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Project of a sports event for children in the camp. Games, quizzes, competitions in the camp for children

School events and school holidays

A holiday of outdoor and sports games in a summer camp They will not catch up with us ...

Artichoke

Sports events in the summer camp are held throughout the day (sports match in the morning, other events before dinner, awards after dinner). Competitions involve the participation of all teams, however, division into age groups is provided.

Venue for sports games: stadium or large meadow.

Number of participants: 50-100 people.

Age of participants: 12-15 years old.

Material support of the sports festival:

  • sports equipment for the match;
  • props for contests (balloons,
  • thick rope (length - 2 m), tissue paper discs, hats, flags for the game "Defending the Banner");
  • cardboard medals;
  • prizes.

Preparing for a sports holiday at a summer camp

As a preparation for the event, it is necessary to conduct a draw between the squads for a sports match.

It is also necessary to inspect the place where the holiday will take place, clean it of debris, level the ground on the playgrounds, mark the sites.

The plan of a sports holiday in a summer camp:

  1. Sports match.
  2. Warm-up games.
  3. Contests.
  4. The game "Protection of the banner."
  5. Quiz.
  6. Winner's reward ceremony.

Duration of the sports festival: 4 hours.

sports match

The holiday begins immediately after breakfast with some kind of sports game (football, volleyball, basketball). There are several options for organizing and conducting games:

  1. Conducting a series of matches between teams.

For this, short futsal competitions are best suited. If the age of the children in the units varies greatly, it is necessary to create several age groups. Games can be played separately for boys and girls or in mixed teams. If possible, several games are played at the same time.

2. Exhibition match (football) between two senior teams.

3. Football or volleyball match between teams of children and teachers.

When preparing matches, it is also necessary to organize teams of fans.

Warm-up games at a sports festival

The second part of the holiday begins in the afternoon with fun games. For example, you can play the following games:

Dragon Tail game

Participants stand in a row one after another and hold on to the belt of the player standing in front. The goal of the first player in the chain is to catch the last one. In this case, the chain should not break.

Game "Locust"

For the game, it is necessary to mark the treadmills and the start and finish lines. The distance varies from 30 to 50 m depending on the age of the participants. On command, the participants run from the start to the finish line. The last three players who came running no longer participate in the race, but become "pests".

In the next run, the "pests" try to stop the rest of the children from running or force them to step over the edge of the treadmill. The three players who came last in the second run join the "pests". "Pests" are all players who crossed the edge of the treadmill.

After that, the next run takes place. The game continues until one person remains at the start, who is considered the winner.

During the game, it is necessary to ensure that the "pests" do not use force against other players.

You can hold a paramilitary competition for all units. To do this, it is necessary to gather detachments (“cities”) on the main square and hand them route sheets indicating the location of “military facilities” and obstacles, as well as the order in which they are passed. Detachments move in a circle, replacing each other at the stations.

1. Mined bridge. The leader stands near a log or a gymnastic bench. 5-6 of his assistants stand to the left and to the right of the log (benches, benches) - this is the "bridge". The detachment must cross the bridge one at a time under enemy fire. (The host's assistants "shoot" at those running along the log - with pine cones.) When scoring points, the time spent on the crossing is taken into account, as well as the number of "soldiers" knocked out by the cones.

2. "Minefield". If the camp has a sandy beach, then 10-15 polyethylene covers can be buried on it - these are “mines”. They must be found as soon as possible.

3. "Grenade launcher". All the guys from the same distance take turns throwing grenades into the "trench" - a depression in the ground in the form of a square with a side of 1.5 meters.

4. "Rope bridge". At a height of 160-180 centimeters from the ground, a rope bridge is stretched (a rope ladder hung horizontally). It is necessary to move along it from tree to tree:

* Holding only with hands;

*Holding on with hands and hooking with feet.

Note. To catch on to the bridge, the guys may need the help of adults, or you can put a stool at the beginning of the rope.

5. "Medsanbat". The guys are divided into threes: two of them are orderlies, one is wounded. It is necessary to transfer the wounded from the front line (start) to the rear (to the finish line). When one trio overcomes this distance, the next one begins to move. The girls are carried, seated on the crossed arms of the "orderlies", and the boys are carried like this: the first orderly supports the wounded man with his hands under his knees, and the second holds the wounded man, putting his hands under his armpits and clasping his chest.

6. "Under the barbed wire". The guys take turns crawling in a plastunsky way along the corridor, made of 5-6 poles, mounted on stakes. The length of the corridor is six to seven meters, the height is fifty centimeters.

7. "To the embrasure". The guys take turns running along a 30-meter forest path and jumping into a “window” made of two poles between the trees.

8. "Swamp". Run along the stumps, near which the cones lie, pick up one of them and throw it into the tree, standing on the last stump. (The task is performed in turn.)

9. "On thin ice." Walk along a rope lying on the ground, looking at it in the direction of the binoculars, which removes objects.

Note. Two binoculars are required for the game. While one "soldier" is walking on thin ice with binoculars, the next player receives a second binocular from the leader's assistants. (If there are no binoculars in the camp, then let the guys, after walking along the rope, jump over a ditch one and a half meters wide.)

10. "Observation post". The guys come to the station. The facilitator invites them to carefully look at the landscape and remember its details. Then they stand with their backs to what they were considering and answer the questions of the presenter, thus testing their attention and visual memory.

11. "Above the abyss." One by one, one must jump over a “moat” marked on the ground, 2-3 meters wide, swinging on a rope tied to a thick branch of a tree.

12. "Sappers". It is necessary to find matches or toothpicks (20-30 pieces) painted with brilliant green in the grass, spending as little time as possible.

13. "On target". Each "soldier" makes 2-3 "shots" with cones at the target - it can be a figure of a soldier in a German helmet, with a hole on his chest with a diameter of 10-15 centimeters. "Shots" are fired from the same distance.

Attention! When summing up the results of the game, it is necessary to take into account the number of guys in the squads.

You can play games in the forest outside the camp between two squads.

14. "Two cities". Both detachments come to a forest road or clearing, which divides the forest into two, approximately equal, sections. Right on this road, they equip headquarters (attach signs to the trees). The organizer of the game gives each squad a set of the same number of letters, for example, 9 each. These letters make up the name of some real-life city (Chelyabinsk, Khabarovsk, Volgograd, Yaroslavl, and so on). One unit has red letters, the other yellow. At the first signal from the organizer, the teams disperse in different directions and distribute the letters throughout the forest, hanging them on twigs and branches. On the second signal (it can be a rocket launcher, a whistle, an explosion of firecrackers), the detachments again go to the clearing. When all the children left the forest, the organizer gives a command, and the detachments go to the side of the forest where their opponents hid the letters. They try, as quickly as possible, to find them, bring them to their headquarters and form the name of the city from the letters. The team that completes the task faster wins.

15. "Liberation of prisoners." The game is played according to the same scheme as the previous one, with the only difference that at the beginning of it, each detachment takes 5-6 guys from the rival detachment to its territory - these are “prisoners”. He distributes them in his section of the forest and leaves a “watchman” with each of them, who makes sure that the prisoners do not scream or move. When those who hid the captives return to the clearing, a command is given to look for their guys in enemy territory. The squad that frees its soldiers the fastest wins.

Attention! Watchmen do not prevent opponents from taking prisoners away.

16. "On the trail of the commander". The players choose commanders who, following the exact instructions in the route sheet-map, each go their own way, leaving signs-marks on it. But, even before entering the route, the commanders, secretly from each other, explain to the detachments what marks they should look for. Players memorize (or write down) the features of the markers in a notebook in the order in which the commanders will leave them until the final destination. It is at this point, using signs-marks, that the members of the detachment should later come. Marks can be very different: a broken dry twig, a bunch of pine cones, a piece of colored paper, a small depression in the ground, any sign made of branches, and the like.

As soon as the commanders move away from the start line and hide in the forest, one scout player from each enemy team is sent in their wake. They are given similar route sheets-maps, as well as the commanders, but they do not know the signs with which the commanders marked their way.

The task of the scouts is to find these signs and destroy them. You don’t have to look for a long time, because ten minutes after the scouts left the route, detachments go out. If one or another scout successfully copes with the task, then he will put the enemy team in a difficult position. After all, she will not be able to find the marks so quickly and reach the goal in a set time.

Naturally, the team that manages to find the marks missed by the scout and reach the goal wins.

17. "The detachment leaves the encirclement." This game can be played with the whole camp. Even and odd units form two armies. One of the armies, leaving the territory of the camp, determines the place of its headquarters, leaves 5-8 guys in it and goes into the forest at a distance of up to 1 kilometer.

(The part of the forest where the game is held should be limited to clearings, dirt roads, a river or a high-voltage line. The guys should be warned that it is impossible to go beyond the territory of the game!)

Arriving at the place, the guys find out that they are surrounded, and their task is to reach their headquarters alive. Each soldier receives a paper rectangle with a letter or number written on it. It must be quickly sewn over the top edge to the sleeve of the T-shirt. The guys are given the task: not to lose this rectangle, not to give it to the "enemies" who are trying to rip it off on the way to the headquarters. If the leaf is torn off, the soldier is considered killed.

Attention! In no case should the organizers of the game draw the children's attention to the letters and numbers written on the rectangles, and, moreover, they should not talk about their purpose.

Approximately thirty minutes after the departure of the first Army, the second army leaves the camp. The guys are informed that an enemy group has landed on their territory and is trying to smuggle an important secret report to their Headquarters. The task of the Second Army is to create its own headquarters not far from the camp, leave 5-8 cryptographers in it and, spreading out through the forest, try to tear pieces of paper from the sleeves of the enemies. As soon as the piece of paper is torn off, it must be urgently delivered to the headquarters.

On a signal, the first Army begins to make its way to its headquarters, the second one catches the guys and tears off the papers from them. Thus, each Army will deliver to its headquarters some part of the papers. The cipher for the report should not be known to anyone except the organizer of the game.

As the pieces of paper arrive at each headquarters, both cryptographers try to read the message. Some must guess that the numbers of the same color mean the number of letters of the same color in the word. For example: the following motto was encrypted: "Boldly takes the city." The letters of the first word were written in red, the second in blue, and the third in brown. A total of 19 cards with letters were issued to 19 guys from the First Army. Everyone else got numbers: either 7 (red), or 6 (blue), or 5 (brown). There can be as many cards with numbers as you like, but fives, sixes, sevens should be approximately equal in number.

The winner is the Army that quickly deciphered the motto and communicated it to the organizer.

You can encrypt not the motto, but designate the place in the camp where the Flag is hidden. For example: "Bridge over the river." Then the Army that finds the Banner or Flag faster will win.

One day, in Camp Khvoyny, both Armies almost simultaneously guessed where the Flag was. The fate of the victory was decided by the speed of the soldiers running to the bridge.

Notes:

For encryption, it is better to take phrases of 3-4 words. The number of letters in these words should be different;

The remaining guys of the first Army will learn about the true task from the organizer at a time when their Army has gone quite far, and the second Army has not yet left the camp;

It is desirable that each Army has some kind of identification: caps of a certain color or rims of colored paper on the head, or bandages on the arm.

If there are many detachments in the camp, it is advisable to play a game with the older guys, and with the younger ones you can play the “Zarnichka”.

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I know more

Players are divided into teams. The facilitator calls a certain topic. For example, "sports", "flowers", "bakery", "female names" or another. And the teams try to remember and write down as many words as possible related to the specified topic for five minutes. The team with the most matching words wins.

Trainers and Predators

Players are divided into two teams - trainers and predators. A circle is drawn in the center of the playground. "Tamers" hand out stickers. The "tamer" must catch up with the "predator" and be able to stick a sticker on it, after that the "predator" is considered caught and is taken to the circle. The trainer team is trying to catch and bring all the players from the predator team into the circle.

air pointer

Players are divided into teams. Each team is given balloons and tape. The participants of the game need to inflate as many balloons as possible and use adhesive tape to connect them into a long chain-pointer. The team with the longest air pointer wins.

Let's guess by the hand

A curtain or curtain is pulled in the room, in which there is a small hole for the hand. One team stands on one side of the curtain, and another team on the back. The players of one team take turns sticking their hand into the hole, and the players of the other try to guess who exactly the hand belongs to. The one with the most correct answers wins.

Slovonos

A player from one of the teams is invited - "slovonos". He is voiced by a topic, for example, “space”, “shop”, “school”, “sea”, etc. On this topic, he names the words that come to his mind. These words are written down. And then the rest of the team members are invited, the topic is announced to them, and they try to guess the written words. The winner is the team that guessed the most words called "slovonos".

Inseparable bond

Players are divided into pairs. One of the pair names the word, and the other comes up with an association to it. For example, "elephant - trunk", "bread - butter", "key - lock". Then all players are blindfolded and parted in different directions. After that, shouting out only one word, exactly the one that their partner called, they try to find each other and join hands.

Indian name

Each player writes any adjective on one piece of paper, and any noun on the other. All adjectives go into one box and nouns into another. The contents of the boxes are then shuffled and each player goes to the boxes and draws one noun and one adjective. The combination of these words becomes his name for the whole day. Phrases can be very unexpected and funny. For example, "blue eye", "cheerful cucumber", etc.

Short description

Promotion of physical culture and sports, active recreation for children

Description

surname, name, patronymic of the author– Lesya Nikolaevna Ektova
the name of the institution– MBOUSofrino Secondary School No. 2
discipline- Physical Culture
topic- sport competitions

Class– 1-4 grades

Explanatory note:

Tasks:
1. Educational - to contribute to the accumulation of motor experience. To form the need for physical education, broadening one's horizons.
2. Educational - to cultivate a sense of collectivism, mutual assistance, self-discipline, will and attention.
3. Improving - promoting the health of students, increasing their functionality, developing the skills to use Strelnikova's breathing exercises in everyday life.

Inventory:paper, pencil, rubber, plastic bottles, rope, scarves, basketballs, hoops, plastic cups, water, paper airplanes, letters, newspapers, treasure hunt charts.
Location: playground in front of the school.
Panel of judges: teachers
Rewarding: teams are awarded with diplomas
PROGRESS OF THE EVENT 1. Building teams.
1.1. Welcome speech of the host of the competition:
- Good afternoon, dear children! I am glad to welcome you to our summer wellness area again. Today you have to participate in various competitions, show dexterity, ingenuity, speed. Team captains will show their topography skills, the ability to organize their teams and set them up for victory.
1.2. Each team presents its name and motto.
Warm up:
- Breathing exercises, ORU.

1.3. The host invites the team captains and gives them the first task - to draw a topographic plan of the area where the competitions will take place, and also to draw (by drawing lots) routes for their teams.

2. Relays - Competitions:

Team members must solve as many riddles as possible in 1 minute. The team with the most correct answers wins.

1st station - "Clever and clever".
Team members must solve as many riddles as possible in 1 minute.

The team with the most correct answers wins.

2nd station - "Space football".
There are 40 plastic bottles on the field. Required in 30 seconds, the whole team
drive the largest number of bottles into the gate. The team wins
driving the largest number of bottles into the gate.

3rd station - "The Sixth Sense"
Blindfolded participants pass under a stretched at a height of 1 m from
earth with a rope. The team with the most participants wins
which the rope will not touch.

4th station - "Drink water"
Players hold a large plastic glass of water on their heads. run through
distance and pour the water into the jar. Whoever fills a liter jar faster, that
the team won and won (measure the time to complete the task).

5th station - "Young pilots"
On a signal, at the same time, team members launch paper airplanes,
who must fly over the line. Which team has the most planes?
flies over the line, she won.

6th station - "Pumpkin"
Teams receive a hoop and a basketball. At the signal of the judge,
use the hoop to roll the ball to the turntable and back. wins
the team with the best time.

7th station - "Lay down the word"
Teams line up in a column one by one behind the start line. Near
a stack of letters lies in a column. At the referee's signal, the first participant runs to
turning line and puts a letter on it. Comes back and passes the baton
by touching the hand of the next participant. The letters are laid out in one line.
The result should be the word "Competition". Team captains
help to collect the word. The team that completes the fastest wins.
exercise.

Station 8 - "Help Harry Potter Make the Snitch"
Each participant has a piece of newsprint in front of them. Participants on signal
the judges, at the same time, begin to crumple a ball from a newspaper sheet, trying
gather it into a fist. The team that completes the task first wins.

9th station - "Find the treasure"
Each team captain is given a diagram showing the place where
hidden treasure. While the jury members will sum up the results, the teams are looking for a treasure.
3. Summing up the results of the competition.
Awarding of the winning teams (delivery of certificates).
Facilitator's closing remarks:
- Thank you for your attention, for your enthusiasm, for your ringing laughter,
For the fire of competition that ensured success.
Now the moment of farewell has come, our speech will be short
We say to you: "Goodbye! Until happy, new meetings!

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Competition Smart-dexterous-daring-skillful (camp, 06.13).docx

Sports event at the summer school camp

"Smart, dexterous, courageous, skillful"

place of residence (city, town), region, region, region;

name of the educational institution - MBOUSofrino Secondary School No. 2

discipline - physical culture

topic - sports competitions

class - 1-4 classes

Explanatory note:

Target: promotion of physical culture and sports, active recreation for children

Tasks:

    Educational - to contribute to the accumulation of motor experience. To form the need for physical education, broadening one's horizons.

    Educational - to cultivate a sense of collectivism, mutual assistance, self-discipline, will and attention.

    Improving - promoting the health of students, increasing their functionality, developing the skills to use Strelnikova's breathing exercises in everyday life.

Inventory: paper, pencil, rubber, plastic bottles, rope, scarves, basketballs, hoops, plastic cups, water, paper airplanes, letters, newspapers, treasure hunt charts.

Location: playground in front of the school.

Panel of judges: teachers

Rewarding : teams are awarded with diplomas

PROGRESS OF THE EVENT

    Building teams.

1.1. Welcome speech of the host of the competition:

- Good afternoon, dear children! I am glad to welcome you to our summer wellness area again. Today you have to participate in various competitions, show dexterity, ingenuity, speed. Team captains will show their topography skills, the ability to organize their teams and set them up for victory.

1.2. Each team presents its name and motto.

Warm up:

Respiratory gymnastics, ORU.

1.3. The host invites the team captains and gives them the first task - to draw a topographic plan of the area where the competitions will take place, and also to draw (by drawing lots) routes for their teams.

    Relays - Competitions:

1st station - "Clever and clever".

Team members must solve as many riddles as possible in 1 minute. The team with the most correct answers wins.

2nd station - "Space football".

There are 40 plastic bottles on the field. Required in 30 seconds, the whole team

drive the largest number of bottles into the gate. The team wins

driving the largest number of bottles into the gate.

3rd station - "The Sixth Sense"

Blindfolded participants pass under a stretched at a height of 1 m from

earth with a rope. The team with the most participants wins

which the rope will not touch.

4th station - "Drink water"

Players hold a large plastic glass of water on their heads. run through

distance and pour the water into the jar. Whoever fills a liter jar faster, that

the team won and won (measure the time to complete the task).

5th station - "Young pilots"

On a signal, at the same time, team members launch paper airplanes,

who must fly over the line. Which team has the most planes?

flies over the line, she won.

6th station - "Pumpkin"

Teams receive a hoop and a basketball. At the signal of the judge,

use the hoop to roll the ball to the turntable and back. wins

the team with the best time.

7th station - "Lay down the word"

Teams line up in a column one by one behind the start line. Near

a stack of letters lies in a column. At the referee's signal, the first participant runs to

turning line and puts a letter on it. Comes back and passes the baton

by touching the hand of the next participant. The letters are laid out in one line.

The result should be the word "Competition". Team captains

help to collect the word. The team that completes the fastest wins.

exercise.

Station 8 - "Help Harry Potter Make the Snitch"

Each participant has a piece of newsprint in front of them. Participants on signal

the judges, at the same time, begin to crumple a ball from a newspaper sheet, trying

gather it into a fist. The team that completes the task first wins.

9th station - "Find the treasure"

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