Encyclopedia of Fire Safety

Card index (senior group) on the topic: Card index of outdoor games for children of senior preschool age. Card index of outdoor games (junior, middle, senior preschool age)

Natalya Mozdukova
Card index of outdoor games in preschool educational institutions

In this collection of developments mobile games that preschoolers can successfully engage in. Regular mobile games under the guidance and participation of adults will help develop in children the need to engage mobile games on your own. It is well known that children’s participation in games improves their physical development, has a beneficial effect on their nervous, cardiovascular and respiratory systems, and improves health. Almost every game contains actions that are accessible to everyone, such as running, jumping, throwing, balance exercises, etc.

Conduct movable games can be played at any time of the year, their duration depends on the intensity and complexity of motor movements, features physical development children. Usually, the dosage of games - the load and duration that arises during them - is adjusted by educators taking into account the age of the children participating in them.

After all, in order to simply throw to each other and catch during the game balloon, neither great invention nor special dexterity is needed. At the same time, this is an excellent tonic exercise, both physical and emotional.

The tasks of the game vary depending on the age of its participants. If younger preschoolers are interested in simply rolling the ball to each other while sitting on the carpet, then older and older children preparatory groups You can already offer to play “Duck Hunters” or a lighter version of basketball.

1. Grandfather Mazai

2. TWO FUN GEESE

3. At the bear's place in the forest

4. Grandma Yozhka

5. Mini football

6. Unusual volleyball

7. Mini basketball

8. Marksman

9. Owl

10. Sparrow crows

11. Teddy bear

12. Geese-swans

13. Sliding down an icy path

14 Sled relay

15 The most accurate

16. Like grandfather Andrey

17. CAT AND MICE

18. Fishing rod

20 Merry bell

21. Last one out

22. Hunters and ducks

23. Wandering ball

24. Edible - inedible

25. HOT POTATO

27. Bear and bees

28. Monkeys

29. Fox and chickens

30. Sly Fox

31. Two frosts

32. Mousetrap

33. We are funny guys

34. The herd and the wolf

35. Trap, take the tape

36. Hunters and hares

37. Free space

38. Wolf in the ditch

39. Frogs and herons

40. Airplanes

41. Homeless hare

42. Sunshine and rain

43. Through the stream

44. Hide and seek

45. Colored cars

46. ​​The little white bunny is sitting

47. My funny ringing ball

48. Blind Man's Bluff with a bell

49. Shaggy Dog

Russian folk games

Russian outdoor game"Grandfather Mazai"

Target: Development of quick thinking, running and dodging.

Rules: They choose Ded Mazai, the rest agree on what movements will be show:

Hello, grandfather Mazai!

Get out of the box.

We won't say where we were

We'll show you what they did.

Children imitate actions (fish, mow, pick berries, wash). If he guesses right, the children run away and Mazai catches them. Whoever was caught was Mazai.

TWO CHEERFUL GEESE

Goals: teach emotional expressiveness of speech, performing movements related to the text; develop dexterity and resourcefulness.

Progress of the game

The teacher tells children: “Once upon a time there was a grandmother, she had two goose: gray and white. Grandmother loved her geese, treated them to porridge, let them out into the meadow (to nibble the young grass, drove them I'll call it: Let the geese swim and splash around. The geese also loved grandma, but they were spoiled: either they will head into the forest, or they will go far from home. And every time the grandmother gets worried, looks for them, drives them home. What darlings these geese are! Let's play: You will all be gray and white geese. Listen."

Lived with grandma

Two cheerful geese,

(The children shout joyfully: "Ga-ga-ha!")

One is gray, the other is white, two cheerful geese. They stretched out their necks - “Who has it longer?”

(Children diligently stretch their necks.)

One is white, the other is gray, the one with the longer one. The geese washed their feet in a puddle near the ditch.

(Children perform the movements.)

One white

Another gray

They hid in a ditch. (Children crouch.) The adult plays the role of grandmother.

Grandma is screaming:

Oh, the geese are gone!

One white

Another gray

Geese, my geese!

The geese came out

They bowed to grandma.

One white

Another gray

They bowed to grandma. (Everyone bows.) Educator asks: “Why do geese bow? What do they say to their dear granny?

By the bear in the forest

Target: consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear with words:

By the bear in the forest

I take mushrooms and berries.

But the bear doesn't sleep

And he growls at us.

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Outdoor game"Grandma Yozhka".

Tasks:Increase children’s interest in physical education;Cultivate kindness and mutual assistance;

Develop basic physical skills in a playful way quality: strength, endurance, agility;

Rules of the game: With the children, we choose Grandma Yozhka with a counting rhyme. The players are located at the other end of the hall; upon a signal, the children approach Baba Yaga’s hut and say in unison text:

Grandmother Yozhka bone leg;

I fell from the stove and broke my leg,

And then he says:

"My leg hurts"

She went to the market

Crushed the samovar

I went outside

crushed the chicken

She went out onto the lawn and scared the bunny.

After these words, Grandma Yozhka runs out of the house and catches up with the children, touching them with her hand. Baba Yaga takes the captured children to her house.

Sport games

Outdoor game"Mini football"

Purpose of the game: practice the ability to move in position "Spider". Mastering the ability to pass the ball players: measuring the impact force and direction; develop agility, endurance, endurance, and the ability to follow the rules; cultivate honesty towards your opponent.

Rules:

1. Do not touch the ball with your hands.

2. Do not go beyond the boundaries of the site.

3. Do not push a player from the other team.

4. As the game progresses, the goalkeeper changes.

Progress of the game:

Children are divided into 2 teams of no more than five people each. They choose a goalkeeper. The rest of the children play the roles of defenders and attackers. You can only move around the site in a position "spider": rest on your arms and legs without touching your hips to the floor. Players pass the ball to each other only with their feet and try to score the ball into the opponent's goal. The team that scores more goals wins.

A game "Unusual Volleyball"

The rules of the game are the same as in volleyball. But the usual net is replaced by a solid cloth, through which the players of the other team cannot be seen. A game "blindly" leads to fun surprises

Mini basketball

Target: development of precision of movements, dexterity of marksmanship, eye and speed of reaction.

children throw the ball into some container located on the floor or raised a short distance from the floor.

Accurate shooter.

Equipment: small hand ball.

Number of players: from eight or more.

Rules of the game. The shooter himself determines the moment of the throw at the player. The players throw the ball back past the target. If a player catches a ball thrown at him, it is not considered a hit.

Progress of the game. Draw two parallel lines at a distance of 10-15 m from each other. A circle with a diameter of about 2 m is drawn between them in the middle. A shooter is selected from the group of children and stands with the ball in the circle. Players begin to dash from line to line. The shooter tries to hit the players. The one who gets hit becomes the shooter.

Role-playing games

Outdoor game"Owl"

Goals: development of attention, response to verbal commands and voluntary regulation of behavior.

An owl's nest is marked on the site. The rest are mice, bugs, butterflies. On signal "Day!"- everyone is walking and running. After a while a signal sounds "Night!" and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and takes the one who moves to its nest.

"Sparrow Crows"

Participants are divided into 2 teams. By lot, some become ravens, others become sparrows. Both teams stand along the same line with their backs to each other. The presenter shouts "crows", or – "sparrows". If he calls a team of crows, then the crows catch up with the sparrows. If they call a team of sparrows, then they are catching up with the crows (you can agree that the team that is called runs away).

Those who are caught leave the game, the remaining players continue the game. You can play several times, then count the remaining players in the teams. The winners are revealed.

Note: those chasing catch until those escaping run beyond a certain line drawn on the field.

Outdoor game"Teddy Bear".

Target: Practice coordinating movements with speech.

Progress of the game: The teacher invites the children to get together and stand in one big circle. Next, all the children repeat in chorus the words of the child poems:

Teddy Bear

He walks through the forest (the guys, holding hands, walk in a circle to the right or left,

Collects cones (children lean forward and pretend to pick up a cone from the floor and put it in a basket,

Sings a song (the guys open their mouths and pretend to sing a song). Suddenly a cone fell

Directly to the bear's forehead (the kids move their hand to the side and then show how the cone fell on the bear's head).

Mishka got angry (everyone frowns and gets angry)

And with your foot - stomp, stomp, stomp! (stomp foot 3 times).

Swan geese

Target: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!

Geese: Ha-ga-ha!

Shepherd: Do you want something to eat?

Geese: Yes Yes Yes!

Shepherd: So fly.

Geese: We can’t, the gray wolf under the mountain won’t let us go home!

Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

Winter fun

"Sliding on an Ice Path"

Target: improve the ability to slide along a short horizontal track by performing a run-up before taking off.

Progress of the game: children, running energetically through the snow, slide along the icy path.

Sled relay

Purpose of the game: development of speed qualities, strength, endurance, coordination of movements.

On playground draw two parallel lines at a distance of 30-40 m (start and finish lines).

The players are divided into 2-3 teams depending on the number of players, which line up in columns with an interval of 1.5-2 m at the starting line. Each team has a sled.

At the signal from the leader, the first three players of each team go to start: one pulls the sled, the second sits in the sled, and the third pushes the sled from behind. They run to the finish line, make a U-turn there and return back, where the trio changes playing: the one who was carrying the sled stands at the end of the column, the one who was sitting in the sled takes his place. The one who pushed the sled sits on the sled, and the next player in the column comes out to push the sled.

The relay continues until all players take part in it. The team that comes first wins.

"The most accurate"

Target: continue to learn how to throw snowballs at horizontal and vertical targets, develop your eye, reaction speed,

The players try to knock down a flag or pin mounted on a snow bank. Whose snowball hits the target first is the winner.

Round dance games

Like grandfather Andrey

Children stand in a circle and hold hands. In the center there is an adult driver who prompts the movements. The players walk in a circle and chant the necessary words. The driver picks up the text, showing gestures. The rest of the guys repeat the verse movements.

Like grandfather Andrey

There were forty sons.

They didn't drink, didn't eat,

Everyone looked at grandpa

And they did it like this.

1. Nod their heads to the beat of the melody.

2. nod their heads and shrug their shoulders.

3. Prop their cheeks with their fists, nod their heads and shrug their shoulders.

A GAME "CAT AND MICE"

Purpose of the game: development of dexterity, attention, sense of rhythm, verbal memory, collective interaction, desire for mutual assistance

progress of the game: the players lead a round dance, in the center of which there is a mouse - this is her "house" by speaking or singing words. As soon as the song ends, the players understand their hands without opening them - "doors open", the mouse runs outside and runs from the cat, who was waiting for her outside the round dance.

Rules and conditions of the game:

If the cat manages to catch the mouse, the game ends. You can make the cat a mouse or choose a new pair.

The cat has no right to run into the circle.

The mouse has no right to stay in the house for too long during the chase - only run in and immediately run out.

Players in a round dance must be attentive and careful - they must not suddenly lower their hands so as not to hit the leaders.

The mice dance in circles

The cat is dozing on the bed,

Hush, mice, don't make noise,

Don't wake up Vaska the cat:

How Vaska the cat wakes up,

It will break up the whole round dance!

Games with rules

Game "Fishing Rod"

Tasks: develop dexterity, attention, speed of reaction.

Description: Participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

Catch a mosquito"

Target: Develop in children the ability to coordinate movements with a visual signal. Practice jumping in place.

The players stand in a circle, at a distance of arms outstretched to the sides. The teacher is in the center. He spins a cord in a circle, to the end of which he is tied "mosquito". The teacher circles the mosquito slightly above the heads of the players. The players carefully watch the mosquito and, when it approaches, jump on the spot to catch it. The one who catches the mosquito speaks: "I caught". Duration 4 -5 minutes.

"Merry Bell"

Target: development of auditory perception.

Everyone sits in a circle, a driver is chosen at the request of the group, however, if there are no people willing to drive, then the role of driver is assigned to an adult. The driver is blindfolded, and the bell is passed around in a circle; the driver’s task is to catch the person with the bell. You cannot throw the bell to each other.

"Last One Out"

Target: develop speed and reaction, agility.

Different toys are placed in the middle of the circle; their number should be one less than the number of players. At the leader's signal games: “Let’s run in a circle!” - children run in a circle around objects placed on the ground. At another signal presenter: “Take the toy!” - everyone tries to grab the object. the game continues until a winner is determined.

Ball games

"Hunters and Ducks"

Target: development of precision of movements, dexterity and speed of reaction.

Inventory: small balls.

The players are divided into two teams - "hunters" And "ducks". "Hunters" stand in a circle behind the line, and "ducks" are randomly located inside the circle. On signal "hunters" are trying "tarnish" "ducks" ball. They run and jump inside the circle and dodge the ball. "Shot Duck" leaves the game. The game continues until there are no "killed" All "ducks". Then the teams change roles. The team wins "hunters", which is faster "sullied" everyone "ducks".

"Wandering Ball"

Target: education of attentiveness; development of coordination of movements, dexterity, accuracy.

All players, except the driver, stand in a circle at arm's length.

They pass a big ball to each other.

The driver runs outside the circle, trying to touch the ball with his hand. If he succeeds, then he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.

Edible – inedible

Purpose of the game: develop attention, the ability to focus on a specific subject, dexterity, quick thinking. Teach children for a short time divide objects into two categories: edible and inedible.

Progress of the game. The players stand in a circle. One of them has a ball. Having named an object, he simultaneously throws the ball to any of the players. If an edible object was named, then the ball must be caught; if it is inedible, then it cannot be caught. If the player makes a mistake (catches a ball called inedible), then he is eliminated from the game. If he is not mistaken, then he himself names an object and passes the ball.

"HOT POTATO»

Target: secure the passing of the ball in a circle.

The players stand in a circle at arm's length. Two players standing on opposite sides of the circle each have a ball. At the signal, both players begin to pass the balls in a circle in one direction as quickly as possible so that one ball catches up with the other. When one of the players has two balls, the game starts again. They play for 4-5 minutes, then mark the players who passed the ball well.

Games with obstacles

A game "Puppy"

To play this game, you need to choose a platform on which there is a tree, a bush - objects that you can hide behind. In the middle of the site, draw a circle the size of a car wheel. Place the ball in a circle "cheesecake".

One of the players is a puppy, the other child is the puppy’s owner. The owner turns away, and the puppy hides. The puppy runs from one hiding place to another and from time to time gives voice: "Woof!" When the owner finds the puppy, he quickly runs into the circle where the ball lies. The puppy also runs there. If the puppy grabs first "cheesecake", he runs away, and the owner must catch him. If he grabs you first "cheesecake" owner, the puppy must "serve": the owner throws the ball up, and the puppy, without leaving the circle, catches it. If the ball is caught, the puppy tries to jump out of the circle, and the owner must catch it - then they are together "going home". And if the puppy runs away, the players change roles.

How could I?

How could I?

I hurt the puppy so much!

The puppy is missing

The puppy is missing

Nobody saw him.

And he wanted

And he wanted

Try the cheesecake.

Come back puppy

Come back puppy

Brown ears.

Outdoor game"The Bear and the Bees"

Target: Teach children to get off and onto the gymnastics wall. develop agility and speed.

Hive (gymnastic wall or platform) located on one side of the site. On opposite side- meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. At a conditioned signal, the bees fly out of the hive (they get off the gymnastic wall, fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and enjoy honey. As soon as the teacher gives the signal "the Bears", the bees fly to the hives, and the bears run away into the den. Bees sting those who do not have time to hide (touch with hand). Then the game resumes. Stung bears do not participate in the next game.

"Monkeys".

Target: develop coordination of movements, learn to climb stairs - stepladders, develop dexterity, learn to act one by one.

Game description:

Children sit on chairs, the teacher reads poem:

“The best swings are flexible vines -

Monkeys know this from the cradle.

Who has been rocking all his life?

Yes Yes Yes,

He is not upset - never.

Children climb one by one "tree" ladder Others are watching, everyone is trying to climb.

Outdoor game"The Fox and the Chickens".

Target: teach softly, jump off, bending your knees, run without touching each other,

dodge the catcher.

Progress of the game:

A chicken coop is outlined on one side of the site. Roosting in the chicken coop (on the benches) sitting "chickens". On the opposite side of the site there is a fox hole. The rest of the place is a yard. One of the players is appointed "fox", the rest - "chickens". On signal "chickens" They jump off the perch, walk and run around the yard, peck at the grains, and flap their wings. By signal: "Fox!" - "chickens" run into the chicken coop and climb onto the roost, and "fox" tries to drag away "chicken", who did not have time to escape, and takes her into his hole. Rest "chickens" jump off the perch again and the game resumes. The game ends when "fox" will catch two or three "chicken".

Outdoor game"Sly Fox"

Target: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look at which of them is the sly fox, to see if she will give herself away in some way. The players ask in unison 3 times, first quietly, then louder “Sly fox, where are you?”. At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up and says "I'm here". All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules: The fox begins to catch children only after the players ask in chorus 3 times and the fox says "I'm here!"

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected.

Yulia Gnezdilova
Card index of outdoor games for middle-age children preschool age. Part 1

№1 "FIND YOUR COLOR"

Target: development of coordination of visual, auditory and motor analyzers; training mobility of nervous processes, the ability to navigate in space and distinguish colors.

U children handkerchiefs of three colors in hands (green, yellow, red). In three corners of the room there are colored flags on stands. On signal "go for a walk" children disperse around the playground at the signal "find your color" run to the flag of the corresponding color.

No. 2 "SILENCE"

Target: crouching, do not move, maintain silence. Anyone who violates this requirement stands at the end of the column.

Progress of the game. Children walk around the playground in a column one at a time and They say:

Silence by the pond.

The water doesn't sway

The reeds don't make noise,

Go to sleep, kids.

At the last words they stop, crouch, bow their heads and close their eyes. (10 sec.).

No. 3 "In an even circle"

Target: walk rhythmically in a circle, maintaining an interval; don't go into the circle. Perform the movements shown by the teacher.

Progress of the Game. Children, holding hands, walk rhythmically in a circle, speaking:

In an even circle

One after another

We are going step by step.

Stay where you are!

Together together

Let's do it like this!

When the words end, they stop and repeat the movement shown by the teacher, for example, turn, bend, sit down.

№4 "PASS THROUGH THE GATE"

Children sit on chairs. There is an arc ahead at a distance of 2.5 m -

the ball lies. The teacher calls someone from children and offers on all fours

crawl to the arc, crawl under it, crawl to the ball, then stand up, lift the ball with two

hands and lower it into the net.

Instructions for carrying out. Collars can serve: arc, chair, table (crawl

between the legs, a hoop fastened between the chairs, a stick placed on the backs or

chair seats.

Children should be taught to climb and crawl through different ways, crawl on

on all fours, walk under an obstacle, bending down, but without touching your hands

land ("Pass under the arc"). At the same time, children learn different concepts: crawl and

№ 5 "GOLDEN GATE"

A pair of players stand facing each other and raise their hands up - this is the goal. The remaining players take on each other so that a chain is formed.

The gate players say a rhyme, and the chain must quickly pass between them.

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second one is prohibited.

And for the third time

We won't miss you!

With these words, hands drop and the gates slam shut. Those children who are caught become additional gates. The "Gate" wins if they manage to catch all the players.

RUNNING GAMES

№6 "COLORED CARS"

Target: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

№ 7 "AIRCRAFT"

Target: develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: All game moves must be shown before the game. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!. Children make rotational movements with their arms in front of their chest. After the signal "Let's fly!" spread their arms to the sides and run around the hall. On signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

№8 "AT THE BEAR IN THE FOREST"

Target: Accustom children alternately perform different functions (run and catch).

The players choose a bear and determine the location of its den. Children go to the forest to pick mushrooms and berries and sing song:

By the bear in the forest

I'll take mushrooms and berries!

The bear is fed up

Frozen on the stove!

The bear wakes up, leaves the den, and slowly walks across the clearing. Suddenly he quickly runs after the players and tries to catch someone. The one who is caught becomes a bear.

1. The bear leaves the den only after the children sing a song.

2. Children, depending on the behavior of the bear, may not immediately run to their house, but repeat the song and provoke it.

INSTRUCTIONS FOR CARRYING OUT.

It is better to place the bear's den at the other end of the site. The bear must get out of the den (climb over a log, climb out of a box, basket).

№ 9 "BIRDS AND CAT"

Tasks: Develop children's determination, practice running with dodging.

Description: A circle is drawn on the ground (diameter – 7 m.) or a cord is placed, the ends of which are tied. The teacher chooses one player to stand in the center of the circle. It's a cat. The rest of the children, the birds, are outside the circle. The cat is sleeping. Birds fly into a circle for grains. The cat wakes up, sees the birds and catches them. All the birds are in a hurry to fly out of the circle, the one who was touched by the cat while he was in the circle is considered caught and goes to the middle of the circle. When the cat catches 2-3 birds, the teacher chooses a new cat. The previously caught birds join the players.

Rules: The cat only catches birds in a circle. The cat can only touch the birds, but not grab them.

Options: Birds fly onto the gymnastics wall; the second cat is introduced, the cat crawls under the collar, arch.

№ 10 "SHAG DOG"

Target: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

One child portrays a dog. He lies down on the grass, resting his head on his outstretched arms. Some children together with the teacher they quietly go to the dog and at the same time say the following poetry:

Here lies a shaggy dog,

With your nose buried in your paws,

Quietly, quietly he lies,

Either he's dozing or he's sleeping,

Let's go to him and wake him up

And let's see what happens.

The dog jumps up, starts barking and runs after the children, they run away and hide.

№ 11 "FIND YOURSELF A PAIR"

Target: Develop children the ability to perform movements according to a signal, according to a word, is quickly built in pairs. Practice running and color recognition. Develop initiative and ingenuity.

The players stand in pairs in one common circle. The driver is in the middle of the circle. At the teacher's command "Face to face!" the players in each pair turn to face each other, then the command follows “Get in place!”. By command "Back to back!" they stand with their backs to each other. By command “Change in pairs!” everyone is looking for another partner. At this time, the driver tries to become a couple with someone. The one who is left without a partner becomes the driver.

№ 12 "HOMELESS HARE"

Target: Learn children act on a signal. Develop attention and ingenuity.

A hunter and a homeless hare are selected, the rest of the players - hares: They draw circles for themselves, and everyone stands in their own house.

A homeless hare runs away, and the hunter catches up with him. Fleeing from a hunter, a hare can run into any circle; the child standing in it must run away, because now he becomes homeless and the hunter will catch him. As soon as the hunter manages to catch (tarnish) hare, they change roles. To increase physical activity children There can be two or three hares in one house.

№ 13 "TRAPS"

Target: develop children the ability to coordinate movements with words. Practice rhythmic walking, running with dodging and catching, and lining up in a circle.

The children are on the playground. The trap, assigned by the teacher or chosen by the players, stands in the middle of the court. By signal: “One, two, three – catch it!”- all the children run around the playground, dodge the trap, which tries to catch up with one of the players and touch him with his hand (tarnish). The one whom the trap touched with his hand moves aside. When 3-4 players are spotted, a new trap is selected.

№ 14 "CUCUMBER"

Target: develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Children stand behind a line on one side of the playground. There's a mouse on the opposite side (teacher or one of the children) . Everyone walks along the platform towards the mouse and pronounce:

Cucumber, cucumber,

Don't go to that end:

There's a mouse living there

He'll bite your tail off.

With the end of the words, the mouse begins to catch those running away children.

The teacher must remember that movements children of primary preschool age are still imperfect, so you shouldn't let them run too fast.

№ 15 "CAROUSEL"

Target: develop children balance in motion, running skill, increase emotional tone.

Children form a circle holding on to a cord right hand, and walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

"Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.”

After the children have run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn in a circle and, grabbing the cord with the other hand, continue walking and running. Then the teacher and the children pronounces:

“Hush, hush, don’t rush!

Stop the carousel!

One-two, one-two.

The game is over!”

The movement of the carousel gradually slows down. At the words “The game is over!” the children stop, put the cord on the ground and disperse throughout the playground. The game is played 2 times.

№ 16 "HORSES"

Target: Develop children the ability to act on a signal, coordinate movements with each other, practice running and walking.

Children choose a couple in their own way at will: one is a horse, the other is a coachman. The coachman harnesses the horse, puts on the reins and rides along forward direction from one side of the site to the other and back or along the edges of the site. Then, at the direction of the teacher, the children change roles and the game is repeated.

№ 17 "TRAM"

Target: learn children move in pairs, coordinating your movements with the movements of other players; teach them to recognize colors and change movements according to them.

Children stand along the wall of the hall in a column in pairs, holding each other's hands. With their free hands they take hold of the cord, the ends of which are tied; one child holds with his right hand, the other with his left. The teacher holds three colored flags in one of the corners of the room - yellow, red and green. When the yellow flag is raised, the children stop and wait. If there are a lot of people who want to play (this means not in class, but in free time while walking, you can arrange a stop at which some children waiting for the tram to arrive. When the tram approaches a stop, it slows down and stops: some passengers get off the tram, others get on.

If children are more familiar with the bus or trolleybus, you can change the name of the game.

№ 18 "RUN QUIETLY"

Target: cultivate endurance, patience, the ability to move silently.

Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says "Stop!" and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

№ 19 "TEREMOK"

Target: Creating conditions for the development of physical activity children. Develop the ability to interact with each other.

Children there must be at least 6. You need to agree in advance who will be a mouse, a frog, a bunny... Animals can be very different, not necessarily like in a fairy tale. It all depends on the quantity and desire children. There should only be one bear-trap.

Everyone joins hands, walks in a circle and sing:

There is a teremok, teremok in the field,

He's not short, he's not tall, he's not tall,

Here, across the field, across the field, a mouse runs,

She stopped at the door and knocked.

The mouse runs out into the circle and speaks:

Someone who lives in the little house,

Who, who lives in a low place?

And stays in the circle.

The rest of the children walk in a circle again and say the same words again, but instead of a mouse they call a frog. Each time the named children run out into a circle and ask:

Who, who lives in the little house,

Who, who lives in a low place?

They are answered by those standing inside circle:

I'm a little mouse...

I am a frog frog... etc.

Having heard the answer, they say: Come live with us.

There is only one bear left. He walks around the gathered animals and when he ask:

-And who are you? - speaks:

And I'm a bear - everyone's trap!

The children run away and the bear catches them. The one who is caught becomes a bear.

JUMPING GAMES

№ 20 "HARES AND THE WOLF"

Tasks: Develop children the ability to perform movements on a signal, practice running, jumping on both legs, squatting, catching.

Description: One of the players is appointed as a wolf, the rest portray hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. Educator speaks: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.” The hares jump out of the circles and scatter around the area. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher says the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen.

Rules: Hares run out at the words - hares gallop.

You can return to your place only after the word "Wolf!".

Options: You cannot catch those hares to whom the mother hare gave her paw. Place stump cubes on the way, the hares run around them. Choose 2 wolves. The wolf has to jump over the obstacle - a stream.

№ 21 “ALONG THE PATH ON ONE LEG”

Target: develop children consistency of movement of arms and legs; teach them to walk freely in a column one at a time; develop a sense of balance and spatial orientation.

Children stand on the edge of the playground. The teacher invites them to jump to the other edge of the playground right leg (5-8 m). You can run back. Then they jump on their left foot.

№ 22 "FOX IN THE CHICKEN COOP"

Target: Develop children dexterity and the ability to perform movements on a signal, to practice running with dodging, catching, climbing, and deep jumping.

Children climb up the snow bank and sit down (sitting on a perch). On the opposite side of the site, a fox lives in a hole. Chickens scatter around the yard, flapping their wings, pecking grains, clucking. On signal teacher: "Fox!"- the chickens run away, hide in the chicken coop, and fly up to roost. Fox grabs (salit) that chicken that did not have time to climb onto the roost.

№ 23 “GRAY BUNNY WASHES”

Target: Practice jumping on two legs while moving forward. Learn to correlate actions with words.

Material: Bunny mask.

Progress of the game: Everyone stands in a circle, a bunny is chosen, he stands in the center of the circle. Children forming a circle They say:

The gray bunny washes himself. Washed my tail

Apparently he's going to visit, he washed his ear,

I washed my nose and wiped it dry!

The bunny makes all the movements corresponding to the text. He then hops on two legs, advancing (goes to visit) to someone standing in the circle. He takes the place of the bunny.

№ 24 "SPARROWS AND THE CAR"

Target: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Progress of the game: children sit on chairs on one side of the hall. This "sparrows" in nests. On the opposite side is the teacher. It depicts a car. After the teacher's words "The sparrows have flown" children rise from their chairs, run around the hall, waving their arms. At the teacher's signal "Automobile", the children run away to their chairs.

After children have mastered the game, sound signals can be used instead of words.

№ 25 "JUMP OVER THE STREET"

Purpose of the game: develop physical strength and endurance.

Two lines are drawn on the site at a distance of 1.5-2 m from one another - this is a stream. Playing (6-8 children) stand at the line - on the bank of a stream, they must cross it on pebbles (drawn circles, without getting their feet wet. The distance between the circles should be such that children can easily jump from one to another (approximately 25-30 cm). Several people cross a stream at the same time children, the rest, together with the teacher, watch them. The one who stumbled got his feet wet, goes to dry them in the sun and sits on a bench. When the game is repeated, they are included in the game again. The teacher encourages children, helps some cross to the other side.

CRAWLING AND CLIMBING GAMES

№ 26 "KITTENS AND PUPPIES"

Target: learn to move beautifully on your toes, connect movement with words; develop dexterity.

The players are divided into two groups. The children of one group are kittens, the other are puppies. Kittens are located near the gymnastic wall, puppies are on the opposite side. The teacher invites the children to run easily, softly, like kittens. On word “Puppies!” other some children climbs over the benches, they run on all fours after the kittens and bark. Kittens, meowing, quickly climb onto the gymnastics wall. The teacher is nearby. The puppies return to their homes.

After 2-3 repetitions, children change roles. The game repeats itself

Card index of outdoor games

OUTDOOR GAMES

Games on virgin snow.

1. “Pass and don’t hit me.”

Target: Develop spatial orientation and improve balance functions.

Description:

Six ski poles are stuck into the snow at a distance of 2-2.5 m from each other. A child on skis walks around standing poles, trying not to hit them.

Rules:

Do not let the poles pass, try not to knock them down with the tips of your skis, and make precise turns.

2. "Bus".

Target: Strengthen spatial orientation, practice skiing.

Description:

The teacher divides the children into 4 equal subgroups, each group of 5-7 people holds on to a colored cord (this is a bus). Children ski on virgin snow in any direction, meeting each other and diverging only to the right.

Rules:

Walk around the oncoming bus only on the right, walk rhythmically, coordinating the pace of your movement with the pace of your comrades.

3. “Walking in pairs and threes.”

Target: Improve balance function, exercise in a coordinated rhythm of movement.

Description:

Children, holding hands (two or three), move forward along the snowy plain.

Rules:

First, children must learn to walk in pairs, then in threes. In order for children to develop a sense of coordinated rhythm of movements, it is recommended to follow the teacher’s count or rhythmically beat the tambourine.

4. “Hit the target.”

Target: Practice stable balance.

Description:

Each child has a ball of snow in his hands. When skiing past a throwing board or hoops suspended on a rope, children must hit the board with their left hand and then their right hand as they go.

Rules:

The one who has larger number hits from three or five throws with the right and left hands.

Guidelines:

The distance from the child to the shield must be at least 5 m.

5. “Change the flags.”

Target: Exercise children in fast pace travel on skis.

Description:

The players are divided into two columns. Each child must walk a distance of 10 m to the flag, take the flag and put another one in its place in its place.

Rules:

The team that changes all the flags first wins.

Guidelines:

By offering children a quick slide, the teacher monitors the quality of movement.

6. “Follow me.”

Target: Strengthen your skiing skills with a sliding step at a fast pace.

Description:

Children walk along the ski track in a circle with a sliding step. The teacher is behind the circle. Passing by children, he selects two or three, touching them. Children leave the circle and follow the teacher.

7. "Be careful."

Target: Strengthen the skill of moving on the plain, develop attention.

Description:

Children move along the ski track. At the teacher’s signal (raises multi-colored flags), the children change their movement.

Green – children walk at a walking pace.

Yellow - sliding step.

Red - everyone stops.

Rules:

Children walk along the ski track at a distance of 2-3m from each other. The teacher is in the center of the circle.

Guidelines:

For children middle group 2-3 combinations of movements are given, for the older group - 3-4, and for children in the preparatory group for school - 4-5 movement options.

8. “Over the Obstacle.”

Target: Strengthen the skill of skiing and overcoming obstacles.

Description:

On a straight track (50m) there are 3-4 obstacles: gates made of ski poles, a log, poles. At the teacher’s signal, the child walks from the line to the flag. After passing the obstacles, he takes the flag.

Rules:

The next skier starts moving only when the one in front passes the first obstacle.

Guidelines:

You can introduce an element of competition into the game (who can get through the obstacle better?), but in this case the length of the ski track should be no more than 25-30 m, and the number of obstacles should not be more than two.

9. "Centipedes."

Target: Strengthen the skill of sliding in a column.

Description:

A group of children is divided into two teams and lined up in columns, one parallel to the other. The start line is marked in front of the columns, and the finish line is marked at a distance of 30-50m. Each team is given one cord. Children standing on the right take the cord with their left hand, and those standing on the left with their right. At the teacher’s signal, the columns (“centipedes”) run forward to the finish line without letting go of the cord.

Rules:

If one of the children accidentally releases the cord, the leader of the column must stop and wait until everyone takes the cord. The game is over when the last skier crosses the finish line (“when the centipede finishes its journey”).

Guidelines:

The game is played with children who have good skiing skills.

10. “Step wider.”

Target: Strengthen skiing skills.

Description:

Children take turns walking along the ski track at 10-15 m sliding steps without poles, trying to glide on one leg for as long as possible. The one who takes the fewest steps wins.

11. “Who is the fastest?”

Target: Strengthen the skill of skiing with a sliding step.

Description:

A starting line is drawn in the snow. On the contrary, 15-20m from the start is the finish line, on which 7-8 flags are placed at a distance of 1.5-2m from each other. 7-8 children stand on the starting line, each opposite their flag. At the teacher’s signal, they run to the flags. The one who reaches the goal first wins.

12. “Catch up.”

Target: Strengthen the skill of fast skiing.

Description:

A ski track is laid in the snow in a circle (diameter 10-15m). Two players stand on the ski track at an equal distance from each other. At the teacher’s signal, the children run in a circle in one direction, trying to catch up with each other.

Game option:

Increase the diameter of the circle to 25-30m. 6-8 players stand on the ski track at an equal distance from each other. Everyone tries to catch up with the person running in front.

13. “Counter relay race.”

Target: Consolidating skiing skills, training agility.

Description:

At a distance of 15-20m from one another, lines are drawn in the snow. Each of them has a team (3-4 people) playing in a column, one behind the other. At the teacher’s signal, those standing in the columns are the first to run to the opposite line, crossing which the player gives the signal conventional for his team (wave of the hand, exclamation “March!”, etc.), following this sign the next one in the column runs out, etc. The game ends when all the players of one team gather on the starting line of the other team and line up again behind each other. The team that completes the task first wins.

14. “Along the mountain path.”

Target: Strengthen the skill of “snake” skiing.

Description:

The teacher lays out a ski track with various turns. A paved ski track is a mountain path that tourists are invited to follow. Anyone who slides off the track or falls is eliminated from the game. The winners are the children who accurately walked along the mountain path without once stumbling. The game is played without ski poles.

Games while going down the slope.

15. “Don’t drop it.”

Target: Strengthen the skill of descent.

Description:

While descending, transfer an object from hand to hand in front of you and behind your back.

Rules:

Guidelines:

The task is completed only by those children who have mastered the skill of descent.

16. “Descent by wave of the flag.”

Target: Strengthen the skill of descent.

Description:

Children stand on a slope, each child has a colored ribbon on his jacket. At the wave of the flag, children with a ribbon of the same color move out.

Rules:

All children who have a colored ribbon of the same color as the flag go down at the same time.

17. “Look out the window.”

Target: Strengthen the skill of descent.

Description:

When descending, children hold a hoop in their hands. Having assumed the correct position on the spot, the child descends, looking out the window (hoop).

Guidelines:

Make sure you have the correct posture when descending.

18. “Catch the object.”

Target:

Description:

While going down, the children throw an object (bag) to each other.

Rules:

If an object falls, it is prohibited to pick it up.

Guidelines:

The object should be elongated and soft, it is best if it is a soft bundle of rags.

19. “Hit the target.”

Target: Strengthen descent skills and develop dexterity.

Description:

When descending, hit the target (shield, hoop) with a snowball.

Rules:

The one with the most hits out of four throws wins.

Guidelines:

The child throws 2 times with his right and left hand.

20. “Lift it up.”

Target: Strengthen descent skills and develop dexterity.

Description:

An object (a pine cone, a ribbon, a bag) is placed on a gentle slope. A child, going down the mountain, must squat down, bending his legs more strongly, lift the object, and then straighten up again. At the direction of the teacher, he lifts the object with either his right or his left hand.

21. “Don’t touch me.”

Target: is the same.

Description:

An object is placed on a gentle slope. A child going down the mountain must drive in such a way as not to hit the intended object with his skis. To do this you need to spread your skis.

Games with sleds.

22. “Who is the first to the flag?”

Target: Develop dexterity and coordination of movements.

Description:

On one side of the site, children are placed on the line, sitting astride a sled. On the opposite side of the playground there is a line on which there is a flag opposite each child. At the teacher’s signal, the children push off with their feet and go to their flags. The first child to reach the flag and pick it up wins.

Game options:

    Children sit on the sled with their backs to the flags and, pushing off with their feet, ride towards them.

    Children sit on the sleds in groups of 2 with their backs to each other and, pushing off with their feet, go to their flags.

    Execute in commands.

23. “Who is faster?”

Target: Develop strength, endurance and agility.

Description:

Children are divided into groups of 3 and placed in this way: the first one stands in front of the sled on the starting line at the flag and takes hold of the rope attached to the sled, the second sits on the sled, and the third stands behind to push. At the teacher’s signal, the players drive the sled forward - to the opposite line to their flag, going around it, and change places: 1 - stand back to push, 2 - take the rope, 3 - sit on the sled and immediately, without a signal, take the sled to the starting line, going around the flag, they change places again and go to the flags. When last child(pushing the sled) stands on the line, he takes the flag and raises it up. The first three to raise the flag wins.

24. "Nimble and fast."

Target: Develop agility and speed.

Description:

Children are divided into groups of three. One sits on the sled, two take hold of the rope attached to the sled, and stand on the starting line near the flag. At the teacher’s signal, the children drive the sled forward to the opposite line and to their flag, and the person sitting on the sled must pick up two balls (cubes) lying on the playground along the way, one with his left hand, the other with his right. Those who arrive at the line first receive a point; In addition, one point is counted for each raised ball. Then the children change places. When each of the players has been in the place of the “dexterous” one, the total number of points for each group is calculated. The top three who receive greatest number points.

Game options:

    Two baskets are placed on the site along the path of the sled. The child must, driving past the baskets, throw snowballs (balls) into them - one with his left hand, the other with his right.

    It is stretched across the platform at the height of the child’s outstretched arms. Bells or colored ribbons are hung on it. While riding on a sled, a child rings a bell or removes a ribbon.

25. “Slalom”.

Target: Develop dexterity and coordination.

Description:

One child sits on a sled, and the other holds a rope tied to the sled. Sticks are placed on the site at a distance of 1.5-2 m from each other. The child must carry the sled so as not to hit the sticks. Then the children change places.

Game options:

    The child sits on a sled and pushes with his feet.

    A child pushes a sled from behind.

26. “Roll a ball.”

Target: Teach children to act coherently and quickly.

Description:

The players are divided into groups. Duration 4-5 minutes. At the signal, the children begin to roll a snowball, trying to make it as big as possible. On the second signal they finish. Children compare balls, whose team has more, and that team wins.

27. “Get into the hood.”

Target: Develop accuracy in children.

Description:

A snowman is made in advance. A cap (made of cardboard) is put on his head. From the designated line (2-4 m), children take turns throwing snowballs, aiming for the cap. The one who hits the most times wins.

Complication:

Not just to hit, but to knock down the cap - to do this you need to hit its top.

28. “Knock down the pin” (town).

Target: To develop children's accuracy and throwing power.

Description:

They place a pin on a snow bank. The guys take turns throwing snowballs, aiming at an object.

29. "Difficult transition."

Target: Develop balance.

Description:

Invite the children to walk, maintaining balance, along the snow bank. Be sure to set the direction to avoid a collision.

30. “Funny snowflakes” (for kids).

Target: Teaches children to act on cues.

Description:

The players scatter around the court. Educator: “The wind blew, the snowflakes swirled” - the guys are spinning in the place where the signal found them.

Educator: “Snowflakes - the little fluffs got tired on the fly, stopped spinning, sat down to rest” - the kids squat. Then the children scatter around the playground again and the game is repeated.

31. “Feed the hare.”

Target: Teach children to throw with one hand, develop accuracy.

Description:

Children from 2-3 meters take turns throwing snowballs, trying to get into the basket, which is fixed in the paws of the snow figure. The one who throws the most snowballs wins.

32. “Who is faster along the path?”

Target: Exercise children in jumping on two legs while moving forward.

Description:

2-3 paths are laid out of sticks to the snow bank, 30 cm wide and 3-4 m long. Flags are fixed on the snow bank. The players jump on two legs along the track. The winner is the one who jumped first and took the flag from the shaft.

Marchuk Anastasia
Card index of outdoor games (junior, middle, senior preschool age)

1. Card index of outdoor games(junior group)

CAT AND MICE

Tasks: Develop in children the ability to perform movements on a signal. Practice running in different directions.

Description: Children - "mice" sitting in holes (on chairs along the wall). Sits in one of the corners of the site "cat"- teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

Rules:

1. The teacher makes sure that all children run out of their holes.

2. The teacher can use a cat toy in the game.

Options: Mice jump over a stream, overcome obstacles, walk along a bridge.

Artistic word: The cat didn’t find any mice and went to his room to sleep,

As soon as the cat falls asleep, all the mice run out!

BIRDS AND CAT

Tasks: Develop children's determination by practicing running and dodging.

Description: A circle is drawn on the ground (diameter – 7 m.) or a cord is placed, the ends of which are tied. The teacher chooses one player to stand in the center of the circle. It's a cat. The rest of the children, the birds, are outside the circle. The cat is sleeping. Birds fly into a circle for grains. The cat wakes up, sees the birds and catches them. All the birds are in a hurry to fly out of the circle, the one who was touched by the cat while he was in the circle is considered caught and goes to the middle of the circle. When the cat catches 2-3 birds, the teacher chooses a new cat. The previously caught birds join the players.

Rules:

1. The cat only catches birds in a circle.

2. The cat can only touch the birds, but not grab them.

Options: Birds fly onto the gymnastics wall; the second cat is introduced, the cat crawls under the collar, arch.

HEAN AND CHICKENS

Tasks: Develop in children the ability to perform movements on a signal, practice running in different directions and crawling.

Description: Children pretend to be chickens, and the teacher pretends to be a hen. On one side of the site there is a fenced area - a house where the chickens and the hen are located (a rope is pulled between the posts at a height of 50 cm from the floor). On the side, to the side, placed "big bird". The hen crawls under the rope and goes in search of food. She calls the chickens - "ko-ko-ko". At a signal, all the chickens crawl under the rope, run to the hen and walk with her around the floor. The teacher says - "big bird", all the chickens are running home.

Rules:

1. At the call of the hen, all the chickens run out of the house, crawling under the rope.

2. On signal "big bird" chickens must come home

Options: Chickens climb onto a perch - a bench, 2 cords are pulled at a distance from each other, the role of the hen is entrusted to the children themselves.

CATCH A MOSQUITO

Tasks: Develop in children the ability to coordinate movements with a visual signal, exercise children in jumping (bouncing in place).

Description: The players stand in a circle, at arm's length, facing the center. The teacher is in the middle of the circle. He holds in his hands a rod 1-1.2 meters long, tied to a cord cardboard mosquito. The length of the cord is 50 cm. The teacher circles the rod, "mosquito circles", slightly higher than the heads of the players. When a mosquito flies overhead, the child jumps, trying to catch him. The one who grabs the mosquito says "I caught!". Then the teacher draws a circle with the rod again.

Rules:

1. You can only catch a mosquito with both hands and jumping on two legs.

2. You need to catch a mosquito without leaving your spot.

Options: You can run ahead, holding a rod with a mosquito in your hands, the children run to catch up with it.

GUESS WHO'S SCREAMING

Tasks: To develop observation, attention, and activity in children.

Description: Children sit in a semicircle on chairs; a screen is placed in front of them at a distance of several steps. The teacher calls someone by name, and he goes behind the screen to agree on what animal or bird the child will portray. Behind the screen you can hear the mooing of a cow, the barking of a dog, etc. The teacher invites one of the children to guess who is screaming.

Rules:

1. Only the child whom the teacher points to can guess the animals or birds.

Artistic word:

This is such a beautiful house.

Who lives in the house?

Knock-knock, who lives in the house?

Tasks: To develop in children the ability to coordinate movement with words. Practice running. In hopping on two legs, finding your place. Promote speech development.

Description: On one side of the site the places of the hares are marked. Everyone falls into place. At the teacher's signal “Run in a circle!” all the children gather in a circle, and one of the hares, whom the teacher appoints, stands in the middle. Children with a teacher recite poems and perform movements to text:

The little white bunny sits and wiggles his ears, - the children stand in a circle,

That's it, that's how he moves his ears! – move their hands, raising them to the head.

It's cold for the bunny to sit, we need to warm his little paws,

Clap-clap, clap-clap, you need to warm your little paws - they clap their hands.

It's cold for the bunny to stand, the bunny needs to jump

Skok-skok, skok-skok, the bunny needs to jump - they jump on two legs in place.

Someone scared the bunny, the bunny jumped and galloped away! – the teacher claps his hands, the children run away to their homes.

Rules:

1. Children run away only after words “And he galloped away!”, but gather in a circle after the words “Run in a circle!”

Options: Place a cord with tied ends on the floor. At the signal they jump over the cord. You can put several birds with one stone in the middle

2. Card index of outdoor games(middle group)

"Swan geese"

Tasks: practice running with dodging.

Description:Participants in the game choose a wolf and an owner, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - a wolf lives under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go quite far from home. After some time, the owner calls the geese. There is a roll call between the owner and geese:

Geese-geese! - Ha-ga-ga.

Do you want anything? - Yes, yes, yes.

Swan geese! Home!- Gray wolf under the mountain!

What is he doing there

Ryabchikov is pinched.

Well, run home!

The geese run into the house, the wolf tries to catch them. Those caught leave the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Rules: Geese must "fly" all over the site. The wolf can catch them only after words: “Well, run home!”

"By the Bear in the Forest" (Run)

Tasks: Teach children to alternately perform different functions (run and catch).

Material: Mushrooms, berries, baskets, bear mask.

Progress of the game: The bear's den is determined (at the end of the site) and the children's house on the other. Children go for a walk in the forest and perform movements according to the verse they recite in unison: At the bear in the forest,

I take mushrooms and berries,

But the bear doesn't sleep

And he growls at us.

As soon as the children finished saying the poem, the bear gets up with a growl and catches the children, they run home.

"FOX IN THE CHICKEN COOP" (jumping)

Tasks

"Kittens and Puppies" (with jumping)

Tasks

Progress of the game

"PUPPIES" “aw-aw-aw-aw!”.

"Kittens and Puppies" (with jumping)

Tasks: The game can be played in a room where there is a gymnastic wall, or on the site.

Progress of the game: The players are divided into two groups. Children of one group depict kittens, others - puppies.

The kittens are near the gymnastics wall, the puppies are on the other side of the room (in the booths behind the benches, behind the ladder placed on its edge)

The teacher invites the kittens to run around easily and gently. According to the teacher "PUPPIES" the second group of children climb over the benches. They run on all fours after the kittens and bark “aw-aw-aw-aw!”.

The kittens meow and quickly climb onto the gymnastics wall. The teacher is nearby all the time.

The puppies return to their houses, the game resumes.

Outdoor game"The Cook and the Kittens"

Target: exercise children in various types of walking or running, developing reaction speed, dexterity, and the ability to focus on words.

Game description: According to the counting, a cook is selected who guards the objects lying in the hoop - "sausages". The cook walks inside a hoop, a cord - "kitchens". Children - kittens walk in a circle, performing different kinds walking, running, speaking text:

Pussies are crying in the corridor,

Kittens are in great trouble:

Tricky cook for poor pussies

Doesn't let you grab the sausages.

With the last word "kittens" run into "kitchen" trying to grab the sausage. The cook is trying to add salt to the running players. Salted players are eliminated from the game. The game continues until all the sausages are stolen from the cook. The winning kitten becomes a chef.

You can’t run into a circle too early. The cook is not allowed to grab the kittens, only salt them, he is not allowed to go outside the circle. It is prohibited to take 2 or more items at the same time.

"FOX IN THE CHICKEN COOP" (jumping)

Tasks: Develop in children dexterity and the ability to perform movements on a signal, practice running with dodging, catching, climbing, deep jumping.

Description: A chicken coop is outlined on one side of the site. Roosting in the chicken coop (on the benches) there are chickens, children stand on benches. On the other side of the site there is a fox hole. The rest of the place is a yard. One of the players is assigned to be a fox, the rest are chickens - they walk and run around the yard, pecking grains, flapping their wings. On signal "Fox" the chickens run into the hen coop, climb onto the roost, and the fox trying to steal the chicken, who did not have time to climb onto the perch. He takes her to his hole. The chickens jump off the roost and the game resumes.

Rules:

The fox can catch chickens, and the chickens can climb to the roost only when given a signal by the teacher "Fox!".

Options: Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

"HARES AND THE WOLF" (jumping)

Tasks: To develop in children the ability to perform movements on a signal, to practice running, jumping on both legs, squatting, catching.

Description: One of the players is appointed as a wolf, the rest portray hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. Educator speaks: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.” The hares jump out of the circles and scatter around the area. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher says the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch them, touch. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen.

Rules:

Hares run out at the words - hares gallop.

You can return to your place only after the word "Wolf!".

Options: You cannot catch those hares to whom the mother hare gave her paw. Place stump cubes on the way, the hares run around them. Choose 2 wolves. The wolf has to jump over the obstacle - a stream.

"Homeless Hare". (run)

Tasks: Teach children to act on cues. Develop attention and ingenuity.

Children-hares make houses from jumping ropes folded into a ring. At the teacher’s signal, the hares run out of the houses, jump one after another, and jump on one leg. The hares are in a hurry to occupy any house, but one house is not enough. He becomes "homeless hare". Now he acts as a presenter, pronouncing:

The hares ran into the field,

We galloped across the clearing

Children run out and frolic on the playground. Game continues.

3.Card index of outdoor games(senior group )

OUTDOOR GAMES"BLIND CHICKEN"

Target:provide the experience of direct communication with nature (carried out in nature).

Progress of the game:

Children must stand up "in single file", holding onto the belt of the person in front.

The teacher blindfolds them and leads them along a certain route, overcoming "obstacle course"(stepping over stones, going around trees, passing low under a lowered branch, etc.). The route is outlined by the teacher in advance and it is better if it goes in a circle. Having reached the beginning, the teacher unties the children's eyes and invites them to go through the same route with their eyes open, without holding on to their belts, in order to be able to look and touch what the teacher told them while going through the obstacle course, but which they themselves did not see. Let the children themselves try to guess where they bent down and where they walked around the stone.

OUTDOOR GAMES"FIND YOUR TREE"

Target: provide the opportunity to learn about the environment Wednesday, use the experience of direct communication with her (carried out in nature).

Progress of the game:

The teacher blindfolds one child, spins him around several times and leads him to a tree. The child must explore this tree by feeling it. During the study, the teacher asks guiding questions questions:

Is it smooth or not?

Does it have leaves?

Do the branches start high from the ground?

Then the teacher takes the child away from the tree, confuses the tracks, unties his eyes and asks him to guess "yours" tree, using the experience gained while feeling the tree.

In the future, you can offer children games in pairs.

OUTDOOR GAMES"OWLS AND RAVENS"

Target: check and consolidate children’s ideas about the world around them.

Progress of the game:

Children should split into two teams: "Owls" And "Crows". Both of them stand in a line opposite each other at a distance of 3 meters, behind them are their houses, also at a distance of 3 meters. The teacher gives exercise:

"Owls" love the truth "Crows"- a lie, so if I tell the truth, "Owls" must catch "Crow". "Crows" run away to their homes and vice versa.

Then the teacher pronounces phrases of natural history content:

bears love to eat tigers

birch trees have earrings in spring

elephants can't swim

dolphin is an animal, not a fish

Children must recognize the correctness or incorrectness of a phrase based on their knowledge of the topic and respond with their own behavior. (to run away or catch up) to this phrase. After each time, it is advisable to ask the children why they acted one way or another, and after 2-3 phrases, change the players’ places.

"Owl"

Target: teach children to run scattered around the playground, pretending to be birds, and take a static position when given a signal. Develop the ability to act on a signal and imagination. Change movements.

Progress of the game:

Option 1.

All the birds are playing, one child is an owl, which is located on the side of the playground. On signal "day" the birds fly away, flap their wings, and peck at the grains. On signal "night" everyone stops and stands still. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The signal is given again "day", the owl flies into the nest, children - birds fly around the playground.

Option 2.

Two owls are selected. Take interesting poses.

"Horses"

Target: teach children to run, raising their knees high in pairs, without bumping into each other, to perform movements in accordance with the text. Develop coordination of movements, the ability to play in pairs.

Progress of the game:

Option 1.

Children become pairs: one is a rider, the other is a horse. Reins are given for the game. Children run around the hall raising their knees high. Educator pronounces:

Let's go, let's go

With nuts, with nuts.

Give grandpa a turnip,

According to the boy

For sweets.

Children run around clicking their tongues. When the teacher will say: "Wow..." the children stop and change roles.

Option 2.

At the teacher’s signal, the riders catch the horses and harness them (put on the reins). At the direction of the teacher, children can ride quietly, trot or gallop. After some time, the horses are unharnessed and released into the meadow, and the riders sit down to rest. After 2-3 repetitions, children change roles.

"Frogs"

Target: teach children to jump, pushing off and landing on both feet, and correctly follow the command. Develop attention and the ability to act on a signal.

Progress of the game:

A small square is drawn on the ground - a house. There are four around him cardboard - leaves, four hummocks interspersed - a pond. 4-6 guys play. One is a frog, the rest are baby frogs. A frog teaches baby frogs to jump. She stands to the right of the pond, the frogs to the left. Each frog stands in the house and, listening carefully to the commands, jumps, pushing off with both feet and landing on both feet. The frog delivers clearly team: hummock, leaf, leaf, house, leaf, hummock, hummock!

One frog jumps, the rest watch to see if he is doing the right thing. If the frog jumped correctly and did not mix up any commands, he stands next to the frog, and if he made a mistake, he returns to the frogs.

"Birds and Cat"

Target: teach children to jump from benches onto their toes with bent legs, run around the playground in all directions, and when given a signal, climb onto benches without holding on to each other. Develop the ability to act on a signal and speed of movement.

Progress of the game:

Option 1.

3-4 children represent birds, the rest are chicks, one child is a cat. Before the start of the game, the birds and chicks are in the trees - they climb onto a hill, fly out (they jump on both legs, only when called, birds and run around within the area. At the teacher’s signal, the chicks fly to the hills, and the cat trying to catch the birds. A cat cannot catch someone who is standing on a hill. the cat is trying to catch the birds.

Option 2.

A large circle is drawn or laid out from a cord. Children - birds stand in a circle with outside. One child is designated as a cat and stands in the center of the circle. The cat falls asleep, and the birds jump into the circle and fly there, sit down, and peck the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle. The cat leads the caught birds to the center of the circle.

"Hares"

Target: teach children to jump over strips 20-30 cm wide. on two legs, landing on your toes with half-bent legs. Run quickly into the holes at the signal. Develop agility, speed and accuracy of movements.

Progress of the game:

Children's hares are located in burrows-circles, on the opposite side there is a dog house, in front of it is a vegetable garden with beds (dashes or sticks at a distance of 20-30cm from one another). Hares run into the garden, jumping over the beds. On signal: "The dog is running" they run into the holes, the dog catches the hares. The game is repeated when the dog catches 2-3 hares. Jump over the beds on two legs, caught hares go to the dog's house, you can't catch hares in burrows.

Complication: beds can be high.

"Corydalis"

Target: learn to act in accordance with the text, develop creativity,. Cultivate interest in folk games.

Progress of the game:

The teacher appoints a child in advance to play the role of the corydalis, and the rest of the children are chickens. The teacher gives a whistle to one of the players. All actions are performed according to the lyrics of the song. At the end, the corydalis helps the chicken get off the stump, takes the whistle from it and gives it to another chicken.

The song is sung by himself teacher:

“Here the corydalis brought chickens into the garden,

A chicken climbed onto a stump,

And he whistles on his whistle

For an hour straight

Mother keeps calling from afar son:

Where, where, where, where!

He whistles the same thing over and over again, but he can’t get down.

From this stump."

List of used sources:

1. Environmental education preschoolers through outdoor games / auto. -composition I. V. Proshkina. – Mozyr: Assistance, 2009. – 116 p.

Card index of outdoor games

For children of senior preschool age

Compiled by: teacher Marchuk N.A.

Explanatory note

In preschool age, the leading activity is play. The educational significance of the game and its comprehensive influence on the development of the child cannot be overestimated. The game is organically inherent childhood and with skillful guidance from adults is capable of working miracles. For the purpose of comprehensive development and education of a child, outdoor games are widely used. Play for children is an important means of self-expression, a test of strength, and the development of physical qualities. The most important advantage of outdoor games is that in their totality they essentially exhaust all types of natural movements characteristic of humans: walking, running, jumping, climbing, throwing, catching - and therefore is the most universal and an indispensable tool in the development of physical qualities.

Based on the above, I have compiled a collection of outdoor games, which is relevant for the development of physical qualities: strength, speed, endurance.

The purpose of the collection: to develop the physical qualities of children through outdoor games.

This collection of outdoor games is built on the following principles:

The principle of accessibility and accounting age characteristics children;

The principle of systematic and consistent conduct of outdoor games;

Principle of progression;

Outdoor games were selected with a variety of content taking into account the interests of children.

Bubble


Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.
Progress of the game:
Children, together with the teacher, holding hands, form a circle and pronounce the words:
Blow up the bubble, blow up big.
Stay like this and don't burst out.
The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

Cat and mice


Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.
Progress of the game:
On one side of the hall there is an area fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:
The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.
The teacher says:
Hush, mice, don't make noise.
And don't wake the cat!
Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

Shaggy dog


Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.
Progress of the game:
The children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

Bird catcher


Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.
Progress of the game:
The players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles
In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!
The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.
The driver must guess the player's name and the bird.

Four forces


Goal: to develop attention, memory, dexterity.
Progress of the game:
The players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their hands

Don't take black, don't take white, don't say "Yes" or "No"


Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.
Progress of the game:

The game starts like this:
They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.
After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

Flowers


Goal: to consolidate knowledge about colors (or any other objects, for example Sports Equipment), improve reaction and speed qualities.
Progress of the game:
Each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Birds


Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.
Progress of the game:
The players choose a mistress and a hawk. The rest are birds. A hawk flies. The hostess says:
- Why did you come?
- For the bird!
- For what?
Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

"Sparrows and the car"

Goal: to teach children to run in different directions without bumping into each other, to start moving and change it at the teacher’s signal, to find their place.

Progress of the game: Children - “sparrows” - sit on a bench - “nests”. The teacher depicts a “car”. After the teacher says: “Let’s fly, little sparrows, onto the path,” the children get up and run around the playground, waving their arms—“wings.” At the teacher’s signal: “The car is moving, fly, little sparrows, to your nests!” - the “car” leaves the “garage”, the “sparrows” fly into the “nests” (sit on benches). The "car" returns to the "garage".

"Traffic light"

Goal: to consolidate knowledge about the meaning of traffic lights. Learn to act on a signal. Develop attention, dexterity and speed.

Progress of the game:

Mugs (diameter 10 cm) are made in red, green and yellow color, which are attached to sticks. Children stand in a line and perform exercises according to the leader’s signals: when the signal is red they crouch, when the signal is yellow they stand up, when the signal is green they march in place.
While moving in a column one by one around the site, the exercises change: red - everyone stands still, yellow - they move forward in a squat, green - they jump on their toes.
For each mistake, players are awarded penalty points. The one who scores fewer penalty points wins.

"Burners"

Goal: to consolidate the ability to act on a signal. Develop dexterity.

Progress of the game:

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players, the catcher, stands on this line. Everyone standing in the column says:

Burn, burn clearly

So that it doesn't go out.

Look at the sky - the birds are flying,

The bells are ringing!

One, two, three - run!

After the word “run,” the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet each other, and join hands. The catcher tries to catch one of the pair before the children have time to join their hands. If the catcher manages to do this, then he forms a new pair with the caught one, and becomes

in front of the column, and the one left without a pair becomes the catcher. If the catcher fails to catch anyone, he remains in the same role. The game ends when all players have completed one run.

"Needle, thread, knot"

Goal: to learn to act in concert with each other; agility and speed.

Progress of the game: The players choose three drivers - “needle”, “thread” and “knot”. Except for the drivers, everyone joins their hands and stands in a circle. The drivers become a semicircle.

The game begins as directed by the leader. The “needle” runs in a zigzag under the arms of the players standing in a circle. The task of the drivers: the “thread” must catch up with the “needle”, the “knot” - the “thread”. The thread and knot follow the needle in the same direction. If the knot catches up with the thread or the thread catches up with the needle, and also if the thread and the knot mix up the path behind the needle, then new drivers are chosen and the game starts all over again.

Directions. 1. Players standing in a circle are not allowed to touch the drivers with their hands or interfere with them. 2. The thread and knot should follow the same path as the needle.

"Sun and moon"

Target:

Progress of the game: On opposite sides of the court there are 2 lines, behind the line is the “home” of the players. Teams “Sun” and “Moon” line up with their backs to each other and facing their “home” in the center of the site at a distance of 1.5 - 2 m from each other. The teacher names one or the other team. On signal"Moon!" the players of this team run into the house, and the players of the other team turn around, catch up with them and try to stain them. Then the number of caught players is counted and the teams return to their place. The dashes are repeated 5-6 times. The team that stained the most players is marked.

You cannot stain players in the house.

"Snake"

Target: to form coordination of motor actions.

How to play: Players (5-6 people) line up in a column one at a time and place their hands on the belt of the person in front. The first player in the column is the “head”, the last one is the “tail”. At the signal, the head must stain the tail. If the head stains the tail or the clutch breaks, the game stops and new drivers are selected.

The head and tail must act in harmony; players should not be pulled by the clothes or jostled.

"To your flags"

Target: form spatial and visual orientation.

How to play: Players are divided into 3-4 teams and lined up in a circle. In the center of each circle is a driver with a flag. At a signal, children scatter around the playground, and at a command“To your flags!”run to the flag of their color and line up in a circle. The team that lined up first is noted and new drivers are selected.

The game is repeated 3-4 times, the drivers change location.

"Jumping sparrows"

Target: develop speed and agility.

Progress of the game: A circle is drawn on the court, the players – “sparrows” – line up in a circle. In the center of the circle stands the driver - “crow”. Sparrows jump into a circle, jump in a circle, jump out of it. The crow tries to stain the sparrows in the circle. Caught players remain in the game. When the raven catches 3-4 sparrows, a new driver is selected.

The diameter of the circle is 4-6 meters.

"Fishing rod"

Goal: improve coordination abilities, strengthen leg muscles.

Progress of the game: Players – “fishermen” – line up in a circle, in the center of the circle stands the driver – “fisherman” and holds a “fishing rod” - a jump rope. The driver spins the rope in a circle, and the children jump up, trying not to hit it. The player who hits the rope is temporarily eliminated. The game is repeated 2-3 times, the most dexterous fish are noted.! Land softly, don't stomp.

"Bears and Bees"

Goal: to develop speed and agility.

Progress of the game: 2 teams participate, one team is “bears”, the other is “bees”. The bees stand in the “house” - on a hill. At a distance of 3-4 m from the “house of the bees” the line of the forest is marked – the “house of the bears”. On the opposite side, at a distance of 7-8 m from the bees’ house, there is a “meadow”. At a signal, the bees fly to the meadow for honey and buzz. At this time, the bears climb into the hive and “feast on honey.” On signal"The Bears!" the bees fly to their hives and spot (“sting”) those bears that did not have time to escape into the forest. Caught bears remain in the game. The game is repeated 2-3 times, then the children change roles. The team that spots the most bears wins.

When repeating the game, children change roles.

"Body parts"

Target: develop reaction speed and intelligence, increase the emotional background of classes.

Progress of the game: Players move around the court in different directions (run, jump, walk). At the teacher’s command “Hand-head!” Each player quickly finds a partner and puts his hand on his head. The fastest and most attentive pairs are recognized.

The teacher can come up with different combinations - “hand-to-hand”, “back-to-back”, “hand-to-nose”, etc.

"Hare - month"

Target: develop motor coordination.

Progress of the game: The players are on one side of the court, the driver - “hare - moon” stands in the center of the court facing the players. The children ask in unison, and the month hare answers them:

“Hare - month, where have you been?” - "In the forest".

"What did you do?" - “Mowed hay.”

“Where did you put it?” - “To the barn.”

"Who saw it?" - “Church!”

With the word “Chur!” the children run away, and the hare tries to catch up with them and stain them. Caught players are temporarily eliminated from the game.

They run away only at a signal; you can complicate the game and assign not one, but several drivers.

"Blizzard"

Target: foster collectivism and camaraderie.

Progress of the game: 2 teams participate, which line up in 2 ranks and join hands. At the head of the columns are the leaders. They lead a chain behind them, run between a snow bank, a sled, a snowman and other obstacles. The team that did not open its hands and did not touch objects is noted.

The game is repeated 3-4 times, each time a new leader is chosen.

« The Snow Queen»

Target: develop speed and agility.

Progress of the game: The players are on the court, the driver is the “Snow Queen” away from the players. On command, the players scatter around the court, and the Snow Queen tries to catch up with them and stain them. The one she touched turns into a “flake of ice” and remains standing in place. When the game is repeated, another driver is selected from among the most dexterous players.

"Ocean is shaking"

Target: develop creative imagination.

Progress of the game: Players stand on the court and say:

The sea is agitated - once,

The sea is worried - two,

The sea is worried - three,

The marine figure freezes in place.

The children wave their hands to the beat of the words. WITH last words stop and freeze, taking various poses. The most interesting figures are noted.

The figure must be nautical; The game can be complicated by asking children to come up with a figure in pairs or triplets.

"Hot potato"

Target: secure the passing of the ball in a circle.

How to play: Players line up in a circle, one of the players holds the ball in his hands. To the music or sounds of a tambourine, children pass the ball to each other in a circle. As soon as the music stops, the player who has the ball in his hands is eliminated from the game. The game continues until there are 2 players left - the winner.

When passing the ball, do not throw the ball; Players who drop the ball are out of the game.

"Quiet - loud"

Target: cultivate determination and perseverance.

How to play: Children line up in a circle, in the center of the circle is the driver with his eyes closed. The teacher gives one of the players an object to hide. All children, except the driver, know who has the object

"Sly Fox"

Goal: to develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Progress of the game:

The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look at which of them is the sly fox, to see if she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules: The fox begins to catch children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected.

"Pass - stand up"

Goal: to foster a sense of camaraderie in children, develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Progress of the game:

The players line up in two columns, at a distance of two steps from one another. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

"Find the ball"

Goal: to develop children's observation and dexterity.

Progress of the game:

All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

"Two Frosts"

Goal: to develop in children inhibition, the ability to act on a signal (word). Practice running while dodging while catching. Promote speech development.

Progress of the game:

On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

"Carousel"

Goal: to develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Progress of the game:

The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take a place on the carousel only by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.

"Mousetrap"

Goal: to develop children’s self-control, the ability to coordinate movements with words, and dexterity. Practice running and squatting, lining up in a circle and walking in a circle. Promote speech development.

Progress of the game:

The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest of the “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they chewed everything, ate everything. Beware, you cheaters, we will get to you. We’ll set mousetraps for you and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher: “clap”, the children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands at the word “clap.” After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

"Guess who got caught"

Goal: to develop observation, activity, initiative. Practice running and jumping.

Progress of the game:

Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then run away different sides and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (sit on chairs, imitate the movements and sound of wheels with their hands and feet).

"We are funny guys"

Goal: to develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Progress of the game:

Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful guys, we love to run and jump, well, try to catch up with us. One, two, three, catch!” After the word “catch,” the children run to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected. Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

"The Herd and the Wolf"

Goal: to develop the ability to perform movements on a signal. Practice walking and running quickly.

Progress of the game:

On one side of the site, circles and squares are outlined. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

"Swan geese"

Goal: to develop children’s self-control and the ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Progress of the game:

At one end of the site there is a “house” line where the geese are located, at the opposite end there is a shepherd. To the side of the house is the “wolf’s lair.” The rest of the place is “meadow”. The teacher appoints one as a shepherd, another as a wolf, the rest pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” "Yes Yes Yes". “So fly.” "We are not allowed. The gray wolf is under the mountain and won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch them. more geese(touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

“Hurry up to your places”

Goal: to develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

How to play: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

Options: At the beginning of the game, do not hide the cube so that no one is left without a place. Remove 2 or 3 cubes. In winter they stick flags into the snow

"Hunters and Hares"

Goal: to improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend to be looking for “hares”, then go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jumping gallop

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

"Free place"

Target: develop agility and speed; the ability not to collide.

Progress of the game:

The players are sitting on the floorin a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. Game continues.

Directions. You can call for running and children sitting in different places circle.

"Cosmonauts"

Goal: to develop children's attention, dexterity, and imagination. Practice quick orientation in space.

Progress of the game:

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us. Let's fly to this one!

For walks on the planets. But there is one secret in the game:

Whatever we want, there is no room for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who are sitting in the rockets take turns telling where they are flying and what they see. After that, everyone stands in a circle again and the game repeats. During the flight, instead of telling a story about what they saw, children are asked to perform various exercises, tasks related to going into space, etc.

"Falcon and Doves"

Purpose: to train children in running and dodging.

Progress of the game:

On opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

"The Birds and the Cage"

Goal: increasing motivation to play activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Progress of the game:

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.

"Aircraft"

Goal: to teach children to run slowly, keep their back and head straight while running, maintain distance between each other, and develop spatial orientation.

Progress of the game:

Option I: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: Children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

"Who has the ball"

Goal: learn to keep your back straight, strengthen your back muscles, and practice passing the ball.

Progress of the game:

Children form a circle. They choose a driver (he stands in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their back. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed must show both hands, palms up. If the driver guessed correctly, he takes the ball and stands in a circle.

"Homeless Hare"

Goal: exercise of short-term fast running and running with dodging, development of a reaction to quick decision-making.

Progress of the game:

From among the players, a “hunter” and a “stray hare” are selected. The rest of the children - hares - are located in houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone’s house, but then the hare standing in the circle becomes a homeless hare and must run away immediately. After 2-3 minutes, the teacher changes the hunter.

“Traps” (with ribbons)

Goal: to teach children to run in all directions, without bumping into each other, and to act quickly on a signal. Develop orientation in space, the ability to change direction.

Progress of the game:

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The trap tries to pull out the ribbon. At the signal: “One, two, three, quickly run in a circle - all the children line up in a circle.” After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center and there is a Trap. At the signal “One, two, three catch,” the children run across the circle, and the Trap tries to grab the ribbon.

"Frost - red nose"

Goal: to teach children to run across the scattered ground from one side of the site to the other, dodging the trap, act on a signal, and maintain a motionless posture. Develop endurance and attention. Strengthen running with shin overlapping, side gallop.

Progress of the game:

On opposite sides of the site there are two houses, in one of them there are players. In the middle of the platform, the driver, Frost the red nose, stands facing them, and he says:

“I am frost - a red nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them and stand there until the end of the run. Frost counts how many players managed to freeze; it is taken into account that players who ran out of the house before the signal or remained after the signal are also considered frozen.

Option 2.

The game proceeds in the same way as the previous one, but there are two frosts (Red Nose Frost and Blue Nose Frost). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost the Blue Nose.

Two frosts are daring, which of you will decide

I'm Frost the Red Nose, set off on a little path?

After answer:

“We are not afraid of threats and we are not afraid of frost”

all the children run to another house, and both frosts try to freeze them.

"The Kite and the Mother Hen"

Goal: to teach children to move in a column, holding on to each other tightly, without breaking the clutch. Develop the ability to act in a coordinated manner and dexterity.

Progress of the game:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone hold on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.

Option 2.

If there are a lot of children, you can play in two groups.

"Paints"

Goal: to teach children to run, trying not to catch up, to jump on one leg, landing on the toe with a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.

Progress of the game:

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:

Knock! Knock!

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example: jump on one leg along the red carpet.

Option 2.

The conversation is repeated, if the buyer guessed the paint, the seller says how much it costs and the buyer slaps the seller on the outstretched palm so many times. With the last clap, the child pretending to paint runs away and the buyer catches up with him and, having caught him, takes him to the appointed place.

"Take it quickly"

Goal: to teach children to walk, run in circles, act on a signal, develop dexterity and speed.

Progress of the game:

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), of which there should be one less. At the next signal “Take it quickly!” - each player must take an object and lift it above his head. The one who did not manage to pick up the object is considered a loser. The game repeats itself

Option 2.

Children perform dance movements, different types of running and walking. There may be 3-4 fewer items.

“Whose column is most likely to form?”

Purpose: to teach children to move around the playground in different directions; when given a signal, they form three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, spatial orientation.

Progress of the game:

Children are divided into three groups with the same number of players. Each subgroup chooses a specific object, for example a pine cone or a pebble, etc. all children in one group have the same subject. At different ends of the site, places are chosen for these subgroups - a stump, a bush, a plank, which are designated by the same object. Everyone walks or runs in different directions to the beat of the tambourine. At the signal “To your places” they run and form a column near the corresponding object.

Option 2.

The teacher gives the signal: “Stop!” The children stop, close their eyes, and the teacher at this time changes the places of the objects, then gives the signal “In place!” Children open their eyes, run to their objects and line up.

"Owl"

Goal: to teach children to act on a signal, run, scatteredly imitating birds, and maintain a motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. At the signal “day,” the birds fly away, flap their wings, and peck grains. At the signal “night” everyone stops and stands motionless. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The “day” signal is given again, the owl flies to the nest, and the children - birds fly around the playground.

Option 2.

Two owls are selected. Take interesting poses.

"Tag"

Goal: to teach children to run around the playground in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Progress of the game:

A driver is selected, who receives a colored bandage and stands in the center of the site. After the signal: “Catch!” - all the children scatter around the playground, and the driver tries to catch up with one of the players and make fun of them. The one who is insulted by the driver moves aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can’t stain someone who managed to stand on one leg.

"Running in lines"

Goal: to teach children to walk in a line with different positions of their hands: on their shoulders, clasped in front, to run away in all directions without bumping into each other. Develop the ability to act on a signal, in coordination, dexterity, and speed of movement.

Progress of the game:

Teams line up in lines (at a distance of 15-20 steps), you can give them the names “Rocket” and “Sputnik”. At the signal, the children of one of the teams, holding hands, walk forward, trying to maintain alignment. When there are 2-3 steps left to the other line, the participants of which are sitting on the ground, the teacher gives the command: “Run!” The children of the first rank unclasp their hands and run to their house, and the children of the second rank try to insult them. When repeating, the teams switch roles

Option 2.

Each time, the children of both teams must take a certain starting position, for example: those who advance can take each other under each other, put their hands on their shoulders, clasp them in front; those who are waiting for rivals to approach may stand with their backs or sides to them.

"Catch up with your opponent"

Goal: to teach children to run from one side of the playground to the other quickly so as not to upset other children. Develop the ability to act on a signal, speed of movement, dexterity.

Progress of the game:

Two lines of children are located in front of the starting lines at a distance of 5 steps from one another; a house is outlined 15-20 steps from the starting line. At the signal, everyone starts running at the same time: the children behind them try to make fun of those running in front. After counting the dirty ones, the children change roles. When repeating, the ranks change places.

Option 2.

Children run away different types running.

"Changing Places"

Goal: to teach children to run from one side of the playground to the other in a line without bumping into each other. Develop the ability to form a line evenly, to act in concert, on a signal. Strengthen the side gallop, running with straight legs.

Progress of the game:

Two teams of 8-10 people line up facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge at arm's length. At a signal, they run towards each other, trying to get outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.

Option 2.

Cross at a side gallop, with straight legs.

"Collect the flags"

Goal: to teach children to throw from one side of the court to the other, trying to quickly raise the flag, hold the flags tightly, trying not to drop them. To develop dexterity, speed of movement, coordination, and attention in children.

Progress of the game:

On the field or site there are flags placed every 8-10m. in the first row there should be two fewer flags than there are players, in the second row there should be another 2 fewer. Thus, if 10 children are playing, then there should be 8, 6, 4, 2, 1 flags in each row. At a signal, the children run, each trying to take possession of the flag in the first row. Two who do not have time to do this are eliminated from the game. After the second stage, six participants remain, then 4 and finally the two strongest. The child who masters the last flag becomes the winner.

Complication: reach the flags by jumping forward on two legs.

"Be careful"

Goal: to teach children to quickly run after objects, listening to the command which object needs to be brought. Develop attention, dexterity, speed of movements.

Progress of the game:

On one side of the court there are 5-6 players, on the opposite side (distance 8-10m) in front of each of them there are three objects (a cube, a rattle, a flag) to the signal “Run!” children rush towards objects. Approximately halfway along the path there is a signal indicating which of the three objects you need to take, for example a cube. Children take the named object and run with it to the starting line, the one who brought the object first wins, if the wrong object is taken, you need to go back and replace it.

Option 2

Tell the children right away which item to bring. Run to take the object and lift it up.

"Blind Man's Bluff"

Goal: to teach children to run randomly around the playground, move blindfolded, listening to warning signals. Develop the ability to quickly move around the room, dexterity, and speed of action.

Progress of the game:

The driver is selected - blind man's buff. He stands in the middle of the room, is blindfolded, and turned around several times. Then all the children scatter around the room, and Trap tries to catch someone. When they see any danger to blind man's buff, children must warn with the word “Fire!” Having caught someone, the blind man's buff transfers his role to the person caught.

Option 2.

If the game takes place on the street, then a boundary is drawn beyond which the players have no right to run. Anyone who has crossed the agreed boundary is considered burned out and is obliged to replace the blind man's buff.

"Tag with a skipping rope"

Goal: to teach children to run in pairs or threes around the playground, holding on to a jump rope, trying to make fun of the children running around in all directions. Develop the ability to act coordinatedly in pairs, threes, coordination of movements, dexterity.

Progress of the game:

Two children take an ordinary short jump rope by the ends and run around the playground, trying with their free hand to slap the rest of the children running away from them. The first one caught stands between the drivers, grabs the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them needs to catch one player.

Complication: include 2 pairs of traps in the game.

"Change the subject"

Goal: to teach children to quickly run to the opposite side of the site, take an object and give it to a friend, develop the ability to act in a team, follow the rules, dexterity, and general endurance. Cultivate persistence in achieving positive results.

Progress of the game:

On one side of the court, the players stand behind the line, forming 4-5 columns. On the opposite side of the site, opposite each column, circles with a diameter of 60-80 cm are outlined. everyone first in the column holds a bag of sand, a cube or another object in their hands. The same object is placed in the center of each circle. At the signal, players run to the mugs, put down an object and take another, then run back to their place and raise the brought object above their heads. The one who did it first is considered the winner. Those who come running pass the objects to those standing behind them, and they themselves run to the end of the column. When everyone has completed the task, the column with the most winnings is marked.

Complication: run after an object like a snake between the pins without dropping the pins.

"Catch up with your mate"

Goal: to teach children to run quickly in a given direction, trying to catch up with their partner. Develop the ability to act on a signal, dexterity, and speed of movement. Promote endurance.

Progress of the game:

Children stand in pairs on one side of the playground: one in front, the other behind, retreating 2-3 steps. At the teacher’s signal, the first ones quickly run to the other side of the site, the second ones catch them - each with their own pair. When repeating the game, children change roles.

Option 2

Stain your partner with a ball.

"The second odd one out"

Goal: to teach children to run quickly in a circle, standing in front of the child. Develop attention and reaction. Cultivate interest in outdoor games.

Progress of the game.

Children stand in a circle, the distance between them should be at least 1-2 steps. There are two drivers behind the circle. One of them runs away, the other tries to catch up with him. The running child, escaping from the catcher, stands in front of some child. If he ran into the circle and stood up before he was stained, he could no longer be salted. Now the child who turned out to be second must run away. If the Trap managed to touch the runner, then they change roles.

Run only outside the circle, do not cross it, do not grab children standing in the circle, do not run for too long so that everyone can join the game.

Option 2.

You can stand in pairs in a circle, then the game will be called “The Third Wheel”.

"Simple Traps"

Goal: to teach children to run in all directions, dodging the trap. Develop speed of movement, reaction, and the ability to act on a signal.

Progress of the game:

The children are on the playground, Trap is standing in the middle of the playground. At the signal - one, two, three - catch1 - all the children run around the playground, dodging the trap. The one whom the Trap has tainted moves aside.

Option 2.

The trap cannot catch someone who has managed to sit down.

Option 3.

You cannot catch someone who managed to stop and stand on one leg.

Option 4.

The trap must hit the runners with the ball.

Option 5.

You cannot catch those children who managed to stand on some elevated object in time.

"Relay race in pairs"

Goal: to teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

How to play: Children stand in 2 columns in pairs behind a line on one side of the court. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

Complication: children stand with their backs to each other and clasp their elbows.

"Donkey"

Goal: to teach children to move around the playground, limited space in groups without falling. Develop imitation movements. Cultivate interest in games.

Progress of the game:

Children with a teacher walk around the playground. Suddenly a donkey appears with a cart.

Educator: along the yellow path

Clack-clack - hooves clatter.

The gray donkey has arrived

Do you want to go for a ride?

All children: donkey, donkey

This is our donkey! (They sit in the cart).

Donkey, donkey,

This is our donkey!

Educator: we sat in the cart,

Clack-clack - hooves clatter.

And as if on command

Everyone's faces smiled.

All children: donkey, donkey

This is our donkey!

Donkey, donkey,

This is our donkey!

We're riding in the park

Clack - clatter - the hooves are knocking, the wind is jealous of us,

And the sun sparkles.

donkey, donkey (donkey stops).

This is our donkey!

Donkey, donkey,

This is our donkey!

Educator: but soon long-eared

I thought about getting angry:

The wheels don't turn

Hooves don't stomp.

All children: donkey, donkey

This is our donkey!

Donkey, donkey, (they get out of the cart, push it, the donkey is stubborn)

This is our donkey!

Along the sunny path That's our donkey!

We're knocking our heels, Donkey, donkey,

Stubborn and a cart That's our donkey!

We'll take it back ourselves.

Donkey, donkey The cart is made without a bottom so that the children can move themselves.

"Don't get caught"

Goal: to teach children to jump over the cord on two legs forward, backward, swinging their arms, pushing with their legs. Develop dexterity. Strengthen the arches of your feet.

Progress of the game:

Children sit around a cord placed in the shape of a circle. There are two drivers in the center. At the teacher’s signal, the children jump on two legs in a circle, and jump out as the traps approach. Anyone who has been stained receives a penalty point. After counting those caught, the traps are changed and the game resumes.

Complication: children jump into a circle on one leg or sideways.

"Frogs and Heron"

Goal: to teach children to jump in place from a deep squat, jump over a rope located at a height of 15 cm, in different ways: with two legs, one, with a run, trying not to be caught by a heron. Develop agility and speed of movement.

Progress of the game:

A swamp is marked in the middle of the site, pegs are driven in with a height of -15 cm. They hang a rope with weights on them so that it does not sag. To the side of the swamp is a heron. Frogs jump in the swamp, catching mosquitoes. At the signal “Heron!” -she steps over the rope and begins to catch frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, or running. The caught frogs go to the heron's nest.

Anyone who steps over the rope is considered caught; you can only jump over.

Complication: introduce a second heron, raise the rope to a height of 20 cm.

"Don't step on it"

Purpose: to teach children to jump over a stick sideways to the right and left. Develop a sense of rhythm, alternating jumps from right to left, attention, dexterity. Strengthen leg muscles.

Progress of the game:

A subgroup of children each place a 40cm long stick on the ground and stand to their right. At the count of the teacher and the rest of the children, they jump, moving their legs to the right and left of the stick. The one who made a mistake - did not jump exactly to the count, stepped on a stick, leaves the game.

Complication: jump forward and backward with each foot in turn.

"Wolf in the Moat"

Goal: to teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to get taunted by a wolf. Develop agility and speed of movement.

Progress of the game:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another; this is a ditch. On one side of the site there is a goat house. All the playing goats are one wolf. The goats are located in the wolf's house in the ditch. At the teacher’s signal - “goats to the meadow”, the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, at the signal - “goats home”, they run into the house jumping over the ditch. The wolf, without leaving the ditch, catches the goats by touching them with his hand. Those caught move to the end of the ditch. After 2-3 dashes, another wolf is assigned.

Option 2.

Introduce the second wolf; make 2 ditches with a wolf in each; increase the width of the ditch - 90-120cm.

"Jump - turn around"

Goal: to teach children to perform rhythmic jumps in place while counting, completing the task: turn 360 degrees, pull their legs to their chest, clasping them with their arms. Teach children to push off and land on both feet. Develop dexterity and vestibular apparatus. Strengthen leg muscles.

Progress of the game:

Children, standing freely, perform three jumps in place in a hoop (diameter 1 m); on the fourth high jump, at the top point of takeoff, they try to pull the knees of their bent legs to their chest, clasp them with their hands, then quickly straighten their legs and land softly.

Option 2.

Instead of bending your legs, perform a 360-degree turn.

"Be Nimble"

Goal: to teach children to jump in a circle, jumping over sandbags and back, trying not to make the driver dirty. Push off and land on both feet, on your toes. Develop agility and speed of movement. Strengthen the arches of your feet.

Progress of the game:

Children stand facing in a circle, each with a bag of sand at their feet. The driver is in the center of the circle. At the teacher’s signal, the children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Trap.

The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

Option 2.

Jump on one leg in a circle, introduce another trap.

"Jump - sit down"

Goal: to teach children to jump over a rope with both feet, pushing off and landing on both feet, and take a crouching tuck position. Develop dexterity, attention, speed of movements.

Progress of the game:

Children stand in a column at a distance of one step from another. Two drivers with a rope in their hands - length 1.5 m, are located to the right and left of the column. At a signal, children carry a rope in front of the column at a height of 25-30 cm from the ground. Children in a column take turns jumping over the rope. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60cm. the children quickly squat down, taking a tucked position so that the rope does not hit them. When repeated, the leaders change.

Jump up with a push of both legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

Complication: raise the rope above the children and carry it lower.

"Swipe"

Goal: to teach children to jump in place as high as possible, trying to hit a ball suspended 25 cm above the children’s height. Learn to land on your toes with bent legs. Strengthen the arches of your feet. Develop eye, dexterity, coordination of movements.

Progress of the game:

The ball is suspended at a height of 25 cm above the child’s raised hand. Two children of approximately the same height stand on both sides of the ball. They jump up and try to hit the ball harder. The winner is the one who hits the ball away from him in the other direction more often. Touch the ball with both hands.

Option 2.

The children's task is to hit a ball suspended on a rope from a high pole so that it spins around the pole.

"Migration of Birds"

Goal: to teach children to run freely around the hall, imitating the flight of birds, to jump onto cubes, benches, without using their hands, to jump, landing on their toes, with bent legs. Teach children to act on cues.

Progress of the game:

At one end of the hall there are children - they are birds. At the other end of the hall there are trees that you can climb on.

At the teacher’s signal: “The birds are flying away!” - children, waving their arms, scatter throughout the hall like wings, at the next signal: “Storm!” - children run to the hills and hide there. When the teacher says: “The storm has stopped!” children descend from the heights and scatter around the hall again (the birds continue their flight). During the game, the teacher mandatory provides insurance for children.

Option 2.

When approaching projectiles - trees and obstacles, children must jump over them.

"Jump Relay"

Goal: to teach children to perform different types of jumps at speed: sideways, with a ball clamped between their legs, in their hands, from foot to foot, on one leg.

Progress of the game:

Children stand in columns and move forward with different types of jumps: from one leg to the other, on two legs, with medicine balls in their hands, sideways. At the end of the progression, give a task - jump up, touch the mark on the wall with your hand, basketball hoop, suspended ball.

Option 2.

You can combine tasks: jump in one direction on your right leg, and in the other on your left; with the ball held between the knees, back with the shin.

"Magic Jump Rope"

Goal: to teach children to jump rope as many times as there are syllables in a word. Strengthen the ability to divide words into syllables. Develop attention and coordination of movements.

Progress of the game:

Children stand in 3-4 columns, they have jump ropes in their hands. The child playing the role of the leader pronounces a word, and those standing in front of the column must say how many parts there are in the named word, and perform as many jumps forward as there are syllables in the word. The teacher and children note the correctness of the actions performed.

The one who does it correctly moves to the other side of the platform, the one who makes a mistake stands at the end of the column.

Option 2

Children jump rope until they make a mistake.

Run with skipping ropes together. Who can run faster to the line without touching the rope?

"Sideways"

Goal: to teach children to jump sideways while maintaining distance, landing on their toes with bent knees. Strengthen leg muscles.

Progress of the game:

Children stand in a column at a distance of two steps from each other. At the teacher’s signal, the children jump sideways, all in one direction. Will the column be preserved?

Option 2.

Standing in a column, they count on the first second. At the signal, the first numbers jump sideways to the right, the second to the left.

"Running in a sack"

Goal: teach children to jump in a bag. Develop agility, speed, endurance.

Progress of the game:

Two or three children put spacious bags on their feet and jump to a landmark; whoever manages to cover this distance faster wins.

Complication: there are 2 children in the bag.

"Wolves and Sheep"

Goal: teach children to jump with long strides, trying to stain the “sheep.” Develop agility and speed. Strengthen leg muscles.

Progress of the game:

Children pretend to be sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. The sheep live on the opposite side of the lawn. They go out for a walk, run across the lawn, jump, sit down and nibble the grass. As soon as the teacher says: “Wolves!”, the wolves jump out of the ravine and run in wide leaps after the sheep, trying to catch them; when caught, the wolves take them to their ravine.

Option 2.

Draw a ravine 80-10cm wide. The sheep must jump over the ravine, and the wolves must grease them.

"The Fox and the Chickens"

Goal: to teach children to jump off objects, landing on their toes with bent knees, to run loosely without bumping into each other. Develop dexterity and attention. Strengthen the arches of your feet.

Progress of the game:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox and sits in his hole. At a signal, the chickens jump from their perch and run around the yard, jumping up, flapping their wings, and pecking at grains. At the teacher’s signal, the fox runs out of its hole and tries to catch the hen who has hesitated. The chickens should quickly fly to roost. Whomever the fox catches, he takes him to his hole.

Option 2.

The fox slowly begins to approach the chickens, one of the children pretending to be a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!” At this signal, the chickens run away to roost. The rooster keeps order and is the last to fly to roost. The fox catches the chicken that cannot stay on the roost or does not have time to fly to the roost. And he takes her into a hole, but on the way she unexpectedly meets a hunter with a gun (the teacher), frightened by the fox, lets go of the chicken and runs away, and the chicken returns home.

"Who Jumps"

Goal: to teach children to jump on two legs, landing on their toes with their legs bent. Develop attention and speed. Strengthen the arches of your feet.

Progress of the game:

The children stand in a circle with the teacher with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, the teacher says: - the frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping, etc. according to the conditions of the game, the children must say “yes” and jump only if the teacher named an animal that can really jump.

Option 2.

Jumping legs cross or hops.

"Let's jump in circles"

Goal: to teach children to jump on two legs in a circle, keeping their hands on their belts. Landing on your toes with your legs bent. Strengthen the arches of your feet. Develop attention and the ability to act on a signal.

Progress of the game:

Each player lays out a circle with a diameter of 60 cm from cones, strings, and pebbles. Everyone stands with their left and right sides facing their circle, puts their hands on their belts and, at the teacher’s signal, begins to jump on two legs around their circle. At the signal: “Stop!” the children rest a little and again begin to jump in the opposite direction.

Option 2.

All players jump out of the circles and run around the clearing, running away from the circles. At the signal, children run to the circles and stand in them; there should be one less circle.

"Hunters and Beasts"

Goal: to teach children to throw a small ball, trying to hit the animals, to perform imitative movements, depicting forest animals. Develop dexterity and eye.

Progress of the game:

Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go out into the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot and leaves the circle. Then the players change roles.

Option 2

There may be 3-4 hunters, they are on one side of the site, on the other the home of the animals is the forest. At a signal, the animals run into the forest, and the hunters shoot at them from the spot. Or they can run after animals, but not run into the forest.

"Ball Trap"

Goal: to teach children to run in all directions in the hall, form a circle, and throw a ball at a moving target - a child. Develop the ability to act on a signal, to run without bumping into each other. Cultivate endurance.

Progress of the game:

Children stand in a circle, standing at arm's length from each other. One of the children stands in the center of the circle. This is the driver. At his feet lie two small balls. The driver names or performs a series of movements. Children repeat. Suddenly the teacher says, “Run from the circle!” and the children run away in different directions. The driver picks up the balls and tries, without leaving the spot, to hit the runners. Then, at the signal “One, two, three, quickly run into the circle,” the children again form a circle. A new driver is selected.

Option 2

after a few seconds the teacher says stop! and the children should freeze in their places. The driver aims at the one who stands closer and throws the ball.

"Who is the most accurate"

Goal: to teach children to throw sandbags at a vertical target from above from behind their heads, trying to hit it. Develop eye and hand motor skills.

Progress of the game:

Children are divided into 4-5 units. A line is drawn at one side of the room, and 4-5 identical targets are placed at a distance of 3 meters from it. Children, one from each link, go to the line and throw the bag, trying to hit the target. At the end, the number of points in each link is calculated.

Option 2.

You can increase the distance to 3.5m. the target can be made from suspended hoops.

"Stop"

Goal: to teach children to throw a ball against a wall so that it touches the wall and bounces off it. Catch the ball on the fly with both hands, throw the ball, trying to mark the players. Develop eye, dexterity, and speed of reaction.

Progress of the game:

Children stand in front of the wall at a distance of 4-5 steps. The driver throws the ball at the wall so that it touches the wall and bounces off it. When throwing the ball, the driver names the person he appoints to catch it. The latter quickly catches the ball on the fly or picks it up from the floor. If he catches the ball, he immediately throws it against the wall and names a new catcher; if he picks it up from the ground, then, taking it, he shouts “Stop!” and when everyone stops, he spots, without leaving the place of the nearest child. He, in turn, quickly takes the ball, shouts “Stop1” and spots the other, and so on until the first miss. After a miss, everyone goes back to the wall, but the right to throw and designate who should catch belongs to the one who missed.

When catching the ball, everyone runs away, but as soon as the ball is caught and an exclamation is heard - stop, everyone must stop. The player being targeted can dodge, crouch, bend over, jump, but cannot move from his spot.

“Whoever is named catches the ball”

Goal: to teach children to catch a ball thrown up with both hands, without pressing it to the chest, throw it up, calling the child’s name. Develop the ability to act quickly. Strengthen hand motor skills.

Progress of the game:

Children walk or run around the playground. The teacher is holding a large ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. You need to throw the ball higher in order to catch it, and in the direction of the person named.

Option 2.

Children stand in a circle, one child throws the ball up and calls the name of the one who should catch it; all the other children scatter away from the center. The person who catches the ball shouts - stop! Everyone stops. And the one who caught the ball throws the ball from the spot at the one who is standing closer; if he hits, he becomes the driver; if he doesn’t hit, he throws the ball up.

"Ball School"

Goal: to strengthen children’s ability to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Progress of the game.

  • Throw the ball up and catch it with one hand.
  • Hit the ball on the ground and catch it with one hand.
  • Throw it up, clap your hands and catch it with both hands.
  • Hit the wall and catch it with one hand.
  • Hit the wall, catch it with one hand after it hits the ground.
  • Hit the ball against the wall, clap your hands and catch it with one hand.
  • Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it.
  • Hit the ball against the wall, throwing it from behind, from behind your head, from under your feet and catch it.
  • Hit the wall, turn 360 degrees and catch the ball after it hits the ground.

"Ball for the driver"

Goal: to teach children to throw and catch the ball with both hands, without pressing it to the chest or stomach. Develop dexterity, eye, endurance.

Progress of the game:

Children stand in one column at a distance from them - the driver stands 4-5 steps away. He throws the ball to the first one standing, he catches the ball and throws it back to the driver and runs to stand at the end of the column, and the second one moves forward and so on until the last player. If the child doesn’t catch it, the driver throws until he catches it.

Option 2.

Play the game as a competition. Children line up in two columns, and two drivers are selected.

"Hit the shuttlecock"

Goal: to teach children to work with a racket, hitting the shuttlecock so that it does not fall for as long as possible. Develop dexterity, endurance, eye.

Progress of the game:

A group of children hit the shuttlecock with a racket, trying to hit as many times as possible and not let their minds fall.

Option 2.

Invite the children to hit the shuttlecock and turn the racket to the other side each time. Or passing from one hand to another.

"Knock down the pin"

Goal: to teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop eye, strength and throwing accuracy.

Progress of the game:

On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2 m, a line is marked from them with a cord. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.

Option 2.

Throw the ball with your right, left hand, push with your foot.

Option 3.

The pins are placed behind the line in a certain order: in one row close to each other, with a high pin in the middle. In one row, one from the other at a short distance of -5-10cm; in a small circle, with a large pin in the center. In two rows there is a large pin between the rows; square, large in the center, etc. at a distance of 2-3 meters from the line on which the pins are located, draw 2-3 lines from which the players knock down the pins. Children, observing the order, begin to roll the balls from the closest line. The one who knocks down the most pins from the near line wins. He starts rolling balls from the second line. Etc.

"Pass"

Goal: to teach children to pass the ball to each other, rolling it along the ground with a kick. Develop eye and throwing accuracy.

Progress of the game:

Standing opposite, children pass the ball to each other, rolling it along the ground with a kick.

Option 2.

If there are a lot of players standing in a circle, the ball is passed to the person standing opposite or to a neighbor in the circle.

Option 3

pass the ball in pairs between two chips at a distance of 30 cm.

"Fast and accurate"

Goal: to teach children to throw bags at a horizontal target, in a convenient way, to run a race. Develop eye, throwing accuracy, agility.

Progress of the game:

2-4 children run to race, each with two bags of sand in their hands. Having reached the line, which is located 20 m from the start, children must stop and throw the bags into circles with a diameter of 1 m, drawn 3 meters from the finish line. Children must then quickly return to the starting line. The winner is the one who threw the bags and returned to their place faster.

Option 2.

Children run to the finish line, running around the pins.

"Catching Monkeys"

Goal: to learn to climb a gymnastic wall in a convenient way, going up and down without missing the slats, to run in all directions without bumping into each other. Develop the ability to act on a signal, imitate the actions of catchers, coordination of movements, speed of action, dexterity.

Progress of the game:

Children are divided into two groups - monkeys and monkey catchers. Children - monkeys are placed on one side of the site, where there are climbing aids; on the opposite side of the site there are catchers. Monkeys imitate everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them. The catchers agree on what movements they will show and show them in the middle of the field. As soon as the catchers reach the middle of the platform, the monkeys climb onto the ladder and watch the movements of the catchers. Having made the movements, the catchers hide, and the monkeys get off and approach the place where the catchers were and repeat their movements. At the signal 6 “Catchers1” - the monkeys run to the trees and climb on them. The catchers catch those who did not have time to climb the tree. And they take you away. After 2-3 repetitions, children change roles.

Complications:

Catchers must come up with complex movements: splits, bridge, etc.

"Bears and Bees"

Goal: to teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes, on bent legs, and run in all directions. Develop agility, courage, speed.

Progress of the game:

Children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. according to a conditioned signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” the bees fly to the hives, trying to sting the bears, they run away into the den, the stung bears miss one game. After 2-3 repetitions, children change roles.

Make sure that they get off the gymnastics wall without jumping or missing the slats. Jump off the benches on your toes with your legs bent.

"Bear Cubs"

Goal: to teach children to walk on all fours, racing. Develop back, leg muscles, agility.

Progress of the game:

Children stand on the starting line in pairs; at a signal, children crawl on all fours to the finish line.

Children in pairs compete in fast walking on all fours - like a bear.

Complication:

Crawling across the lawn, climbing over a log.

"Pass quietly"

Purpose: to teach children to pass through the gate or crawl silently, not to stand motionless. Develop the ability to move easily, on your toes.

Progress of the game:

Several children are blindfolded. They stand in pairs facing each other at arm's length. The rest of the children try to pass through the gate one by one silently, carefully bending down or crawling. At the slightest rustle, those standing at the gate raise their hands to stop the person passing. The winner is the one who managed to get through the gate safely.

You cannot stand without moving and go through the gate. If those standing at the goal catch the players, they immediately lower their hands down.

Complication:

Walk through the gate backwards.

"Figure walking"

Goal: to teach children to perform different types of walking in accordance with the task: snake, snail, chain, holding hands. Develop the ability to navigate the site and attention.

Progress of the game:

At the teacher’s signal, children walk in different types of walking.

"Snail"

children join hands and, turning to the left, follow the leader, first in a circle, and then in a snail, i.e. making concentric circles one inside the other. The distance between the spiral rings must be at least 1 m.

"Snake"

children walk in a column from one side of the playground to the other. Then they turn behind the leader and go to the meeting, doing this several times.

"Stop"

Goal: To teach children to walk around the playground, performing rhythmic steps in accordance with the words of the leader, to stop at the “Stop” signal, and to stand without moving. Develop the ability to move according to a signal and balance.

Progress of the game:

At a distance of 10-16 steps from the boundary of the site, a line is drawn behind which the children stand. At the other end of the platform, a circle with a diameter of 2-3 steps is outlined - the driver’s place. Turning his back to the children, the driver says loudly: “Walk quickly, be careful not to yawn! stop!" In response to these words, everyone goes to the driver, taking a step for each word. At the word “stop” they stop, and the driver quickly looks around. The driver returns the one who did not have time to stop and made an additional movement to the starting line. Then he turns his back again and repeats the words of the command. Children continue their movements from the place where they stopped the first time with the word stop. Those who were sent to the starting line begin to move from there. The winner is the one who managed to stand in the circle with the driver and becomes the driver.

Option 2.

The first one to reach the driver first with the word stop touches him, everyone quickly runs away, the driver tries to insult those running to the brink.

"Don't drop the ball"

Goal: teach children to walk while holding a spoon with a ball in their hands. Strengthen hand motor skills. Develop speed of movement and agility.

Progress of the game:

Children take turns - or 2-3 children at the same time - carry the balls in spoons, trying not to drop them and bring them to the landmark - 8-9 meters.

The ball cannot be held by hand; the person who dropped it must take the ball, place it in a spoon and continue moving from the place where the ball fell.

Complication: carry a ball while overcoming an obstacle: when stepping over something, walk like a snake.

“Build a line, a circle, a column”

Goal: to teach children to move around the playground in different directions without bumping, forming a column or line at a signal. Strengthen the ability to form a line, a column, finding your place and maintaining alignment. Develop attention.

Progress of the game:

Children walk freely in different directions around the playground. In accordance with the signal, they try to quickly form a column, line, or circle. It is necessary to indicate in advance where you can stand in a column or line. It is advisable to build a circle around some landmark.

You need to line up quickly, without jostling, finding your place, maintaining alignment in the column, line.

Option 2.

Distribute the children into 3-4 subgroups; the team that completes the formation at the signal faster and better wins.

"Troika"

Goal: to teach children to walk around the playground in threes, helping each other, coordinating their movements with the movements of other children, and maintaining the distance between the threes. Develop eye, orientation in space, attention.

Progress of the game:

Children stand in groups of three, holding hands. The distance between threes is at least 1 meter. In every three middle child stands facing the direction of movement, the other two on the right side and left of him stand with their backs. At the signal, the troikas move around the site, at the signal “Stop” they stop, and change places in the troikas.

Complication: arrange a competition to see whose three will be the first to reach the finish line.

"Fish"

Goal: to teach children to move scattered around the playground, trying to step on another child’s fish, and to move while dodging. Develop attention and speed of movement.

Progress of the game:

Two teams compete. Each child receives a paper fish with a 1m long thread attached to its tail. children tuck the end of the thread into the back of the belt so that the fish freely touches the floor - the fish swim. Each team has fish a certain color. At the teacher’s signal, everyone walks around the site, trying to step on the opponent’s fish, and at the same time not letting them catch their own. Whose fish is caught leaves the game.

Complication: introduce running.

"Who can climb the stick higher"

Purpose: to teach children, sitting on the floor or on the ground, to move their feet up the stick, bending their knees. Strengthen your feet. Develop speed of movement and agility.

Progress of the game:

Children sit on the floor, each puts a stick in front of them and holds it with their hands. Then, grasping the stick from the right to the left with the feet (toes and heels rest against the stick), at the signal “Who is taller,” they move their feet up, bending their knees.

Hold the stick vertically, pressing it firmly into the ground.

"Pull in a circle"

Goal: to teach children to move in a circle clockwise and counterclockwise, holding hands tightly, and at a signal, pull a neighbor into the circle carefully so that he steps on a snowball. Develop strength and balance.

Progress of the game:

Children holding hands form a circle. Inside the circle, there is a snowball in front of each player. At one signal, children walk in a circle to the left (right). At another signal, the movement stops and everyone tries to pull their neighbor into the circle so that they step on the snowball. In this case, you cannot unclasp your hands. Anyone who fails to resist and steps on someone receives a penalty point. A child who scores two points is eliminated from the game. Those who do not receive a single penalty point win.

Complication: introduce running in a circle.

"Walking Relay"

Goal: to teach children to perform various movements: walking along a narrow path, winding path, crawling under a cord, stepping over objects at speed. Develop agility, endurance, speed of movement.

Progress of the game:

At the same time, several children (depending on the number of obstacle courses) overcome various obstacles (climb, crawl through, step over, etc.). The child who comes to the finish line first and completes all the tasks correctly wins.

Option 2.

Walk along the winding path (w-20cm, d-6 -10m); crawl under a stretched cord or low-hanging branches, step over several sticks placed on chairs.

"Obstacle Course"

Goal: to teach children to overcome an obstacle course at speed, to complete tasks accurately and efficiently. To develop in children coordination of movements, agility, speed, and the ability to pass the baton.

Progress of the game:

Various aids can be used as obstacles: benches, arches, barriers, throwing targets. The order of overcoming obstacles can be any, for example: crawl under several arches (slats), walk along a bench (or log), run around medicine balls (4 balls placed at a distance of 1 m from each other), jump from a place over two lines, crawl along bench, run with a small ball (or a bag of sand) 6-7 m and throw it at the target. The speed and accuracy of completing the task are assessed.


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