are taught to breathe deeply and relax properly.

"Bug". Recitative: “Ladybug, black head, six fast legs, flexible sandals. A cow deftly climbed onto a blade of grass, waved her wings, smashed and flew away.

    I.p. - o.s. 1 - bend over, hands on the belt, elbows back; 2-3 - keep; 4 - p.p. 4 times. The pace is average.

    I.p. - legs apart. 1-3 - springy forward bends, touching the floor with your hands; 4 - i.p. 4-6 times. The pace is average.

    I.p. - lying on your stomach, hands behind your head. 1 - bend with raising arms and legs; 2-3 - keep; 4 - i.p. 4-6 times. The pace is average.

    I.p. - o.s. 1 - hands up - inhale; 2.- i.p. - exhale. 4 times, the pace is slow.

Methodical instructions. The recitative is spoken by one of the parents. Exercises 2 and 4 should be performed with muscle tension. When tilting in exercise 3, the knees should be straightened. In exercise 5, children are taught proper relaxation and deep breathing.

"Steam locomotive". Recitative: “The locomotive fell ill, very strong overheating. There is no steam, trouble has come, water is flowing from the boiler. The engine is trembling all over, the locksmith began to treat him. Where a chisel, where a key, he was an affectionate doctor.

    I.p. - o.s. 1 - hands up, left foot back on the toe; 2 - i.p.; 3-4 - the same with the right foot. 4 times. The pace is average.

    I.p. - lying on your back, hands on the belt. 1-2 - raise straight legs; 3-4 - i.p. 4 times. The pace is slow.

    I.p. - lying on the stomach, hands up. 1 - bend over with arms raised. 2 - arms to the sides; 3 - hands up; 4 - i.p. 4 times. The pace is average.

    Walk in place, raising your knees high. 10 sec. The pace is medium to slow.

Methodical instructions. The recitative is spoken by one of the parents. Use an account.

Perform exercises 1 and 4 with muscle tension. Performing exercise II, you need to stretch well, look at the hands. In exercise III, you need to press firmly to the floor, do not deviate from the midline when lifting your legs.

All physical education sessions are organized in a well-ventilated area. Exercises lying on the back and stomach are performed on the mat.

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