Encyclopedia of fire safety

Card file (senior group) on the topic: Card file of outdoor games for children of senior preschool age. Pedagogical development

Card file of outdoor games

For older preschool children

Compiled by: educator Marchuk N.A.

Explanatory note

At preschool age, the leading activity is the game. The educational value of the game, its comprehensive influence on the development of the child is difficult to overestimate. The game is organically inherent in childhood and, with the skillful guidance of adults, can work wonders. In order to comprehensively develop and educate the child, outdoor games are widely used. The game 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, in essence, exhaust all types of natural movements inherent in a person: walking, running, jumping, climbing, throwing, catching - and therefore are the most universal and indispensable means in the development of physical qualities.

Based on the foregoing, 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 accountability age features children;

The principle of systematic and consistent conduct of outdoor games;

The principle of progression;

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

Bubble


Purpose: to teach children to form a circle, changing its size depending on the game actions; develop the ability to coordinate actions with spoken words.
Game progress:
Children, together with the teacher, holding hands, form a circle and pronounce the words:
Inflate a bubble, inflate a big one.
Stay like this and don't break.
The players, in accordance with the text, step 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 “shhhh”. then again become in a circle.

cat and mice


Purpose: to improve the ability to navigate in space, to avoid collisions; move in the general game situation.
Game progress:
On one side of the hall, a plot is fenced - this is the house of mice (50 cm high). on the other side of the hall is the cat's house. The teacher says:
The cat guards mice, pretended to be asleep!
Children crawl under the rails and run.
The teacher says:
Hush, mice, don't make noise.
And don't wake up the cat!
Children run easily and silently. With the words "The cat woke up", a child depicting a cat runs after mice. Children do not crawl under the slats, but run into the burrows through the unfenced part.

shaggy dog


Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.
Game progress:
Children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with the 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. Children run away, and the dog tries to catch them.

birder


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

Four forces


Purpose: to develop attention, memory, dexterity.
Game progress:
The players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands

Black, white do not take, "Yes" and "No" do not say


Purpose: to develop mindfulness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.
Game progress:

The game starts like this:
They sent you a hundred rubles,
Buy whatever you want
Black, white do not take
"Yes", "No" do not say.
After that, the leader leads a conversation, asking questions. The one who got lost in the answer gives the driver a phantom. After the game, the offenders redeem their forfeits by completing various tasks.

Flowers


Purpose: to consolidate knowledge about colors (or any other subjects, for example Sports Equipment), improve reaction, speed qualities.
Game progress:
Each player chooses a flower for himself. By lot, the chosen flower starts the game. It invokes any other flower, such as a poppy. Poppy runs, and the rose catches up with him. Then the poppy can name any other flower. The one who has never been caught wins.

Birds


Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.
Game progress:
The players choose a hostess and a hawk. The rest are birds. The hawk is flying. The hostess says:
- Why did you come?
- For a bird!
- For what?
The hawk calls. If there is no named bird, the hostess drives him away. The game continues until the hawk catches all the birds.

"Sparrows and the Car"

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

Game progress: Children - "sparrows" sit on the bench - "nests". The teacher depicts a "car". After the words of the teacher: “Flew, sparrows, onto the path,” the children rise and run around the playground, waving their arms - “wings”. At the signal of the teacher: “The car is driving, fly, sparrows, to your nests!” - the “car” leaves the “garage”, the “sparrows” fly into the “nests” (sit on the benches). The "car" returns to the "garage".

"Traffic light"

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

Game progress:

Mugs (diameter 10 cm) are made in red, green and yellow colors, which are attached to sticks. Children stand in a line and perform exercises according to the leader’s signals: they squat on a red signal, stand on a yellow signal, and march in place on a green one.
While moving in a column, one at a time, bypassing the site, the exercises change: red - everyone stands still, yellow - they move in a crouch, green - they jump on their toes.
Penalty points are awarded for each mistake. The one with the fewest penalty points wins.

"Burners"

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

Game progress:

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 bright

To not 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, and join hands. The catcher tries to catch one of the pair before the children have time to join hands. If the catcher manages to do this, then he forms a new pair with the caught, and becomes

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

"Needle, thread, knot"

Purpose: to teach to act in concert with each other; dexterity and speed.

Game progress: The players choose three drivers - “needle”, “thread” and “knot”. In addition to the leaders, everyone joins hands and stands in a circle. Drivers become a semicircle.

The game starts at the direction of the leader. "Needle" runs in a zigzag under the hands of players standing in a circle. The task of the leaders: 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 - the needle, and also if the thread and the knot mix up the path of movement for 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 and interfere with them. 2. The thread and knot must run along the same path as the needle.

"Sun and moon"

Target:

Game progress: On opposite sides of the site, 2 lines are drawn, behind the line is the “home” of the players. The teams "Sun" and "Moon" are built in a line 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 one another. The teacher calls 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 places. The runs are repeated 5-6 times. The team that tarnished more players is celebrated.

You can not stain the players in the house.

"Snake"

Target: to form coordination of motor actions.

Game progress: Players (5-6 people) line up one by one and put their hands on the belt of the person in front. The first player in the column is the “head”, the last is the “tail”. At the signal, the head should spot the tail. If the head stains the tail or the clutch breaks, then the game stops and new drivers are selected.

The head and tail must act in concert, the players must not be pulled by the clothes and pushed.

"To your flags"

Target: form spatial and visual orientation.

Game progress: 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. On a signal, the children scatter around the playground, and on 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 their location.

"Jumping Sparrows"

Target: develop speed and agility.

Game progress: A circle is drawn on the court, the players - "sparrows" are built in a circle. In the center of the circle is the leader - the "crow". Sparrows jump into the circle, jump in the circle, jump out of it. The crow tries to stain the sparrows in the circle. Captured players remain in the game. When the raven catches 3-4 sparrows, a new leader is selected.

The diameter of the circle is 4-6 meters.

"Fishing rod"

Purpose: to improve coordination abilities, strengthen leg muscles.

Game progress: Players - "fishermen" are built in a circle, in the center of the circle is the driver - "fisherman" and holds in his hands a "rod" - a rope. The driver rotates the rope in a circle, and the children jump up, trying not to touch it. The player who hit the rope is temporarily out. The game is repeated 2-3 times, the most dexterous fish are marked.! Land softly, don't stomp.

"Bears and Bees"

Purpose: to cultivate speed and agility.

Game progress: 2 teams participate, one team is “bears”, the other is “bees”. The bees stand in the "house" - on a dais. At a distance of 3-4 m from the "house of bees" there is a forest line - "the house of bears". On the opposite side, at a distance of 7-8 m from the bee 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!" bees fly to their hives and stain (“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 the game is repeated, the children change roles.

"Body parts"

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

Game progress: Players move around the court in different directions (run, jump, step). At the command of the teacher "Hand-head!" each player quickly finds a partner and puts a hand on his head. The fastest and most attentive pairs are marked.

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

"Hare - month"

Target: develop motor coordination.

Game progress: The players are on one side of the site, the driver - "hare - month" stands in the center of the site facing the players. The children ask in chorus, and the hare - the month answers them:

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

"What did you do?" - "Hay mowed."

"Where did you put it?" - "To the barn."

"Who saw?" - "Chur!".

With the word "Chur!" the children run away, and the hare tries to catch up with them and stain them. Caught players are temporarily out of the game.

They scatter only on a signal, you can complicate the game and appoint not one, but several drivers.

"Metelitsa"

Target: foster team spirit and camaraderie.

Game progress: 2 teams participate, which are built in 2 lines and hold hands. Leaders are at the head of the columns. They lead the chain behind them, run between the snow bank, sled, snowman and other obstacles. The team that did not open their arms 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.

Game progress: 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 tarnish them. The one she touches turns into an "icicle" and remains standing still. When the game is repeated, another driver is selected from among the most dexterous players.

"Ocean is shaking"

Target: develop creative imagination.

Game progress: Players stand on the court and say:

The sea is worried - once,

The sea is worried - two,

The sea is worried - three,

Marine figure freeze in place.

In time with the words, the children wave their hands. WITH last words stop and freeze, adopting various poses. The most interesting figures are marked.

The figure must be marine; the game can be made more difficult by inviting the children to come up with a figure in pairs or in triplets.

"Hot potato"

Target: to fix the transfer of the ball in a circle.

Game progress: Players line up in a circle, one of the players holds the ball in his hands. To the music or the sounds of a tambourine, children betray the ball to each other in a circle. As soon as the music stops, the player in possession of the ball is out of 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: nurture purposefulness and perseverance.

Game progress: Children are built in a circle, in the center of the circle - the leader with his eyes closed. The teacher gives one of the players an item to hide. All children, except the driver, know who has the object

"Sly Fox"

Purpose: to develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Game progress:

The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes 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 look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, “Sly fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules: The fox begins to catch the 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.

The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected.

"Pass - get up"

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

Game progress:

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

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

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

"Find the ball"

Purpose: to develop in children observation, dexterity.

Game progress:

All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. 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 had the ball or who dropped it, becomes in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a 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 task to the one who had the ball: jump, dance, etc.

"Two Frosts"

Purpose: to develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Game progress:

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 site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator, “Start,” both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off 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 the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

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

"Carousel"

Purpose: to develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Game progress:

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 carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take places on the carousel only by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone should take their place. Put the cord on the floor, running in a circle after it.

"Mousetrap"

Purpose: to develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting, building in a circle and walking in a circle. Contribute to the development of speech.

Game progress:

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, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware, cheaters, we will get to you. We will put mousetraps for you, we will catch everyone now. Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the word of the teacher: "clap", the children standing in a circle, lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap". After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

"Guess Who Got Caught"

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

Game progress:

Children sit on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different sides and pretend to catch 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 occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

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

"We are funny guys"

Purpose: to develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Game progress:

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. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny 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 trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected. Rules: Crossing to the other side is possible only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of the evaders - an obstacle - running between objects.

"The herd and the wolf"

Purpose: to develop the ability to perform movements on a signal. Practice walking and running fast.

Game progress:

Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them 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". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “water hole” in the game, bend down and, as it were, drink water.

"Swan geese"

Purpose: to develop in children endurance, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Game progress:

At one end of the site, a “house” line is drawn, 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 depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We are not allowed. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a 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. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

"Hurry to places"

Purpose: to develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Game progress: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

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

"Hunters and Hares"

Purpose: to improve the skills of jumping and throwing at a target on both legs. Develop dexterity, speed and orientation in space.

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

Game progress.

Hares sit in their "minks" located on the opposite side of the site. "Hunters" go around the site and pretend to be looking for "hares", then go to their places, hide behind "trees" (chairs, bench).

In the teacher's words:

Bunny jump-jump. jumping gallop

Into the green forest

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

Game instructions. Make sure that the "hunter" throws the ball with both the right and left hand. "Hunters" throw the ball only at the feet of "hares". The ball is picked up by the one who threw it.

"Free place"

Target: develop dexterity, speed; the ability not to collide.

Game progress:

The players sit on the floorin a circle, cross-legged. The teacher calls two children sitting next to each other. They stand up and stand in a circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, run to their place and sit down. The players note who first took the free place. The teacher calls two other children. Game continues.

Directions. Can be called for running and children sitting in different places circle.

"Cosmonauts"

Purpose: to develop children's attention, dexterity, imagination. Exercise in quick orientation in space.

Game progress:

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets must 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 such a one!

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

Whatever we want, There is no place 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 sit in the rockets tell in turn where they fly and what they see. After that, everyone again stands in a circle, and the game is repeated. During the flight, instead of telling about what they saw, children are invited to perform various exercises, tasks related to spacewalks, etc.

"Falcon and Doves"

Purpose: to train children in dodge running.

Game progress:

On opposite sides of the site, dove houses are indicated by lines. Between the houses there is a falcon (leader). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: "Doves, fly!" pigeons fly (run) from one house to another, trying not to get caught by a falcon. The one whom the falcon has touched with his hand steps aside. When 3 pigeons are caught, another falcon is chosen.

"Birds and cage"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Game progress:

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. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.

"Aircraft"

Purpose: to teach children to run slowly, keep their back and head straight while running, keep the distance between each other, develop orientation in space.

Game progress:

I option: children run around the playground, depicting airplanes (hands apart). Planes must not collide and break their wings. The victims of the accident approach the teacher. After repairs, they are again sent to flight. The game lasts 2-3 minutes.

II option: children are placed around the teacher in one corner of the site and squat down. These are planes at the airport. At the signal of the educator, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with wings (arms outstretched to the sides). On a signal, the planes come in for a landing and take their place at the airfield. At the end of the game, the best flying without accidents are marked. The game is repeated 3-4 times.

"Who has the ball"

Purpose: to teach to keep the back straight, strengthen the muscles of the back, exercise the ball passing.

Game progress:

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

"Homeless Bunny"

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

Game progress:

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the children - hares are located in the 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 immediately run away. After 2-3 minutes, the teacher changes the hunter.

"Traps" (with ribbons)

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

Game progress:

Children are built in a circle, each has a colored ribbon tucked into the back of the belt. Lovishka stands in the center of the circle. At the signal of the teacher: "One, two, three - catch!" children run around the playground. The trap is trying to pull the ribbon. On a signal: "One, two, three in a circle, run quickly - all the children are built in a circle." After counting those caught, the game is repeated.

Option 2

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

"Frost - red nose"

Purpose: to teach children to run in loose from one side of the site to the other, dodging the trap, act on a signal, maintain a motionless posture. Develop endurance, attention. To fix the run with an overlap of the lower leg, a side gallop.

Game progress:

On opposite sides of the site, two houses are indicated, in one of them there are players. In the middle of the site, the leader becomes facing them - Frost is a red nose, he says:

“I am frost – red nose.

Which one of you decides

Set off on the path?

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 like that until the end of the run. Frost counts how many players managed to freeze at the same time, it is taken into account that the 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 (Frost-Red Nose and Frost-Blue Nose). Standing in the middle of the playground facing the children, they say:

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

Two distant frosts, which of you will decide

I'm Frost-Red Nose, To set off on a 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"

Purpose: to teach children to move in a column, holding on to each other tightly, without breaking the clutch. Develop the ability to act in concert, dexterity.

Game progress:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a mother hen. The rest of the children are chickens, they stand behind the hen, forming a column. Everyone hold on to each other. Aside is a kite's nest. On a signal, he flies out of the nest and tries to catch the last chick in the column. The mother hen, stretching her arms to the sides, does not allow the kite to grab the chicken. All chickens follow the movements of the kite and quickly move after the hen. The caught chick goes to the kite's nest.

Option 2.

If there are many children, you can play in two groups.

"Paints"

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

Game progress:

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

Here! Here!

Who's there?

Buyer.

Why did you come?

For paint.

For what?

For blue.

If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back!” if the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most paint wins. The owner can come up with a task that is more difficult, for example: jump on one leg along the red carpet.

Option 2.

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

"Take it fast"

Purpose: to teach children to walk, run in a circle, act on a signal, develop dexterity, speed.

Game progress:

Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one less. On the next signal "Quickly take it!" - each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser. The game is on repeat

Option 2.

Children perform dance movements, different types of running and walking. Items can be less by 3-4.

"Whose column is more likely to be built?"

Purpose: to teach children to move around the site in different directions, on a signal it is built in three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, orientation in space.

Game progress:

Children are divided into three groups with the same number of players. Each subgroup chooses a certain object, such as a bump or a stone, etc. All children in the same 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 indicated by the same object. To the beat of a tambourine, everyone walks or runs in different directions. At the signal “To the places”, they run and line up at the corresponding object in a column.

Option 2.

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

"Owl"

Purpose: to teach children to act on a signal, to run, imitating birds in all directions, to maintain a motionless posture. Develop balance.

Game progress:

All playing birds, 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, peck at the grains. At the signal "night" everyone stops and stands motionless. An owl flies out, looks out for those who move and take them to the nest. after 15-20 sec. The “day” signal is given again, the owl flies to the nest, the children - birds fly around the site.

Option 2.

Two owls are selected. Take interesting poses.

"Fifteen"

Purpose: 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.

Game progress:

A leader is selected, who receives a colored bandage and becomes 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 knock them down. The one who was taunted by the driver steps aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can not stain the one who managed to stand on one leg.

"Running in ranks"

Purpose: to teach children to walk in a line with different hand positions: on their shoulders, linked in front, to run away in all directions without bumping into each other. To develop the ability to act on a signal, in coordination, dexterity, speed of movements.

Game progress:

The teams line up in ranks (at a distance of 15-20 steps), you can give them the names "Rocket" and "Sputnik". On a signal, the children of one of the teams, holding hands, go forward, trying to keep the 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 line unhook their hands and run to their house, and the guys of the second line try to overpower them. Commands switch roles when repeated.

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 the arms, put their hands on their shoulders, clasp them in front; those who expect rivals to approach may stand with their backs or sideways to them.

"Catch up with an opponent"

Purpose: to teach children to run from one side of the playground to the other quickly so that other children do not piss. Develop the ability to act on a signal, speed of movement, dexterity.

Game progress:

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. On a signal, everyone starts running at the same time: the children behind are trying to overpower those running in front. After counting the pissed off children change roles. When repeating, the lines change places.

Option 2.

Children run away different types running.

"Change of Places"

Purpose: 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 line up smoothly, act in concert, on a signal. To fix the side canter, running with straight legs.

Game progress:

Two teams of 8-10 people line up in ranks facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge to the width of outstretched arms. On a signal, they run towards each other, trying to be 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.

Run across at a lateral gallop, with straight legs.

"Collect the flags"

Purpose: to teach children to transfer from one side of the site to the other, trying to quickly raise the flag, hold the flags firmly, trying not to drop them. To develop in children dexterity, speed of movement, coordination, attention.

Game progress:

Flags are placed on the field, the site every 8-10m. in the first row there should be two less flags than the players, in the second row there should be 2 less. Thus, if 10 children are playing, then there should be 8, 6, 4, 2, 1 flags in each row. At the signal, the children run, everyone tries to take possession of the flag in the first row. The two who fail to do so are out of the game. After the second stage, six participants remain, then 4 and finally the two strongest. The child who masters the last flag is the winner.

Complication: get to the flags by jumping forward on two legs.

"Be careful"

Purpose: to teach children to quickly run after objects, listening to the command which item to bring. Develop attention, dexterity, speed of movement.

Game progress:

There are 5-6 players on one side of the site, on the opposite side (distance 8-10m), three objects (a cube, a rattle, a flag) lie in front of each to the signal “Run!” children rush to objects. Approximately in the middle of the path, a signal follows, which of the three items to take, for example, a cube. Children take the named item and run with it to the starting line, the one who first brought the item wins, if the wrong item is taken, you need to return and replace it.

Option 2

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

"Zhmurki"

Purpose: to teach children to run around the playground in all directions, to move blindfolded, listening to warning signals. Develop the ability to quickly move around the hall, dexterity, speed of action.

Game progress:

The driver is chosen - blind man's blind man. He stands in the middle of the room, they blindfold him, turn him around several times. Then all the children run around the room, and Trap tries to catch someone. At the sight of any danger to the blind man's buff, the children should warn with the word "Fire!". Having caught someone, the blind man passes his role to the one who is caught.

Option 2.

If the game takes place on the street, then the boundary is outlined, beyond which the players do not have the right to run. Crossing the agreed border is considered burnt and is obliged to replace the blind man's buff.

"Salki with a skipping rope"

Purpose: to teach children to run in pairs, threes around the playground, holding on to the rope, trying to knock down children running around in all directions. To develop the ability to act in concert in pairs, triples, coordination of movements, dexterity.

Game progress:

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

Complication: include 2 pairs of traps in the game.

"Change subject"

Purpose: to teach children to quickly run across opposite side playgrounds, take an object and betray it to your friend, develop the ability to act in a team, follow the rules, dexterity, general endurance. Cultivate perseverance in achieving positive results.

Game progress:

Players stand behind the line on one side of the court, forming 4-5 columns. On the opposite side of the site opposite each column, circles with a diameter of 60-80 cm are outlined. each first in the column holds a bag of sand, a cube or other object in his hands. The same object is placed in the center of each circle. On a signal, the players run to the mugs, put 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 came running pass objects to those standing behind them, and they themselves run to the end of the column. When everyone completes the task, the column with the most wins is marked.

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

"Catch up with your couple"

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

Game progress:

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

Option 2

Stain your pair with a ball.

"Second Extra"

Purpose: to teach children to run quickly in a circle, getting ahead of the child. Develop attention, reaction. Raise interest in outdoor games.

Game progress.

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

Run only outside the circle, do not cross it, do not grab the children standing in the circle, do not run 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 Extra".

"Simple traps"

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

Game progress:

The children are on the playground, Lovishka is in the middle of the playground. On a signal - one, two, three - catch1 - all the children scatter around the playground, dodging the trap. The one that Lovishka has stained steps aside.

Option 2.

The trap cannot catch the one who managed to sit down.

3 option.

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

4 option.

The trap must hit the fleeing with the ball.

5 option.

It is impossible to catch those children who managed to stand on some towering object in time.

"Relay race in pairs"

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

Game progress: Children stand in 2 columns in pairs behind a line on one side of the playground. Landmarks on the opposite side. On a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. That column wins, the players of which complete the task faster and do not separate their hands while running.

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

"Donkey"

Purpose: to teach children to move around the playground, in confined space without falling in groups. Develop imitative movements. Cultivate interest in games.

Game progress:

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

Educator: along the yellow path

Tsok-tsok - hooves are knocking.

The gray donkey has arrived

Do you want to ride?

All children: donkey, donkey

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

Donkey, donkey,

Here is our donkey!

Educator: we sat in the cart,

Tsok-tsok - hooves are knocking.

And as if on command

All smiled faces.

All children: donkey, donkey

Here is our donkey!

Donkey, donkey,

Here is our donkey!

We ride in the park

Tsok - tsok - hooves are knocking, the wind is jealous of us,

And the sun is sparkling.

donkey, donkey (donkey stops).

Here is our donkey!

Donkey, donkey,

Here is our donkey!

Educator: but soon long-eared

Thinking to get angry

Wheels don't turn

Hooves do not stomp.

All children: donkey, donkey

Here is our donkey!

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

Here is our donkey!

On the sunny path That's our donkey!

We knock with heels, donkey, donkey,

Stubborn and wagon That's our donkey!

We bring it back ourselves.

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

"Don't get caught"

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

Game progress:

Children are located around the cord laid in the form of a circle. There are two drivers in the center. At the signal of the teacher, the children jump on two legs into a circle, and jump out as the traps approach. Anyone who has been tarnished receives a penalty point. After counting those caught, the traps change and the game resumes.

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

"The Frogs and the Heron"

Purpose: to teach children to jump in place from a deep squat, jump over a rope located at a height of 15cm, different ways: with two legs, one, from a running start, trying not to catch the heron. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, a swamp is designated, pegs -15 cm high are driven in. they hang a rope with Georgian women on them so that it does not sag. Away from the swamp is a heron. Frogs jump in the swamp, catch mosquitoes. At the signal "Heron!" -she steps over the rope and starts catching frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, running. Caught frogs go to the heron's nest.

Stepping over the rope is considered caught, you can only jump over.

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

"Don't come"

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

Game progress:

A subgroup of children each put a stick 40 cm long on the ground and stand on their right. At the expense of the teacher and the rest of the children, they jump, shifting their legs to the right and left of the stick. The one who made a mistake - jumped not exactly under the count, stepped on a stick, out of the game.

Complication: jump alternately with each foot forward, backward.

"Wolf in the Den"

Purpose: to teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to overpower the wolf. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another, this is a moat. On one side of the site is a goat house. All playing goats are one wolf. Goats are located in the house of the wolf in the moat. At the signal of the educator - “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 - “domra goats”, they run into the house jumping over the ditch. The wolf, without leaving the moat, catches the goats by touching them with his hand. Those caught go to the end of the moat. After 2-3 runs, another wolf is assigned.

Option 2.

Enter the second wolf; make 2 ditches in each wolf; increase the width of the moat - 90-120cm.

"Jump - Turn"

Purpose: to teach children to perform rhythmic jumps in place under the count, completing the task: turn 360 degrees, pull their legs to their chest, wrapping their arms around them. Teach children to push off and land on both feet. Develop dexterity, vestibular apparatus. Strengthen leg muscles.

Game progress:

Children, standing freely, perform three jumps in place in a hoop (diameter 1 m) on the fourth high jump, they try to pull their knees of bent legs to their chest at the top of the take-off, wrap their arms around them, then quickly straighten their legs and land softly.

Option 2.

Instead of bending your legs, do a 360 degree turn.

"Be smart"

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

Game progress:

Children stand facing in a circle, at the feet of each a bag of sand. Leading in the center of the circle. On a signal from the teacher, the children jump into the circle and back through the bags, pushing off with both legs. The driver tries to taunt the children until 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 Lovishka.

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 foot in a circle, introduce another trap.

"Jump - Squat"

Purpose: to teach children to jump over the rope with both feet, pushing off and landing on both feet, to take a position in a crouching group. Develop dexterity, attention, speed of movement.

Game progress:

Children stand in a column at a distance of one step from another. Two leaders with a rope in their hands - 1.5 m long, located to the right and left of the column. On a signal, the children carry the rope in front of the column at a height of 25-30 cm from the ground. The children in the column jump over the rope one by one. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60 cm. children quickly crouch, taking the position of the group, so that the rope does not touch them. When repeated, the leaders change.

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

Complication: lift the rope that has come out, carry it lower over the children.

"Swipe"

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

Game progress:

A ball is suspended at a height of 25 cm above the raised arm of the child. Two children of approximately the same height stand on either side of the ball. They jump up and try to hit the ball harder. The winner is the one who more often beat the ball away from himself in the other direction. Touch the ball with both hands.

Option 2.

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

"Bird flight"

Purpose: to teach children to run freely around the hall, imitating the flight of birds, jump on cubes, benches, without the help of hands, jump off, landing on toes, half-bent legs. Teach children to act on a signal.

Game progress:

At one end of the hall are children - they are birds. At the other end of the hall, the climbable aids are trees.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms, scatter like wings all over the hall, at the next signal: “Storm!” - children run to the hills and hide there. When the teacher says: “The storm has stopped!” the children descend from the hills and again scatter around the hall (the birds continue their flight). During the game, the teacher without fail insures children.

Option 2.

When approaching the projectiles - trees to decompose obstacles, the children must jump over them.

"Jump Relay"

Purpose: to teach children to perform different types of jumps at speed: sideways, with the ball sandwiched between their legs, in their hands, from foot to foot, on one foot.

Game progress:

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

Option 2.

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

"Magic Skipping Rope"

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

Game progress:

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 the columns standing in front must say how many parts 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 performed correctly goes to the other side of the site, who made a mistake, he stands at the end of the column.

Option 2

Children jump rope until they make a mistake.

Run with jump ropes together. Who will run faster to the line and not touch the rope.

"Sideways"

Purpose: to teach children to jump, keeping a distance sideways, landing on toes with half-bent knees. Strengthen leg muscles.

Game progress:

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

Option 2.

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

"Bag Run"

Purpose: to teach children to jump in a bag. Develop dexterity, speed, endurance.

Game progress:

Two - three children put spacious bags on their feet and jump to the landmark, whoever manages to overcome this distance faster wins.

Complication: there are 2 children in the bag.

"Wolves and Sheep"

Purpose: to teach children to jump with wide strides, trying to stain the "sheep". Develop agility and speed. Strengthen leg muscles.

Game progress:

Children represent sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. Sheep live on the opposite side of the lawn. They go out for a walk, scatter 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 jumps after the sheep, trying to catch them, caught, the wolves take them to their ravine.

Option 2.

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

"The Fox and the Chickens"

Purpose: to teach children to jump off objects, landing on their toes with half-bent knees, to run loose without bumping. Develop dexterity, attention. Strengthen the arches of the feet.

Game progress:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox, she sits in her hole. At a signal, the chickens jump off the perch and run around the yard, jumping up and down, flapping their wings, pecking at grains. At the signal of the teacher, the fox runs out of its hole and tries to catch the lingering chicken. Chickens should quickly fly up to the roost. Whoever the fox has caught, he leads to his hole.

Option 2.

The fox slowly starts to get close to the chickens, one of the children depicting a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!”. At this signal, the chickens run to the roost. The rooster keeps order and flies up to the perch last. The fox catches the chicken that cannot stay on the perch or does not have time to fly up to the perch. And he takes her to a hole, but on the way she suddenly meets a hunter with a gun (teacher), frightened by a fox, releases the chicken and runs away, and the chicken returns home.

"Who is jumping"

Purpose: to teach children to jump on two legs, landing on half-bent toes. Develop attention, speed. Strengthen the arches of the feet.

Game progress:

The children stand in a circle with the educator 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 rules of the game, children must say “yes” and jump only if the teacher has named an animal that can really jump.

Option 2.

Jumping legs crosswise or jumps.

"Jumping around"

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

Game progress:

Each player lays out a circle with a diameter of 60 cm from cones, ropes, pebbles. everyone stands with their left, right side to their circle, put their hands on their belts and, at the signal of the teacher, begin 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 the players jump out of the circles and run around the clearing, running away from the circles. On a signal, the children run to the circles and stand in them, there should be one less circle.

"Hunters and Beasts"

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

Game progress:

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 to 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 out of the circle. Then the players change roles.

Option 2

there can be 3-4 hunters, they are on one side of the site, on the other side of the house of animals - the forest. On a signal, the animals run away into the forest, and the hunters shoot at them from the spot. Or they can run after the animals, but not run into the forest.

"Ball Trap"

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

Game progress:

Children stand in a circle, standing at arm's length from each other. One of the children becomes the center of the circle. This is the driver. At his feet are two small balls. The driver calls or makes a series of movements. Children repeat. Suddenly the teacher says "Run out of the circle!" and the children run in all directions. The driver picks up the balls and tries to hit the fleeing without leaving the place. Then, at the signal “One, two, three in a circle, run quickly,” 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 is standing closer and throws the ball.

"Who is the most accurate"

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

Game progress:

Children are divided into 4-5 links. 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 of 3.5m. the target can be made from suspended hoops.

"Stop"

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

Game progress:

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. Throwing the ball, the leader calls the one whom he appoints to catch him. 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 calls the new catcher, if he lifts it from the ground, then, taking it, shouts “Stop!” and when everyone stops, he stains the nearest child without leaving his seat. He, in turn, takes the ball quickly, shouts “Stop1” and stains the other, and so on until the first miss. After a miss, everyone goes back to the wall, but the right to throw and appoint the one who should catch belongs to the one who missed.

When catching the ball, everyone scatters, but as soon as the ball is caught and an exclamation is heard - stop, everyone must stop. The player who is being targeted can dodge, crouch, bend down, jump, but cannot leave the place.

"Whoever is called, he catches the ball"

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

Game progress:

Children walk or run around the playground. The teacher holds a large ball in his hands. He calls the name of one of the children and throws the ball up. The named one 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 have time to catch it, and in the direction of the one who was 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 other children scatter away from the center. The one 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 closer, if he hit, he becomes the driver, if he didn’t hit, he throws the ball up.

"School of the ball"

Purpose: to consolidate the ability of children to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Game progress.

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

"The ball to the driver"

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

Game progress:

Children stand in one column at a distance from them - the leader becomes 4-5 steps. 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 moves forward and so on until the last player. If the child does not catch, the driver throws until he catches.

Option 2.

Play the game like a competition. Children are built in two columns, and two drivers are selected.

"Kick the shuttlecock"

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

Game progress:

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

Option 2.

Invite the children to knock the shuttlecock each time to turn the racket to the other side. Or intercepting from one hand to another.

"Knock down the pin"

Purpose: to teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2m, run after the ball, betraying other children. Develop an eye, the strength of the accuracy of the throw.

Game progress:

On one side of the hall, 3-4 circles are drawn, skittles are placed in them. At a distance of 1.5-2m, a line is drawn from them. 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, put the skittles, take the balls and bring them to the next children.

Option 2.

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

3 option.

Pins are placed behind the line in a certain order: in one row close to each other, a high pin in the middle. In one row one from the other at a small distance -5-10 cm; in a small circle, a large skittle in the center. In two rows, a large skittle 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 nearest line. The winner is the one who knocks the most pins from the near line. He starts rolling balls from the second line. Etc.

"Pass"

Purpose: to teach children to pass the ball to each other by rolling it on the ground with a kick. Develop an eye, the accuracy of the throw.

Game progress:

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

Option 2.

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

3 option

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

"Fast and accurate"

Purpose: to teach children to throw bags at a horizontal target, in a convenient way, to run a race. Develop an eye, throw accuracy, dexterity.

Game progress:

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

Option 2.

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

"Monkey Catching"

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

Game progress:

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 mimic 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 court. As soon as the catchers go to the middle of the site, the monkeys climb the ladder and watch the movements of the catchers. Having made the movements, the catchers hide, and the monkeys get down and approach the place where the catchers were and repeat their movements. At the signal6 "Catchers1" - the monkeys run to the trees and climb on them. Catchers catch those who did not have time to climb a tree. And they take you away. After 2-3 repetitions, the children change roles.

Complications:

Catchers must come up with complex moves: splits, bridges, etc.

"Bears and bees"

Purpose: to teach children to climb the gymnastic wall, climb benches, cubes without the help of hands, jump on toes, on half-bent legs, run in all directions. Develop dexterity, courage, speed.

Game progress:

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, in the direction of the bears' lair. at a prearranged 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 honey. The teacher gives a signal: "Bears!" bees fly to the hives, trying to sting the bears, they run away to the den, the stung bears miss one game. After 2-3 repetitions, the children change roles.

Make sure that they get off the gymnastic wall without jumping off, without missing the rails. From the benches, jump on toes with half-bent legs.

"Bears"

Purpose: to teach children to walk on high all fours, to race. Develop the muscles of the back, legs, agility.

Game progress:

Children stand on the start line in pairs, on a signal, the children crawl on high all fours to the finish line.

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

Complication:

Crawl across the lawn, climbing over the log.

"Pass Silently"

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

Game progress:

Several children are blindfolded. They become pairs opposite each other at arm's length. The rest of the children try one by one to pass through the gate silently, carefully crouching or crawling. At the slightest rustle, those standing at the gate raise their hands to stop the passer-by. The winner is the one who managed to safely pass through the gate.

You can't stand still, go through the gate. If those standing at the gate catch the players, they immediately put their hands down.

Complication:

Go through the gate backwards.

"Figure Walking"

Purpose: 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, attention.

Game progress:

At the signal of the teacher, the 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 a snail, i.e. making concentric circles one inside the other. The distance between the rings of the spiral must be at least 1 m.

"Snake"

children walk in a column from one side of the playground to the other. Then they turn after the leader, go to a meeting, so several times.

"Stop"

Purpose: To teach children to walk around the playground, performing rhythmic steps in accordance with the words of the leader, stop at the “Stop” signal, stand still. Develop the ability to move on a signal, balance.

Game progress:

At a distance of 10-16 steps from the border of the site, a line is drawn, behind which the children stand. At the other end of the site, 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: “Step fast, don’t yawn! stop!" to these words, everyone goes to the leader, taking a step on each word. They stop at the word “stop”, and the driver quickly looks around. The one who did not have time to stop and made an additional movement, the driver returns to the starting line. Then he turns his back again and repeats the words of the command. Children continue to move from the place where they stopped for the first time on the word stop. Those who are sent to the starting line start moving from there. The winner is the one who managed to stand in a circle to the driver, he becomes the leader.

Option 2.

The first one, who has reached the word stop leading earlier, touches him, everyone quickly runs away, the driver tries to overpower those running to the line.

"Don't Drop the Ball"

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

Game progress:

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

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

Complication: carry the ball, overcoming an obstacle: stepping over something, go in a snake.

"Build a line, a circle, a column"

Purpose: to teach children to move around the site in different directions without bumping, line up in a column, line up on a signal. To consolidate the ability to build in a line, a column, finding their place to keep alignment. Develop attention.

Game progress:

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

You need to build up quickly, without pushing, finding your place, keep alignment in the column, line.

Option 2.

Divide the children into 3-4 subgroups, the team that completes the construction faster and better on a signal wins.

"Troika"

Purpose: to teach children to walk around the playground in threes, helping each other, coordinating their movements with the movements of other children, to keep the distance between the triplets. Develop an eye, orientation in space, attention.

Game progress:

Children stand in groups of three, holding hands. Between triplets the distance is not less than 1 meter. In every trio middle child stands facing in the direction of movement, two others on the right side and left of him stand with their backs. At the signal, the threes move around the court, at the signal "Stop" they stop, change places in threes.

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

"Fish"

Purpose: to teach children to move around the site in all directions, trying to step on the fish of another child, to move with dodging. Develop attention, speed of movement.

Game progress:

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

Complication: enter running.

"Who will climb higher on a stick"

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

Game progress:

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

Hold the stick vertically, firmly resting it on the ground.

"Pull in a circle"

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

Game progress:

Children, holding hands, form a circle. Inside the circle, each player has a snowball in front of them. At one signal, the children go in a circle to the left (right). On another signal, the movement stops and everyone tries to draw his neighbor into the circle so that he steps on the snowball. In this case, the hands cannot be disengaged. Whoever fails to resist and steps on someone gets a penalty point. A child who scores two points is out of the game. Those who have not received a single penalty point win.

Complication: introduce running in a circle.

"Walking Relays"

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

Game progress:

At the same time, several children (depending on the number of obstacle courses) overcome various obstacles (climb, crawl, step over, etc.). the winner is the child who came to the finish line first and correctly completed all the tasks.

Option 2.

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

"Obstacle Course"

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

Game progress:

Various aids can be used as obstacles: benches, arcs, barriers, targets for throwing. The order of overcoming obstacles can be any, for example: crawl under several arcs (rails), walk along a bench (or log), run around stuffed balls (4 balls placed at a distance of 1 m from one another), jump over two lines from a place, crawl along bench, run with a small ball (or sandbag) 6-7 m and throw it at the target. Evaluated the speed and accuracy of the task.


Natalya Mozdukova
Card file of outdoor games in preschool educational institution

In this collection of development mobile games that preschool children can successfully engage in. Regular mobile games under the guidance and with the participation of adults will help develop in children the need to engage in mobile games on their own. It is well known that the participation of children in games improves their physical development, has a beneficial effect on their nervous, as well as cardiovascular and respiratory systems, and improves health. In almost every game there are activities available to everyone, such as running, jumping, throwing, balance exercises, etc.

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

Indeed, in order to simply throw each other and catch a balloon during the game, neither great invention nor special dexterity is needed. At the same time, it 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 just rolling the ball to each other, sitting on the carpet, then the children of older and preparatory groups you can already offer to play "Ducks-hunters" or a lightweight version of basketball.

1. Grandfather Mazai

2. TWO Merry Geese

3. At the bear in the forest

4. Grandmother Yozhka

5. Mini football

6. Unusual volleyball

7. Mini basketball

8. Marksman

9. Owl

10. Sparrow Crows

11. Bear clubfoot

12. Geese swans

13. Sliding on an ice track

14 Sled relay

15 The most accurate

16. Like grandfather Andrey

17. CAT AND MICE

18. Fishing rod

20 Cheerful bell

21. Last 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. Herd and wolf

35. Trap, take the tape

36. Hunters and hares

37. Free space

38. Wolf in the ditch

39. Frogs and herons

40. Planes

41. Homeless Bunny

42. Sun and rain

43. Through the stream

44. Hide and Seek

45. Colored cars

46. ​​Little white bunny sits

47. My cheerful sonorous ball

48. Blindfolds with a bell

49. Shaggy dog

Russian folk games

Russian outdoor game"Grandfather Mazai"

Target: Development of speed of thinking, dodge running.

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

Hello, grandfather Mazai!

Get out of the box.

Where we've been, we won't say

And we will show you what we did.

Children act out (fishing, mowing, picking berries, washing). If he guesses correctly, the children scatter, Mazay catches them. Who caught - that Mazay.

TWO CHEERFUL GEESE

Goals: to teach the emotional expressiveness of speech, the performance of movements correlated with the text; develop dexterity, resourcefulness.

Game progress

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 pinch the young grass, drove name: let the geese buy, splash. The geese also loved their grandmother, but they were spoiled: either they will go to the forest, or they will go far from home. And every time the grandmother worries, looks for them, drives them home. What darlings, these geese! Let's play: you will all be geese - gray and white. Listen."

Lived with grandma

Two cheerful geese,

(Children shout joyfully: "Ha-ha-ha!")

One grey, the other white, two merry geese. They stretched their necks - "Who is longer.

(Children diligently stretch their necks.)

One is white, the other is grey, who is longer. Washed geese paws In a puddle at the groove.

(Children perform movements.)

One white

Another gray

They hid in a ditch. (Children sit down.) An adult plays the role of a grandmother.

Grandma is screaming:

Oh, the geese are gone!

One white

Another grey,

Geese, my geese!

The geese came out

They bowed to the grandmother.

One white

Another gray

They bowed to the grandmother. (All bow.) caregiver asks: “Why do geese bow? What do they say to their sweet granny?”

At the bear in the forest

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

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

At the bear in the forest

I take mushrooms and berries.

The bear doesn't sleep

And growls at us.

The bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

mobile game"Grandma Yozhka".

Tasks: To increase children's interest in physical culture; To cultivate kindness and mutual assistance;

In a playful way, develop basic physical quality: strength, endurance, agility;

Rules of the game: With children, we choose Grandmother Yozhka with a rhyme. The players are located at the other end of the hall, on a signal, the children approach the hut of Baba Yaga and say in chorus text:

Grandmother Yozhka bone leg;

I fell off the stove and broke my leg

And then he says:

"My leg hurts"

She went to the market

Crushed the samovar

Went to the street

crushed the chicken

Went out on the lawn, 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 caught children to her house.

Sport games

mobile game"Mini football"

Purpose of the game: exercise the ability to move in position "Spider". Mastering the ability to pass the ball players: commensurate with the impact force and direction; develop dexterity, endurance, endurance, the ability to follow the rules; cultivate honesty in relation to the 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.

Game progress:

Children are divided into 2 teams of no more than five people in each. Choose a goalkeeper. The rest of the children play the role of defenders and attackers. You can only move around the site in the position "spider": resting on arms and legs, without touching the floor with the hips. 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 grid is replaced by a solid panel, through which the other team's players cannot be seen. A game "blindly" leads to fun surprises,

mini basketball

Target: development of accuracy of movements, dexterity of accuracy, 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: eight or more.

Rules of the game. The shooter himself determines the moment of throwing at the player. The ball flying past the target, the players throw back the arrow. If a player catches a ball thrown at him, it does not count as a hit.

Game progress. At a distance of 10-15 m from each other, draw two parallel lines. A circle with a diameter of about 2 m is drawn between them in the middle. A shooter is selected from a group of children who stands with the ball in a circle. Players begin to rush from line to line. The shooter tries to hit the players. Whoever gets hit becomes the shooter.

Role-playing games

mobile game"Owl"

Goals: development of attention, response to a verbal command and arbitrary 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 the one who moves, takes him to his 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 host is screaming "ravens", 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 catch 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 teams. The winners are revealed.

Note: chasing catches until the evaders run beyond a certain line drawn on the field.

mobile game"Bear clubfoot".

Target: Exercise in coordinating movements with speech.

Game progress: the teacher invites the guys to get together and stand in one big circle. Then all the children in chorus repeat the words of the child poems:

bear clumsy

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 bump fell

Directly to the bear in the forehead (the kids take their hand to the side, and then show how the bump fell on the bear's head).

Teddy bear got angry (everyone frowns and gets angry)

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

Swan geese

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

Game progress: on one edge of the hall, the house in which the geese are located is indicated. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a 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-ha-ha!

Shepherd: Do you want 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 like, just take care of your wings!

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

Winter fun

"Sliding down the ice track"

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

Game progress: children, energetically running up in the snow, glide 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, who line up in columns with an interval of 1.5-2 m at the start line. Each team has a sled.

At the signal of 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 troika changes. playing: 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 gets into the sled, and the next player in the column comes out to push the sled.

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

"The most accurate"

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

The players are trying to knock down a flag or a skittle fixed on a snow shaft. Whose snowball hits the target first is the winner.

round dance games

Like grandfather Andrei

Children stand in a circle, hold hands. In the center is the driver - an adult who prompts movements. The players walk in a circle and say the right words in a singsong voice. The driver picks up the text, showing gestures. The rest of the guys repeat the buying movements.

Like grandfather Andrei

There were forty sons.

They didn't drink, they didn't eat,

Everyone was looking 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 up their cheeks with 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

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

Rules and conditions of the game:

If the cat managed to catch the mouse, the game ends. You can make a 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 - just run in and immediately run out.

Players in a round dance should be careful and careful - you can’t drop your hands sharply so as not to hit the drivers.

Mice lead a round dance,

A cat is napping on a couch,

Hush, mice, don't make noise,

Don't wake cat Vaska:

How Vaska the cat wakes up

Will break the whole dance!

Games with rules

Game "Fishing rod"

Tasks: develop dexterity, attention, speed of reaction.

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

Catch a mosquito"

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

The players stand in a circle, arms outstretched to the sides. teacher in the center. He rotates a cord in a circle, to the end of which 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 in place 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, at the request of the group, a leader is chosen, however, if there are no people who want to lead, then the role of the leader is assigned to an adult. The driver is blindfolded, and the bell is passed around in a circle, the task of the driver is to catch the person with the bell. You can't toss the bell to each other.

"Last One Out"

Target: develop speed and reaction, dexterity.

Different toys are placed in the middle of the circle - their number should be one less than the number of players. On the leader's signal games: "Run in a circle!" - children run in a circle around objects laid on the ground. On a different signal leading: "Take a toy!" - everyone tries to grab the object. The game continues until a winner is determined.

ball games

"Hunters and Ducks"

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

Inventory: small balls.

The players are divided into two teams - "hunters" And "ducks". "Hunters" become in a circle behind the line, and "ducks" randomly placed inside the circle. On signal "hunters" try "tarnish" "ducks" ball. They, running and jumping inside the circle, dodge the ball. "Shot Duck" exits the game. The game continues until there are "killed" All "ducks". Then the teams switch roles. Team wins "hunters", which is faster "stained" all "ducks".

"Wandering Ball"

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

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

They pass each other a big ball.

The driver runs outside the circle, tries to touch the ball with his hand. If he succeeded, 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: to develop attention, the ability to focus on a particular subject, dexterity, speed of thinking. Teach children for a short time divide things into two categories: edible and inedible.

Game progress. The players stand in a circle. One of them has a ball. Having named some 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 out of the game. If he is not mistaken, then he names some object and passes the ball.

"HOT POTATO»

Target: fix the ball pass in a circle.

The players stand in a circle at arm's length. Two players standing on opposite sides of the circle each have the ball. On a signal, both players begin to pass the balls around the 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.

Obstacle Games

A game "Puppy"

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

One of the players is a puppy, the other child is the owner of the puppy. 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 to 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 first "cheesecake" the 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 switch roles.

Well, how could I?

Well, how could I?

I hurt a puppy!

Lost puppy

Lost puppy

Nobody saw him.

And he wanted

And he wanted

Try a cheesecake.

Come back puppy

Come back puppy

Brown ears.

mobile game"The Bear and the Bees"

Target: To teach children to get off and climb on the gymnastic wall. develop dexterity and speed.

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

"Monkeys".

Target: develop coordination of movements, learn to climb stairs - stepladder, develop dexterity, learn to act in turn.

Game description:

Children sit on chairs, the teacher reads poem:

"The best swing flexible vines -

Monkeys know this from the cradle.

Who has been rocking all century

Yes Yes Yes,

He never gets upset.

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

mobile game"The Fox and the Chickens".

Target: teach gently, jump off, bending your knees, run without hitting each other,

dodge the catcher.

Game progress:

A chicken coop is outlined on one side of the site. In the chicken coop on the roost (on benches) sitting "hens". On the opposite side of the site is a fox hole. The rest of the place is a yard. One of the players is assigned "fox", the rest - "hens". On signal "hens" jumping down from a perch, walking and running around the yard, pecking at grains, flapping their wings. By signal: "Fox!" - "hens" run away to the chicken coop and climb onto the perch, and "fox" trying to drag "chicken", who did not have time to escape, and takes her to his hole. Rest "hens" jump off the perch again and play resumes. The game ends when "fox" catch two or three "hens".

mobile game"Sly Fox"

Target: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says "I'm going to look in the forest for a cunning and red fox!", touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder "Cunning fox, where are you?". While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here". All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules: The fox starts catching children only after the players who play 3 times in unison ask and the fox says "I'm here!"

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

The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected.

The largest part of children's games are outdoor games. Outdoor games develop the basic movements of children: running, walking, different kinds jumps. They contribute to the development of coordination of movements, attentiveness, ingenuity, speed of reactions. I would like to present a card index of outdoor games of various intensity.

Download:


Preview:

Card file of outdoor games for preschool children

Find your color
Purpose: to form orientation in space, to teach to act on a signal, to develop dexterity, attention.

Game progress:
The teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places of the hall, near the flags certain color. After the words of the teacher “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color”, the children gather at the flag of the corresponding color.

The game may be accompanied by musical accompaniment. As a complication, when the game is mastered by children, you can change the indicative flags in places, placing them in different places in the gym.

Sun and rain
Purpose: to form the ability to walk and run in all directions, without bumping into each other; learn to act on a signal.

Game progress:
Children sit on chairs. The teacher says "Sunshine!". Children walk and run around the room in different directions. After the owls "Rain!", They run to their places.

The game can be played with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Purpose: to form the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Game progress:
Children sit on chairs on one side of the room. These are "sparrows" in nests. On the opposite side is the teacher. He represents a car. After the teacher’s words “Sparrows flew”, the children rise from their chairs, run around the room, waving their arms. At the signal of the teacher "Car", the children run away to their chairs.

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

Train
Purpose: to form the ability to walk and run one after another in small groups, first holding on to each other, then not holding on; learn to start moving and stop on a signal.

Game progress:
First, a small group of children is involved in the game. at first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of the wheels. The role of the locomotive is first played by the educator. Only after repeated repetitions, the role of the leader is entrusted to the most active child.

cucumber... cucumber...
Purpose: to form the ability to jump on two legs in the forward direction; run without bumping into each other; perform game actions in accordance with the text.

Game progress:
At one end of the hall is the teacher, at the other the children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don't go to that tip,
The mouse lives there, it will bite your tail.

After the end of the chants, the children run away to their house. the teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the game is mastered by children, the role of the mouse can be entrusted to the most active children.

Mother hen and chicks
Purpose: to improve the ability to crawl under the rope without touching it; develop dexterity, attention; act on a signal; nurture mutual assistance, camaraderie.

Game progress:
Children depicting chickens, along with a hen, are behind a stretched rope. The mother hen leaves the house and calls the chickens "ko-ko-ko." At her call, the chickens crawling under the rope run to her. At the words "Big Bird" the chickens quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

run quietly
Purpose: to cultivate endurance, patience, the ability to move silently.

Game progress:
Children are divided into three groups and lined up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the one leading to the other end of the hall. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

Aircraft
Purpose: to form the ability to move in different directions without bumping into each other; learn to act on a signal.

Game progress:
Before the game it is necessary to show all game movements. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!" Children make rotational movements with their hands in front of the chest. After the signal "Let's fly!" spread their arms to the sides and scatter around the room. At the signal "To land!" The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Purpose: to form the ability to act on a signal, navigate in space; develop dexterity, attention, the ability to move in different directions.

Game progress:
With the help of a teacher, children are divided into groups, each of which stands at a certain place. On a signal, they scatter around the hall in different directions. After the signal "Find your house" - the children should gather in groups at the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

rabbits
Purpose: to form the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Game progress:
On one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs.

Bubble
Purpose: to teach children to form a circle, changing its size depending on the game actions; develop the ability to coordinate actions with spoken words.

Game progress:
Children, together with the teacher, holding hands, form a circle and pronounce the words:

Inflate a bubble, inflate a big one.
Stay like this and don't break.

The players, in accordance with the text, step 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 “shhhh”. then again become in a circle.

Where does the bell ring?
Purpose: to develop an eye, auditory orientation, the ability to navigate in space.

Game progress:
Children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings a bell. Children are invited to listen to where the bell rings and find it. The children turn and walk towards the sound.

You need to ring the bell loudly at first, then lower the sound.

colored cars
Purpose: to consolidate knowledge of color, improve orientation in space, develop a reaction

Game progress:
Children are placed at the edges of the hall, they are cars. To each his own colored circle. The teacher is in the center of the hall, in his hands he has three colored flags. He raises one, de having 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.

Where did they knock?
Purpose: to consolidate the ability to navigate in space, to follow the rules of the game.

Game progress:
Children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle behind, stops near someone, knocks with a stick and puts it so that it would not be visible. Steps aside and says "It's time!". The one standing in the circle must guess where they knocked and go up to the one who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the leader.

cat and mice
Purpose: to improve the ability to navigate in space, to avoid collisions; move in the general game situation.

Game progress:
On one side of the hall, a plot is fenced - this is the house of mice (50 cm high). on the other side of the hall is the cat's house. The teacher says:

The cat guards mice, pretended to be asleep!
Children crawl under the rails and run.

The teacher says:

Hush, mice, don't make noise.
And don't wake up the cat!
Children run easily and silently. With the words "The cat woke up", a child depicting a cat runs after mice. Children do not crawl under the slats, but run into the burrows through the unfenced part.

At the bear in the forest
Purpose: to consolidate the ability to move in all directions, imitate game movements, move in accordance with the text.

Game progress:
Children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear saying:

At the bear in the forest
I take mushrooms and berries.
The bear doesn't sleep
And growls at us.

The bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

Mousetrap
Purpose: to develop speed, dexterity, attention; learn to coordinate words with game actions.

Game progress:
The players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and sentence

Oh, how tired the mice are, their passion just got divorced.
Everyone gnawed, everyone ate, they climb everywhere - that's an attack.

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. On a signal, the children lower their hands and squat. Mice that do not have time to run out are considered to be caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups change places.

Who has the ball?
Goal: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules of the game.

Game progress:
The players form a circle. The driver is chosen, who stands in the center. The rest of the players move tightly towards each other, hands behind everyone.

The teacher gives someone the ball, and the children pass it to each other behind their backs. The driver tries to guess who has the ball. He says "Hands!" and the one to whom they are addressing must put out both hands. If the driver guessed right, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

shaggy dog
Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.

Game progress:
Children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with the 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. Children run away, and the dog tries to catch them.

Take care of the item
Purpose: to teach children to act on a signal; develop dexterity, endurance, eye.

Game progress:
Children become in a circle. At the feet of each child is a cube. The teacher is in a circle and tries to take the cube from one or the other child. The player, to whom the driver approaches, crouches and closes the cube with his hands and does not allow him to touch it. At first, the driver does not take the cubes from the children, but only pretends. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily out of the game.

Subsequently, the role of the driver can be offered to the most active children.

Cars
Purpose: to develop dexterity and speed; to consolidate the ability to move around the site in all directions.

Game progress:
Each player gets a steering wheel. At the signal of the driver (a green flag is raised), the children scatter in loose so as not to interfere with each other. On another signal (red flag) cars stop. The game is repeated.

The game is more emotional under the musical accompaniment.

We are fun guys

Purpose: to develop dexterity, dodge; improve the ability to follow the rules of the game.

Game progress:
Children stand on one side of the playground beyond the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The choir players say

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 - catch!
After the glory of "Catch!" the children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap has time to touch to the line are considered caught and move aside, skipping one dash. After two runs, another trap is selected.

Find yourself a mate
Purpose: to develop dexterity, the ability to avoid collisions, act quickly on a signal.

Game progress:
For the game you need handkerchiefs according to the number of children. half of the handkerchiefs of one color, half of the other. At the signal of the teacher, the children scatter. To the words "Find a couple!" children with identical handkerchiefs stand in pairs. If the child is left without a pair, the players say "Vanya, Vanya, don't yawn, quickly choose a pair."

The teacher's words can be replaced sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Purpose: to develop dexterity, attention, speed of reaction.

Game progress:
The players stand in a circle, in the center is the teacher, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle above the ground itself, and the children jump up, trying to prevent the bag from hitting them. Having described two or three circles with a bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Purpose: to develop dexterity, speed; play by following the rules; improve jumping on two legs.

Game progress:
The players are located around the cord laid in the shape of a circle. In the center are two drivers. At the signal of the teacher, the children jump on two legs into and out of the circle as the traps approach. Whoever gets tarnished gets a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Purpose: to consolidate the ability to climb gymnastic walls, develop dexterity, speed; improve the ability to act on a signal.

Game progress:
Children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On a signal, the children standing first run to the gymnastic wall, climb it and ring the bell. They go down, return to their column and stand at its end, the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Purpose: to develop dexterity, speed, dodge; play by following the rules.

Game progress:
A trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word "Catch1", everyone runs away from the trap and climbs on objects. The trap tries to overpower the fleeing. The children he has touched step aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Purpose: to develop speed, dexterity, eye; improve orientation in space, loose running.

Game progress:
Children stand in a circle, each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On a signal, the children scatter in different directions, and the trap tries to pull the ribbons from them. At the stop signal, the children gather in a circle, the driver counts the ribbons.

The game can be played with complication:

There are two traps in the circle.
- there are no traps, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Purpose: to develop dexterity, speed of reaction, to learn to act on a signal, to develop orientation in space.

Game progress:
On one side of the hall is a chicken coop (benches can be used). Chickens are sitting on the perch. On the other side is a fox hole. On a signal, the chickens jump off their perches and move freely in the free space. With the words "Fox!" the hens run into the coop and climb onto the perch, and the fox tries to catch the hen. She leads the one who did not have time to escape into a soy burrow. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, speed.

Game progress:
Children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

two frosts
Purpose: to develop speed of reaction, dexterity; to consolidate the ability to coordinate game actions with words.

Game progress:
Two houses are marked on opposite sides of the site. The players are located in one of them. Leading - Frost Red Nose and Frost Blue Nose stand in the middle, facing the players and pronounce the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to set off on the path?

The chorus players answer: "We are not afraid of threats, and we are not afraid of frost!"

After these words, the children run across to the other side of the playground, and the Frosts try to catch them and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run.

networks
Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

Game progress:
Some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following options are possible:

1. Pike chases fish.
2. Children with hoops move slowly, on a signal they run in a circle, and then it is not possible to get out of it
3. Children with hoops stand motionless and only begin to move at a signal.

The catch is being counted.
Swan geese

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

Game progress:
At one end of the hall, a house is indicated, in which there are geese. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a 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-ha-ha!
Shepherd: Do you want to eat?
Goose: 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 like, just take care of your wings!

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

air football
Purpose: to improve dexterity, strength, ingenuity; develop coordination of movements.

Game progress:
Children from a sitting position, pinching the bar with their feet, roll onto their backs and throw the bar over the net, into the goal or into the distance. Instead of a bar, you can use a ball.

Flying, not flying
Purpose: to consolidate children's knowledge about flying and non-flying objects; educate endurance, patience.

Game progress:
Children stand or sit in a circle, in the center is the teacher. He names animate and inanimate objects that fly and do not fly. Naming the object, the teacher raises his hands up. Children should raise their hands up if the object flies.

Ball option available.

Ocean is shaking
Purpose: to give knowledge about various steamships, old sailboats, rigging items.

Game progress:
The players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items needed for sailing. All the named items stand up. To the words “The sea is worried1”, the children begin to move to the music, depicting the movements of the waves. Captain's command "Calm the sea!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the captain.

Mail
Purpose: to develop game fantasy, the ability to follow the rules of the game.

Game progress:
The game begins with the roll call of the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver said. And the one who does the job poorly,

gives a fan. The game ends as soon as the driver collects five forfeits. Then forfeits are redeemed by performing various tasks.

At Mazal
Purpose: to improve the coordination of movements.

Game progress:
Participants sit on chairs, choose grandfather Mazal. All the rest move away from him and agree that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, with brown eyes, with a white mustache”

Hello kids! Where were you, what did you do?
- Where we were - we will not say, but what we did - we will show.

Everyone performs the movements agreed upon. When the grandfather guesses, the players scatter, and he catches them.

birder
Purpose: to teach to distinguish and imitate the cries of various birds; develop the ability to navigate with closed eyes.

Game progress:
The players choose the names of the birds. They stand in a circle, in the center of the blindfolded birders. The birds dance

In the forest in the woods
On a green oak tree
The birds are singing merrily.
Ah, the birder is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for the birds. Whoever is caught screams imitating a bird.

The driver must guess the name of the player and the bird.

Four forces
Purpose: to develop attention, memory, dexterity.

Game progress:
The players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands

Black, white do not take, "Yes" and "No" do not say
Purpose: to develop mindfulness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game progress:
The game starts like this:

They sent you a hundred rubles,
Buy whatever you want
Black, white do not take
"Yes", "No" do not say.

After that, the leader leads a conversation, asking questions. The one who got lost in the answer gives the driver a phantom. After the game, the offenders redeem their forfeits by completing various tasks.

Paints
Purpose: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress:
Choose a host and two sellers. All other players are paints who choose their own colors. Buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says

Jump on one leg on the blue track.

The buyer who guessed the most colors wins.

Flowers
Purpose: to consolidate knowledge about colors (or any other items, such as sports equipment), improve reaction, speed qualities.

Game progress:
Each player chooses a flower for himself. By lot, the chosen flower starts the game. It invokes any other flower, such as a poppy. Poppy runs, and the rose catches up with him. Then the poppy can name any other flower. The one who has never been caught wins.

Pick a couple
Goal: develop logical thinking, learn to play as a team.

Game progress:
Children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the specified third word from the list of already existing ones, the word that is in the same logical connection with it.

For example: school - training, hospital - doctor, gate - football, etc.

And third words: student, treatment, patient, ball, t-shirt.

Snowball
Purpose: to learn to form a sequence in words, memorize previous words, coordinate movements with words.

Game progress:
A group game consists in the gradual formation of a sequence of words, and each subsequent participant in the game must reproduce all the previous words, preserving their sequence, adding their own word to them. The game is played with the passing of the ball.

forbidden number
Purpose: to promote the development of attention.

Game progress:
The players stand in a circle. You need to choose a number that cannot be spoken, instead of it you need to clap your hands, silently the required number of times.

Hear the command
Purpose: to promote the development of attention, improve the ability to organize independently, calm down.

Game progress:
Children go to the music. When the music stops, everyone stops and listens to the command uttered in a whisper, and that hour they perform it.


Mobile and sedentary games and relay races for kindergarten

Since ancient times, psychologists and educators have called preschool age the age of play. And this is no coincidence. Almost everything that young children do, left to their own devices, they call play.
For a child, play is a means of self-realization and self-expression. It allows him to go beyond the limited world of "children's" and build his own world.

Mobile is a game built on movements. The target setting and activities of the players are determined by the plot (concept, theme) of this game. The rules specify the rights and obligations of the participants, determine the ways of maintaining and recording the results of the game. Outdoor games are characterized by independent, creative motor actions (with or without objects) performed within the rules.

The main tasks of outdoor games:

Improve the health of the players;
- contribute to their proper physical development;
- to promote the mastery of vital motor skills, abilities and improvement in them;
- to bring up the necessary moral-volitional and physical qualities;
- to instill organizational skills and the habit of systematically independently playing games.

A selection of the few games that my pupils love to play in their free time.

"Wand-knocker".

Children choose the driver, he becomes in a circle, a wand in his hand, his eyes are blindfolded. With words:
- One two three four five -
The stick will knock.
How would he say:
- Jump, jump, -
Guess whose voice?
- spinning in a circle, pointing at the children. At the words: "Skok, skok" it stops, and the one pointed to by the stick takes its other end and pronounces the name of the driver. The driver must find out who called him. Correctly guessed becomes the driver.

"Swan geese".

The players choose a wolf and a shepherd, the rest - geese. On one side of the site there is a house where geese live, on the other side there is a meadow. In the middle of the hall is a ravine where a wolf lives. Geese graze in the meadow, after a while the shepherd calls the geese, the geese answer him.
Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Goose: Yes, yes, yes!
Shepherd: Well, fly!
Geese: We can't -
Gray wolf under the mountain
He won't let us go home!
Shepherd: Well, fly as you like,
Just take care of your wings!
Geese run home, the wolf tries to catch them (without leaving his ravine). Caught geese are out of the game. The wolf does not catch geese, but “salts” with his hand.

At least two subgroups of children participate in the game, each of which forms a circle in the corners of the playground. There is a chair in the center of each circle.
which is hung with a handkerchief with a national pattern. Hand in hand, everyone walks in four circles to the music and says the words:
We are funny guys
Let's all gather in a circle
Let's play and dance
And rush to the meadow.
To a melody without words, the children stand in one common circle and dance. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), resulting in a yurt.

"Hunters and Ducks".

Children are divided into two teams, one is hunters, the other is ducks. Two parallel lines are drawn along the edges of the site. The team of hunters is divided in half and takes places opposite each other behind the lines. In the middle are ducks. The hunters have one ball. On a signal, the hunters “shoot” at the ducks, throwing a ball at them, and the ducks run from one line to another, trying to dodge the ball. Whoever gets hit by the ball is out of the game.
The game continues until the last duck, then the teams change places.
Rules: hunters must not go out of line. Do not take the ball away from each other.

"Sticky stumps".

Three or four players squat down in a hoop, as far apart as possible. They depict sticky stumps. The rest of the players run around the playground, trying not to get close to the stumps. Stumps should try to touch the children running past. "Salted" become stumps.
Rules: stumps should not get up.

"Handkerchief".

The players become in a circle. The leader, with a handkerchief in his hand, runs around the circle and puts a handkerchief at the feet of one of the players, while he himself continues to run in a circle. The one to whom they threw the handkerchief should quickly pick it up and try to catch up with the driver until he takes his place. If he does not have time to catch up, then he himself becomes the driver.

"Touch to..."

At the command of the leader “Touch to ...”, the players must quickly orient themselves and touch what the leader calls. You can name colors, shapes, sizes, toys, equipment, properties of objects (smooth, hot, soft, prickly...), combinations of shapes and colors, etc.

"Shaggy dog".

The players choose "dog". He stands aside. Other children slowly walk towards him, saying:
Here sits a shaggy dog,
Burying your nose in your paws.
Quietly, peacefully he sits,
Not dozing, not sleeping.
Let's go to him, wake him up,
And let's see -
What will happen?
Children come up and clap their hands. The dog jumps up, growls, barks and catches children.

"Building Numbers"

On the floor, draw numbers in advance that can be repeated (for example, two numbers 1 or two numbers 5). Players move freely around the site. The host counts to 10 and calls any number. Children should quickly find it and line up. You can count quickly, reducing the time of finding and building. The winner is the one who quickly and correctly copes with the task.

"Defend a friend."

Children form a circle, facing the center. Two players stand in the center of the circle. One of them is a comrade, the other is a protector. The task of the players
passing the ball to each other, tarnish a friend. The task of the defender is to protect a friend by hitting all the balls thrown by the participants. The player who hit the comrade takes the place of the defender, the previous defender becomes the comrade, and the tainted player takes the place among the participants.
The ball must be passed quickly so that the defender does not have time to take an advantageous place for protection.

"Jump - sit down!"

The players stand in a column at a distance of one step from each other. Two leaders with a rope (rope) are located to the right and left of the column. On a signal, children carry a stretched rope in front of the column (at a height of 20-30 cm from the ground). The players take turns jumping over the rope. Then, having passed the column, the leaders with the rope turn back, carrying the rope at a height of 50-60 cm. The children quickly crouch, assuming a grouping position. The winners are those who, without hitting the ropes, managed to perform jumps and squats. The speed of the game gradually increases.

"Guess and catch up."

(Tatar folk game)
The players sit across the bench (on horseback) one after another. The first person sitting, who becomes the leader, is blindfolded. The host silently brings one of the players to him. He puts his hand on the leader’s shoulder and says: “Guess!”. The driver, without removing the blindfold from his eyes, must correctly name the player's name. If he guesses, the player once again touches the driver and says: “Catch up!”. The driver quickly removes the bandage and runs after the player around the bench. The player runs around the bench, trying to escape from the driver and take his place on the bench. If he manages to do this, he becomes the leader, if he does not have time, then he sits down on the bench last. The game has a strict order.

"Tangled Horses".

(Tatar folk game)
The players are divided into two teams and line up in columns behind the start line. Rotary flags are set at some distance from the start line. On a signal, the first team players start jumping on both legs (to make it more difficult, you can hold a stick between your legs). They run around the flags and come back running. The team that finishes the relay first wins.
Complication: you can tie your legs with a wide elastic band.

"White shaman".

(game of the peoples of Siberia and the Far East)
The players walk in a circle and perform different movements. In the center of the circle is the driver. This is a white shaman - a kind person. He kneels down and beats a tambourine. To that of the players, whose dance will please the shaman the most, he gives the tambourine. The recipient of the tambourine must repeat the rhythm played by the leader.

"Beetles and bees".

The players are divided into two teams: boys - "bugs", girls - "bees". At the command "Beetles!" the boys run around the hall with the sound “zhzhzh”, at the command “Bees!” girls run with the sound "z-z-z".
Rules: pronounce sounds clearly and loudly, listen carefully to commands. When the beetles are flying, the bees stand silently, and vice versa.

"Thieves of Fire"

(Armenian folk game)
Lines of danger (fire) are drawn along the edges of the site (hall). The players are divided into two teams and line up along the lines of danger. The game starts with a draw. One of the players approaches the opponents, with a light blow on the hand of one of the players “steals fire” and runs away to his border. He runs after him, trying to catch before the first player reaches his border. The one who is caught becomes a prisoner. This continues until all the players of any of the teams are captured.
Rules: when a player approaches the line of opponents, they must all stretch their arms forward. The one who caught up with the evader has the right to once again approach the line of opponents.

"Mihasik".

(Belarusian folk game)
For the game, you need shoes (“bast shoes”, or “galoshes”), the number of pairs of which should be one less than the number of participants. Those who play to the music with jumps or steps move in a circle around the "galoshes". With the end of the music, everyone tries to quickly put on "galoshes". A child left without shoes is out of the game and takes one pair of "galoshes".
Option: The players move in a circle with the words:
You, Mikhasik, don't yawn, don't yawn!
Shoes on, shoes on!
Rules: players put on bast shoes only after the end of words or music.

"Take off your hat".

(Georgian folk game)
The game is played by two or more teams. They are built in columns at the starting lines. Opposite each team, two stands (1 m high) are placed, the nearest one is at a distance of 2-3 m, and the far one is 7-8 m from the starting line. Hats are hung on the far racks. On a signal, the players standing in the first lines run to the far stand, take off their hats, return to the near stand and hang their hats on it, then return to their team and pass the baton to the next participant. The next from the near rack transfers the hat to the far one, and so on, until all the children take part in the game once. The team that finishes the game first wins.

"Flowers in the field"

Children choose their own names of flowers and sit around the room. By lot, the chosen flower starts the game. He summons some flower and starts chasing it. When a fleeing flower is in danger of being caught, it calls the name of some other flower and sits down on the floor. The named flower runs away.
Rules: the caught flower changes its name. It is impossible to repeat or name the name of an already existing flower.
Option: you can be called not only flowers, but also animals, fish, birds, clothes, etc.

"Traffic light".

The two teams line up against each other. The leader in the hands of the mug different color: red, yellow, green. Conditions are stipulated in advance: on red color - stand, legs together; on yellow - clap, standing still; on green - walk. On a signal - the rise of a circle of a certain color - the players perform the specified movements. Anyone who confuses signals and movements is out of the game. The team with the most players left at the end of the game wins.

"Forbidden Movements".

The players form a circle. The condition is set that it is possible to repeat after the leader all movements, except for the forbidden ones (for example, clap your hands, squat or raise your hands up, etc.). If the child is
carelessness makes a mistake, he must dance or sing, after which the game continues.
"Cook Kittens".
A cook is chosen to guard the skittles lying in a hoop - sausages. The cook walks around inside the marked space - the kitchen. Children (kittens) walk in a circle around the kitchen and the cook with the words:
Pussy crying in the hallway
Kittens have great grief:
Tricky cook poor pussies
Prevents stealing sausages.
With the last words, the kittens run into the kitchen, trying to grab the sausage. The cook “salts” the kittens, they freeze in a caught pose.
The game continues until all the sausages have been stolen from the cook.

"Cosmonauts".

Rocket hoops are laid out along the edges of the site. There are a few more people playing than rockets. Children stand in a circle and hold hands. They go in a circle, pronouncing the text:
Fast rockets are waiting for us
To travel to planets.
What we want
Let's fly to this one!
But there is one secret in the game:
There is no room for latecomers!
Only after the last words, the children scatter and occupy the rockets.
Option I: occupy missiles one at a time.
Option II: take missiles in pairs.
Rules: taking a hoop, take a beautiful pose with correct posture. In a pair, turn your back to each other, tightly pressing your backs and backs of your heads. Latecomers choose the most beautiful paired poses of astronauts.

"Find your mate."

An odd number of children play, one of which is the leader. At the command of the host, "Let's walk!" children walk in pairs, at the command “Run!” - run in a circle in one direction scattered one at a time. On the command "Find a pair!" - must quickly get into their pair. The host also pairs up with one of the players. Left without a pair becomes the leader.
Game options:
- form pairs with whom you want;
- a girl with a girl, a boy with a boy.

"Voivode".

Option I: Players in a circle roll the ball from one to the other while sitting on their knees, while saying:
An apple rolls into a round dance circle,
Who raised it is the governor ...
The child who has the ball at this moment is the governor. He gets up and says: Today I am the governor,
I'm running from the round dance.
Runs around the circle, puts the ball between any two players and says:
- One, two - do not crow,
And run like fire!
Players run in a circle in opposite directions, trying to grab the ball before their partner.

"Guess the animal."

Children are divided into two subgroups. One puts on animal masks and invents movements that do not match the mask. Another subgroup guesses the hidden animal by its movements. Then the teams change places. The team with the most correct and fastest answers wins.

Take the Flag item.

Items are laid out in a circle. Children stand around objects at a distance of one step from objects and from each other. Players walk in a circle to the music in one direction. The leader gives a signal, naming the object. The task of each of the players is to grab the named object as quickly as possible and lift it up.
Options:
- there are only flags (ribbons, cubes);
- take the subject only after the end of the music;
- the presenter calls words that do not correspond to the name of the object, but begin with the same letter (for example: form, focus, owl), and only when the player hears the word "flag" - he must grab it.

Our body is "Putanka".

Children who have previously studied the names of parts of the human body become facing the teacher.
I option. The teacher names and shows parts of the body.
II option. The teacher only calls. Children must show quickly.

III option. The teacher names one part of the body, but shows another, for example, says: “Head”, but shows the elbow. Children should show correctly only what the teacher says.
The one who does not make mistakes wins.

"Hen and Chicks"

A child is chosen - a cat. He sits down on a bench on the opposite side of the site. On the other side is a chicken coop where children stand - chickens and their mother-hen - the leader. In the middle of the hall is a courtyard. The hen goes out with the chickens for a walk in the yard and says the words:
The chicken came out
With her yellow chicks,
The chicken cackles: “Ko-ko,
Don't go far!"
Baby chickens walk on their toes with their knees high; placing the foot on the floor, fully straighten the knee, hands behind the back, chest forward. The mother hen continues:
"On the bench by the window
The cat lay down and dozes ...
The cat opens its eyes
And he's chasing chickens."
The cat gets up and runs after the chickens, who run into the chicken coop. The caught chicken is taken by the cat. The new cat is the child who did the best walking with the task. Winter outdoor games for children from 3 years old


Junior and middle preschool age

Fisherman

Tasks: Develop motor coordination, agility, endurance, leg muscle system training, cause the fun of the game.

Equipment: fishing rod (rope 3-4 meters long, with a bag of sand (peas) fixed at the end)

The players stand in a circle, the leader goes to the middle of the circle with a fishing rod.

Spinning in one place or rotating the fishing rod (shifting it quickly from hand to hand), the leader leads the fishing rod so that it, sliding along the floor, sweeps under the feet of the players.

Those standing in a circle carefully watch the bag and jump so that it does not hit them, saying the words:

fisherman, fisherman,

Hook a fish!

If this happens, then the player who "fell for the bait" leaves the game. By the end of the game, only a few of the most dexterous guys will remain in the circle, who are considered the winners. It can be agreed that the one whom the bag hit on the legs does not leave the game, but replaces the leader.

This game can also be played as a small competition between two teams.

Players standing in a circle are counted on the "first-second". The first numbers make up one team, and the second numbers make up another.

The leader spins the rope. The player hit by the bag raises his hand and calls his number out loud. His team receives 1 penalty point. If this happens to a player from the other team, she also receives a penalty point.

The game lasts 5-8 minutes. The team with the fewest penalty points during this time wins.

During the game, it is important to ensure that the rope does not rise from the floor (ground) more than a palm and that the guys jump easily on their toes.

Mousetrap

Tasks:

Equipment: No

Two people stand opposite each other, join hands and raise them higher.

Both say in unison:

As we are tired of the mice, they gnawed everything, everyone ate.

We will set up a mousetrap and then we will catch mice!

The task of the players while the presenters are saying a rhyme is to run under their clasped hands. But at the last words, the hosts drop their hands sharply and one of the players is sure to be caught. The one who got into the mousetrap joins the catchers. The mousetrap grows. The game continues until one mouse remains - the winner.

cat and mice

Tasks:educate children the main types of movements (running, walking), develop the ability to play in a team, cultivate respect for each other.

Equipment: blindfold, cat mask possible.

The cat (leader) is blindfolded and rotated around its own axis several times so that it loses orientation. The rest of the participants in the game are mice, being on safe distance from the cat, they begin to tease him:

Cat, cat, what do you sleep on?

On Bridge.

What are you drinking?

Catch mice - us!

And everyone runs away. The task of the cat is to catch at least one mouse. When the mouse is caught, the cat is released from the bandage, and it becomes a mouse, and the caught mouse becomes a cat. And everything starts over.

At the bear in the forest

Tasks: to exercise children in action at the signal of the teacher, to develop dexterity and speed of reaction, to cultivate friendliness.

Equipment: a bear mask or a bear soft toy is possible.

A "bear" is selected, which sits to the side. The rest, pretending to pick mushrooms and berries and put them in a basket, approach the “bear”, singing (saying):

At the bear in the forest

Mushrooms, I take berries.

The bear is sitting

Looks at us.

(Options: The bear does not sleep

And growls at us!

or: The bear caught a cold,

Frozen on the stove!)

The bast basket overturned (children show with a gesture how the bast basket overturned),

The bear is after us!

Children scatter, the "bear" catches them. The first one caught becomes a "bear".

Rules of the game: act on the signal, do not give in.

Swan geese

Tasks: to exercise children in action at the signal of the teacher, to develop dexterity and speed of reaction, to cultivate friendliness.

Equipment: possibly a wolf mask.

The participants in the game choose the wolf and the owner, the rest - swan geese. On one side of the site they draw a house where the owner and geese live, on. the other - the wolf lives under the mountain. The owner releases the geese into the field for a walk, to pluck the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:

Geese-geese!

Ha-ha-ha.

Do you want to eat?

Yes Yes Yes.

Swan geese! Home!

Gray wolf under the mountain!

What is he doing there?

Ryabchikov pinches.

Well, run home!

The geese run into the house, the wolf tries to catch them. Those caught are out of 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 of the game. Geese should "fly" all over the site. The wolf can catch them only after the words: “Well, run home!”

Water

Tasks : develop auditory attention, the ability to act on the signal of the teacher, bring enjoyment to the game.

Equipment: blindfold,

Children stand in a circle and walk around the driver with their eyes closed:

Water, water!

What are you sitting under water!

Take a look, just a minute!

And tell us quickly

Who called you from the children!

After that, the leader points to the child, he calls the merman, the merman gets up and calls the name of the child who called him. If you guessed right, then the guessed one becomes "Water".

sparrows

Tasks:to teach children to run in different directions without bumping into each other, to develop dexterity, endurance, to instill in children a sense of mutual assistance.

Equipment: sparrow and cat masks are possible.

Before the start of the game, draw a platform on the ground, and on it - a tree with nesting houses, a window, a path, a bench, an alley. There should be as many nests on the tree as there will be children in the game. One of them will be a cat. The cat stands behind the platform anywhere.

The guys sing a song about sparrows and fly from the path to the bench, from the bench to the alley, etc., until they say: “And on the tree from the cat -Shur! - disappeared!

The cat runs into the playground and tries to grab the sparrow while it flies to the nest. Caught becomes a cat, and the game continues.

Sparrows, be afraid of the cat -

Don't jump down the track

Don't sit on the bench

Don't fly down the alley

Do not peck crumbs under the window:

Get a red cat -

Moore-mur-rr! - in the paws.

A flock of friendly sparrows -

Chick-chirp! Flew off the roof

Sat on the bench

Flew down the alley

Pecked quickly crumbs

And on a tree from a cat -

Shmur-rr! - disappeared.

Rules of the game: The cat runs into the playground after the words: “And on the tree from the cat -Shur! - disappeared! ”, The sparrows fly in different directions.

Puppy game

Tasks:educate children the main types of movements (running, walking), exercise in catching the ball, develop the ability to play in a team, cultivate respect for each other.

Equipment: ball.

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

One of the players is a puppy, the other child is the owner of the puppy. The owner turns away, and the puppy hides. The puppy runs from one hiding place to another and from time to time gives a voice: "Woof!" When the owner finds the puppy, he quickly runs to the circle where the ball lies. The puppy also runs there. If the puppy is the first to grab the “cheesecake”, he runs away, and the owner must catch him. If the owner grabs the “cheesecake” first, 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 “go home” together. And if the puppy runs away, the players switch roles.

Well, how could I?

Well, how could I?

I hurt a puppy!

Lost puppy

Lost puppy

Nobody saw him.

And he wanted

And he wanted

Try the cheesecake…

Come back puppy

Come back puppy

Brown ears.

Corydalis hen.

Tasks:develop the ability to maintain endurance, develop coordination of movements, cultivate respect for each other.

Equipment: possible cat mask.

The teacher depicts a chicken, the children - chickens. One child sits on a bench, away from the other children. This cat is napping in the sun. The mother hen goes out with the chicks for a walk. The teacher says:

The chicken came out

She has yellow chicks with her.

The chicken cackles: “Ko-ko,

Don't go far."

Approaching the cat, he says:

On a bench by the path

The cat lay down and dozes ...

The cat opens its eyes

And the chickens are chasing.

The cat opens her eyes, meows and runs after the chickens, who run away with the chicken.

Rules of the game: The cat runs into the playground after the words: "And the chickens are catching up."

owl

Tasks: to develop in children attentiveness, the ability to act on a signal, to exercise in running, to cultivate honesty.

Equipment: an owl mask is possible.

From among the players stands out "owl". Her nest is away from the site. The players on the court are randomly placed. "Owl" - in the nest.

At the signal of the host: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, bugs, etc. At the second signal: “The night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
After 2-3 exits of the “owl” to hunt, it is replaced by new drivers from among those who have never caught it.

Rules they forbid the “owl” to watch the same player for a long time, and the caught one to escape.

Carousel

Tasks: Teaching children to speak fast and slow pace, coordinate movements with the words of the poem, respond to a verbal signal.

Equipment: rope.

The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely

Carousels spun, and then around,

And then around and around

All run, run, run.

Children move slowly at first, and after the words "run" they run. At the command of the host "Turn!" they quickly take the rope with the other hand and run in the opposite direction.

Hush, hush, don't sleep!

Stop the carousel.

One and two, one and two

So the game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site.

Rules of the game: it is forbidden to fall, pull the rope towards yourself.

Round dance game Bunny

Tasks:

Equipment: rabbit mask.

Children stand in a circle holding hands. In the center of the circle is a sad bunny. Children sing:

Bunny, bunny! What happened to you?
You are sitting very sick.
You get up, get up, jump!
Here's a carrot! (2 times)
Get it and dance!

All the children come up to the bunny and give him an imaginary carrot. The bunny takes a carrot, becomes cheerful and begins to dance. And the children clap their hands. Then another bunny is selected.

round dance game

Tasks: Develop the ability to coordinate movements with words, act on a verbal signal.

Equipment: cap

The teacher chooses a cap that sits in the center of the circle. Children, together with the teacher, walk in a circle and sing:

cap, cap

thin legs,

Red boots.
We fed you
We fed you
They put them on their feet, (they approach the cap and raise it)
Forced to dance.
Dance as much as you want
Choose who you want.

The cap dances, the children clap their hands. After the dance, the cap chooses another child to take its place, and the game continues.

Bold mice

Tasks: Develop the ability to coordinate movements with words, act on a verbal signal, cultivate honesty.

Equipment: possible cat mask.

The leader is chosen. He will be a cat. The mice stand on the opposite side of the room from the cat, who is sitting on a chair. Mouse children slowly move towards the cat during the following words:

The mice came out once
See what time it is.
One two three four,
The mice pulled the weights. (Teacher claps his hands loudly)
Suddenly there was a strange sound...
The mice ran away.

The cat wakes up and tries to catch the mice. They, in turn, run away to their place. The mice that are touched by the cat are considered to be caught.

Rules of the game: The cat can catch mice after the words: “The mice ran away”, it is forbidden for mice to succumb to the cat.

Fox and chickens

Tasks: development of the ability to perform movements at the signal of the leader, coordination, physical strength, the formation of mutual assistance and support.

Equipment: masks of a rooster, a fox are possible.

Children pretend to be chickens. One of the players is a rooster, the other is a fox. Chickens walk around the site, looking for food. The fox watches them closely. At the instruction of the teacher (unnoticed by everyone), the fox comes out and quietly sneaks up to the chickens. The rooster cries loudly: "KU-KA-RE-KU!" Chickens run away, fly up to a perch (log, bench). The rooster must be the last to run. The fox catches those chickens that did not have time to quickly climb the perch and stay on it. After two or three times the game is played, other children are chosen to play the role of a rooster and a fox.

Rules of the game: the rooster must not be the first to run away, the fox must not grab the hens from the perch.

On a flat path

Tasks: teach to walk in a column one at a time, perform movements in accordance with the text.

Game progress:

On a flat path "Spring" on two legs moving forward.
Our feet are walking.
One-two, one-two
By pebbles, by pebbles
In the hole - boom! To squat.
Got out of the hole. Rise.

The game is on repeat

Bubble

Tasks: Develop the ability to coordinate movements with words, act on a verbal signal.

Equipment: No

Children, together with the teacher, hold hands and form a small circle, standing close to each other. Together they say:

Pout, pout bubble!

Blow up, big one

stay like this

Don't crash. (children go in a round dance)

He flew, flew, flew (children run in circles)

And hit a branch.

The bubble burst!

(children release their hands and squat down, while saying: “Clap!”)

Then the children inflate the bubble again - step back, forming a large circle.

Rules of the game : while running, you can not pull a friend, push, fall.

Sun and rain

Tasks: Develop the ability to coordinate movements with words, act on a verbal signal.

Equipment: umbrella

Children walk in a circle and say:

"The sun looks out the window,

They go in circles.

Lights up in our room.

We clap our hands

They clap their hands.

Very happy with the sun.

At the signal “it’s raining, hurry home,” the children run to the teacher under an umbrella. The teacher says: “The rain has passed. The sun is shining." The game is repeated.

Get in the circle

Tasks: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Equipment: sand bags.

Children stand in a circle. In the center of the circle a circle is laid out of the rope, the ends of the rope are tied; a circle can also be drawn on the ground. Circle diameter 1 ½ - 2 meters. Children are at a distance of 1-2 steps from this circle. Children have sandbags in their hands. At the word of the teacher, “throw it,” all the children throw their bags into the circle. “Pick up the bags,” says the teacher. Children pick up bags, stand in place. The teacher notes whose bag did not fall into the circle, and the game continues. When the game is repeated, the children throw the bag with the other hand. The game is repeated 4-6 times.

Rules of the game: You need to throw the bag at the word of the teacher “throw it”, pick it up at the signal “lift the bags”.

flight of birds

Tasks: to develop in children endurance, the ability to move on a signal. Practice running and balance.

Description of the game: children stand scattered at one end of the site (hall) - they are "birds". Bricks are laid out at the other end of the site. At the signal of the educator “the birds fly away”, the birds fly, spreading their wings (the children, raising their arms to the sides, run around the entire site). At the signal “Storm”, the birds fly to the trees - hiding on them from the storm. When the teacher says “The storm has stopped”, the birds descend calmly from the trees (bricks) and continue on their way.

Rules of the game: At the signal "storm" everyone should stand on the brick.

Birds in a nest

Tasks: develop memory, attention, speed of movements, orientation in space, cultivate interest in the game.

Equipment: No

Draw a few circles on the ground or in the snow - these are nests. On a signal, all the birds fly out of the nests, scatter in all directions, squat, peck food, fly again, waving their arms-wings.

The adult says:

Birds were flying, little birds.

Everyone flew, everyone flew - they waved their wings.

They sat down on the path, ate grains.

Klu-klu-klu-klu, how I love grains.

We clean the feathers so that they are cleaner.

Like this, like this, to be cleaner!

We jump on the branches to be stronger for the children.

Jump-jump, jump-jump, we jump along the branches.

On a signal: "Fly home to the nests!" children return to the "nests" - first to any nest, then you can complicate the task: you need to return to the very nest from which you "flew".

Rules of the game: you can't get up together in a nest.

My cheerful sonorous ball

Tasks: To develop the ability to coordinate movements with words, to act on a verbal signal, to develop dexterity, to cultivate interest in outdoor games.

Equipment: No

The teacher, making a movement with his hand, as if hitting the ball and says:

My cheerful, sonorous ball

Where did you jump off to?

Yellow, white, blue,

Don't run away from me, stay!

Children, depicting a ball, jump in place on two legs. After the word "stop!" children - "balls" stop, and to the words of the teacher: "Marina, catch!" (names any child) children - "balls" run away, and Marina catches them. Game continues.

Rules of the game: You need to jump only on both legs. Run in a straight line to a certain place .

Tram

Tasks: to teach children to move in pairs, coordinating their movements with the movements of other players, to recognize colors, to develop the ability to play together.

Equipment: red, green flags, yellow flowers, cord.

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, i.e. some hold the cord with their right hand, others with their left. The teacher holds 3 flags in his hands: yellow, green, red. Green signal- the tram is moving, yellow - slows down, red - stops. The teacher raises the flags one by one. If there are a lot of children, you can make 2 trams; at a stop, some passengers get off the tram, while others enter by lifting the cord.

Rules of the game: You can't get off the tram while it's moving.

Loaf

Tasks: To develop the ability to coordinate movements with words, to cultivate friendly relations in a team of children.

Equipment: No

Children join hands and dance around the birthday boy. Children: - How on Machines (Alinin, Danilin) ​​birthday

We baked a loaf:

Here is such a height, (raise hands up)

Here is such a bottom, (squat)

Here is such a width, (diverge as wide as possible)

Here is such a dinner, (approaching the birthday man)

Loaf, loaf, (clap hands)

Whom do you love - choose!

Birthday boy:

Of course I love everyone

But Katya (Misha, Anya) ... most of all!

Katya gets into the circle and everything repeats from the beginning. It’s good if each child manages to be in the role of a “birthday boy”

Train

Tasks: to teach children to move in a column one at a time, coordinating their movements with the movements of other players, to cultivate the ability to play together.

Equipment: No

Children are built in a column on one side of the playground or along the wall of the room. The first standing in the column is a “locomotive”, the rest are “cars”.

The teacher gives a beep, says the words:

Here is our train

The wagons are rattling

And in our train

run to the agreed place (to the wall) and line up in a column. At first, you can allow the children to build in any order, but to their own “carriage”.

Cucumber, cucumber

Tasks: Develop the ability to coordinate movements with words, act on a verbal signal.

Equipment: mouse mask

At one end of the playground there is a “mouse” teacher, at the other, children Children approach the mouse by jumping on two legs under the sentence pronounced by the teacher:

Cucumber, cucumber,

Don't go to that end

The mouse lives there

Your tail will bite off.

At the end of the words, the children run away to their places, the mouse catches them

The guys are sitting.

Children begin to move forward (no clutch); at first slowly, then faster, and finally they start running (when moving slowly, children can pronounce the sound “choo-choo-choo”).

“The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. caregiver

honks again and the train resumes. The teacher regulates the pace and duration of the movement of children. At first, the teacher himself leads a column of children, and then puts a more active child in front. Game variant. After the train stops, the children go for a walk. Having heard the beep, the children run to the agreed place (to the wall) and line up in a column.

senior preschool age

Fifteen

Tasks : continue to teach children actions on the teacher's command, develop coordination of movements, dexterity, form the ability to act in a team.

Equipment: No.

The players stand in a circle at arm's length. Choose two leaders. One of them is a tag, the other is a runaway. Before the start of the game, they stand around the circle from different sides.

At the sign of the leader, the tag runs around the circle and tries to pin down the runaway.

The latter, when they begin to overtake him, becomes in a circle between the other players in any place. At the same moment, the neighbor on the right side becomes the new evader, and the tag continues to pursue him.

If the tag managed to catch up and knock down the escaping, they change roles.

Rules of the game: To complicate the game, you can introduce the following rule: if the evader stands in a circle, then the neighbor on the right becomes a tag, and the former tag becomes an evader at the same moment. Players are not allowed to run across the circle.

Higher feet off the ground

Tasks:

Number of players: any

Equipment: No

Before the game, children choose an area beyond which they cannot run out. Then one catcher is chosen. He starts catching players who run away. At the same time, children try to take their feet off the ground (to stand on a bench or a stone). In this position, the catcher has no right to touch them.

The catcher is forbidden to lie in wait for the player, and the rest should not remain with their legs up for more than 20-30 seconds. If the catcher catches up with the player, they switch roles.

Santiki - wrappers - limpompo

Tasks: to develop attentiveness, speed of reaction, to cultivate a sense of team.

Equipment: No.

Participants become in a circle. Two leaders are chosen. One of them, according to the conditions of the game, shows various movements that everyone repeats synchronously, imperceptibly changing movements (let's call him conditionally - "dancer"). The second driver is taken to another room, his task is to identify the "dancer". The game begins with all participants with the words "santiki - candy wrappers - limpompo". Then the "dancer" shows various movements, the group copies them, still accompanying them with the words "santiki - candy wrappers - limpompo". The task of the driver: from three attempts to determine the "dancer". Thus, the participants must look anywhere but at the “dancer”! If the driver guessed correctly, then the “dancer” automatically takes the place of the driver. Game continues.

Rules of the game:it is forbidden to tell the driver.

Hunters

Tasks: development of coordination of movements, dexterity, exercise in throwing the ball at the target, fostering friendliness, the ability to play in a team.

Equipment: ball.

Three drivers are selected - "hunters", each of them takes the ball. At the command of the host, all players (including

"hunters") freely walk around the site. As soon as the host says: “Stop”, the players should freeze in place, and the “hunters” (also without moving) try to hit one of the players with the ball. Those “hunters” who succeed in this change their roles with the players who are pissed off. Then the game is repeated.
You can play on a small area for elimination. The players singed by the "hunters" leave the area. The hunter who misses is also out of the game. The last player left in the game wins. In this version of the game, the number of "hunters" can be increased.

Rules of the game:act strictly on a signal, it is forbidden to hit the ball in the head.

doggies

Tasks: development of coordination of movements, dexterity, education of friendliness, the ability to play in a team.

Equipment: ball.

The players become in a circle. Drivers - "dogs" (2-5 people) inside the circle. The players throw the ball, the task of the "dogs" is to intercept the ball when it is in the air. If the "dog" manages to catch the ball, it changes roles with the player from the circle who missed the ball. There is a team version of the game. One team - "tamers" - throw the ball to each other, the players of the other team - "dogs" - try to intercept the ball. If one of the players succeeds, the teams switch roles.

Rules of the game:it is forbidden to hit the ball to the head.

Red and blue

Tasks :

Equipment: No.

Players are divided into two teams - "blue" and "red". At the command of the leader: "Catch the blue ones!" the players of the "blue" team begin to salt the players of the "red" team, and the "red" run away from them. However, at any time, the leader can give the command: “Catch the reds!”, And the teams will change roles. Now the blues are running away and the reds are chasing. The tagged players of both teams are out of the game. The team that manages to overpower all opponents wins, or the team that has more players left by the end of the game.

Rules of the game: while running without bumping.

Afanas and Nikolay

Tasks:

Equipment: blindfold.

Two drivers are selected - "Afanas" and "Nikolai". They are blindfolded. The rest of the players run around the drivers and shout to them: “Afanas, catch us! Nicholas, catch up! The goal of the drivers is to catch one of the players and guess by touch who it is. If any of the drivers manage to do this, the caught player becomes "Afanas" or "Nikolay" (depending on who caught him). He is blindfolded and the game continues.

Two Frosts

Tasks: to exercise children in action at the signal of the teacher, to develop dexterity and speed of reaction, to cultivate friendliness.

Number of players: any

Equipment: No.

In front of the children are two drivers, two Frosts.

We are distant Frosts, young brothers:

I am Frost Red Nose,

I'm Frost Blue Nose.

Which of you will decide on the path - the path will start?

Children answer:

We are not afraid of threats and Frost is not afraid of us.

After that, the children must run to the other side and not get caught by Frost.

Rules of the game:"Frozen" players stop at the place where Frost overtook them and remain in that place until the end of the run.

Kite

Tasks: Exercise children in dialogical speech, teach them to quickly respond to a verbal signal.

Equipment: masks of a kite, a hen are possible.

The players choose a kite and a hen, the rest - chickens. The kite digs a hole, and the hen with chickens walks around him and sings the words:

- I walk around the kite

I carry three coins

By the penny

According to advice.

The kite continues to dig the ground, he walks around the hole, gets up, flaps his wings, crouches. The hen with the chickens stops and asks the kite:

- kite, kite, what are you doing?

- A hole in paradise

- What do you need a hole for?

- I'm looking for a penny.

- What do you need a penny for?

- I'm looking for a needle.

- Why do you need a needle?

- Sew the bag.

- Why a bag?

- Put stones.

- Why do you need stones?

- Throw at your kids.

- For what?

- They're climbing into my garden!

- Would you make the fence higher

If you can't, then catch them.

The kite tries to catch the chickens, the mother hen protects them, drives the kite:

- Shi, shi, villain!

The caught chicken is out of the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules of the game. Chicks should hold each other tightly by the belt. The one who did not stay in the chain should try to stand in his place. The hen, protecting the chickens from the kite, has no right to repel him with her hands.

Fanta

Tasks:

Equipment: No

The host goes around the players and says to everyone:

- They sent you a hundred rubles.

Buy whatever you want

Black, white do not take

"Yes" and "no" do not say!

After that, he leads a conversation with the participants in the game, asks various provocative questions, so that someone in the conversation utters one of the forbidden words: black, white, yes, no. The one who has gone astray gives the driver a phantom. After the game, each who has made a mistake redeems his forfeit.

No more than ten people play, all participants in the game have several forfeits. Children in the game listen carefully to the questions and follow their speech.

The moderator goes something like this:

What is sold in the bakery?

Bread.

Which?

Soft.

Which bread do you like more: black or white?

Any.

What kind of flour are buns made from?

From wheat.

Etc. When buying forfeits, the participants in the game come up with interesting tasks for the owner of the forfeit: children must sing a song, make riddles, read poems, tell short funny stories, remember proverbs and sayings, jump on one leg. Fanta can redeem immediately after several people lose.

Rules of the game. Players must answer questions quickly. The answer cannot be corrected. The host can talk to two players at the same time.

Find out who

Tasks: improve recognition skills, cultivate endurance.

Equipment: No

One of the players sneaks up to the driver (selected using a rhyme) and closes his eyes. The driver must by clothes (by touch) find out who it is and call by name.

Rules of the game: Adults can introduce humorous situations into the recognition process - change the details of clothing (a bow on the boy's head), deliberately not recognize the players.

Silent assembly

Tasks: to develop the ability to use facial expressions to show actions, to cultivate organization.

Equipment: No

The players sit next to each other and alternately whisper a word into the neighbor's ear. Then everyone stands up and depicts the word spoken to him with facial expressions and actions. The rest have to guess. The game is a lot of fun, but according to the rules you can’t laugh - you pay for it.

Rules of the game: Each player until then depicts the spoken word, until everyone guesses.

Nonsense

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, to educate organization.

cultivate endurance.

Equipment: No

Each player guesses an object, for example: a tower crane, an airplane, a bull, etc. The chosen driver asks a question (one for each player), suggesting an action that could happen to the hidden object.

1. - What did you wash your face with today? - Tower crane.

2. - What did you fly? - On the clouds!

3.-What did you eat in the morning? - Airplane.

The player whose answer is more in line with the question becomes the leader.

Rules of the game: players can only answer with a hidden word; the driver cannot repeat the same question.

Perediza

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, to educate organization.

Equipment: No

The players hold hands, forming a circle, one remains in the middle. Everyone sings or says:

Uncle Tryphon has seven children,

Seven children and all sons.

They don't drink, they don't eat,

They look at each other

And everyone does it this way.

At the same time, the one in the middle performs a movement, and all the players must repeat it. Anyone who does not have time or repeats inaccurately pays a forfeit.

Rules of the game: The movements invented by the driver should be fun and not cause difficulties for children.

silent

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, to educate organization.

cultivate endurance.

Equipment: No

Before the start of the game, all participants pronounce the song:

Firstborns, worms,

Pigeons flew

By the fresh dew

In a different lane.

There are cups, nuts,

Honey, sugar -

After the last word has been said, everyone must be silent. The host tries to make the players laugh with funny movements, funny words, jokes. The one who laughs or says something, gives the presenter a phantom.

Rules of the game: The leader is selected with the help of a rhyme. He is not allowed to touch the players with his hands. You can redeem forfeits as soon as one of the players laughs or speaks.

Cold - hot
Tasks: to teach the driver to hear the instructions of the children, to navigate in space, to cultivate interest in the game.

Equipment: No

The leader is selected. He leaves the room, the others hide some object. Then the players invite the host to enter the room and offer him to find the hidden thing. If the host approaches the object, then the players say: “Heat”, “Hot”, if it moves away: “Cold”.

Instead of words, you can warn about the proximity of an object by soft or loud piano playing, strong or weak ringing of a bell.

After the item is found, a new driver is selected.

Rules of the game: The game is played, as a rule, at home. But you can offer it to your child on the road, for example, on a train. If there are two players, then they hide and look for the thing in turn.

Golden Gate

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, to educate organization.

cultivate endurance.

Equipment: No

Hey people, hey people

We intertwined our hands.

We raised them up

It turned out to be a beauty!

It turned out not simple,

Golden Gate! 2 times

Near the mink mole

The hill is steep...

Come in whoever you want

To the golden gate!

8 people start the game, who are built in two lines (4 players each) at opposite walls, facing each other and holding hands. On lines 1-2, children swing their clasped hands back and forth (two swings per line). On lines 3-4 they raise their hands and, without separating them, go four steps towards each other. On lines 5-6, continuing to walk, form a circle (one line turns to the right, the other to the left). On lines 7-10, players move in a circle without lowering their hands. The rest of the participants, holding hands, run to the music or the sounds of a tambourine through the circle in a chain. With the last word of the poem, the “gates” close (children drop their hands). The one who is inside the circle becomes together with the children forming the “gate”.

The game is repeated from the movements to lines 7-10 and continues until all participants are in a circle. Rules of the game:act strictly according to the text.

bunny jumping

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: possible bunny mask.

Jumping bunny swift,

Bunny jumps on the road

One two three four five -

How to catch him, how to catch him?

Here a hare turned into a forest,

He raised his ears: catch up!

Hey don't yawn

Get the bunny!

The players form a circle. A bunny is chosen according to the counting rhyme. He stands in the middle of the circle. With the beginning of the poem, the children walk in a circle, and the bunny jumps inside the circle in the direction opposite to the general movement. On line 4, everyone turns their backs to the center, and at this time the bunny lightly touches one of the children. On line 5, the players turn to face in a circle, and the bunny leaves the circle. On lines 6-8, the bunny jumps around the circle. With the end of the text, the child who was taunted tries to catch up with him. If he succeeds, then he becomes a new bunny. The game is repeated.

Rules of the game:match actions with words. Do not push while running.

Dawn

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: ribbon.

Children stand in a circle, hands are held behind their backs, and one of the players

dawn - walks behind with a ribbon and says:

Zarya-lightning,

red girl,

Walked across the field

Dropped the keys

golden keys,

blue ribbons,

entwined rings -

Went for water!

With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who to put the tape on his shoulder.

Needle, thread, knot

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, the ability to run in threes, to develop partnerships.

Number of players: any

Equipment: No

The players stand in a circle, holding hands. Choose a needle, thread and knot with a counting room. They all run into the circle one after another, then run out of it.

If the thread or knot came off (lagged behind or incorrectly ran out of the circle for the needle or ran into the circle), then this group is considered the loser. Other players are selected.

The winner is the group that moved quickly, dexterously, correctly, keeping up with each other.

magic gate

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: No

Two participants in this game stand facing each other and raise their hands up - this is the “gate”. The rest of the players take

hands to form a chain. The couple representing the gate read the following verse:

magic gate

They don't always miss.

First time - goodbye

The second one is prohibited.

And for the third time

We won't miss you!

While the verses are sounding, the chain quickly passes between the gates. As soon as the words “We won’t let you through!” sounded, the hands drop and the “gates” slam shut. Children who are caught become additional "gates". The game continues in the same way, only the chain of players must pass through the double "gates". Gates win if they manage to catch all the players.

Rules of the game: trapped players do not escape.

Brook

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: No

Number of players: even, at least 4

Everyone becomes a couple one after another and raises their joined hands so that a passage forms under the formation. The leader - the player left alone - walks down the aisle and chooses one of the other players to pair with. After that, the newly formed pair becomes the end of the line, and the remaining single player becomes the leader.

Rules of the game: you can not refuse to become a pair with the leader.

Forged chains

Tasks: to teach children to follow the rules of the game, to develop reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Equipment: No

Two lines of children, holding hands, stand opposite each other at a distance of 15 - 20 m. One line of children shouts: “Chains, chains, break us!”. Another asks: "Which one of us?". The first, after conferring, answers: "Dima." Dima runs up and tries to break the second line. If he breaks, then he takes into his line the pair of participants that he broke. If he does not break, then he stands in a line that he could not break. The team with the most players wins.
Rules of the game : you can not shoot down opponents, jump on the enemy and hang on the hands of opponents, deliberately unhook your hands, in front of a running player.

dodgeball

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Equipment: ball

Participants are divided into two teams: leading and playing. A rectangle is outlined - the "city". Leaders are on opposite sides. They have a ball. In the middle of the "city" are the players. The leaders alternately throw the ball at the players, trying to hit them. Whoever gets hit by the ball is out of the game. Which of the children caught the ball is counted as a "candle", i.e. he can stay in the game if he hits him. You can also give your “candle” to one of those who have already been knocked out. The hosts alternately throw the ball until they knock out all the players without crossing the line of the "city". Then the teams (leading and playing) can change places and continue the game.
Rules of the game: you can’t hit the ball on the head, leading to cross the line of the “city”.

The sea is worried

Tasks:

Number of players: any

Equipment: No

The host says: “The sea worries once, the sea worries two, the sea worries three, the marine figure freezes in place.” (Can be replaced with "forest figure", "heavenly figure", etc.). During the pronunciation of these words, the players jump and run, and after the word "freeze" they must freeze in a pose denoting one of the "sea figures" The leader in turn approaches each figure and "turns it on" - the player must "come to life" and show his character in motion. And the host must guess who it is. Whose “figure” the leader likes the most, that player becomes the new leader.

Rules of the game:after the words "freeze" the players should freeze.

houses

Tasks: introduce the rules of the game, exercise children in running in the indicated direction, quickly respond to the signal of the teacher, follow the rules of the game, cultivate friendly relations with peers.

House circles are drawn on the field, exactly one less than the number of players, water bypasses the houses, collecting players in a chain and takes them away, while telling where it leads them, after the command “go home” everyone rushes back and the player who did not get the house , becomes driving.

Gnomes went for a walk

left their houses

Misha the gnome Sasha the gnome (and so on, listing all the players),

They played merrily in the forest

And on the river they sunbathed,

The sun came up to the mountains.

Well, hurry home!

Children run home. Whoever lacks a house is out of the game.

Rules of the game:you can run to the houses only on a signal, you can not occupy an already occupied house, expel their houses.

I was born a gardener

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, to educate organization.

Equipment: No

The driver becomes a gardener, the rest choose the name of the flower to taste and only respond to it. The leader gives a start with the words: “I was born a gardener, I was seriously angry, I was tired of all the flowers except ... (the temporary name of any of the players is called, for example, “rose”), Rose should immediately respond: “Oh” Gardener: “What with you?" Rose: "In love" Gardener: "With whom?" Rose: “In the tulip” Tulip: “Oh” ... And then the dialogue continues between him and the rose, etc., among the chosen ones there may be a gardener with full rights, I note that he bears the main burden, since the names of flowers are forgotten quickly , and the gardener is remembered and named most often. The one who made a mistake: responded to someone else's name, did not respond to his own, or made a long pause - he forgot the "names" of the flowers, he leaves and the gardener starts again, etc., until two players remain. As an option, the players do not drop out, but give away “forfeits”, which are subsequently played out (any personal item). Forfeits are played out as follows: one takes out a phantom, the other (turning away) assigns a task to the owner of the phantom, which he must complete in order to get the thing back (sing, tell a rhyme, crow, jump on one leg, etc., depends on the fantasy)

Rules of the game. Players must answer questions quickly. The answer cannot be corrected. Fanta are redeemed after the game.

Traffic light

Tasks: Maintain interest in games, improve the ability to quickly respond to the driver's signal, cultivate a desire to act according to the rules.

The field is limited on 4 sides (moderately, depending on the number of players), it is something like a walking droshky, you cannot run outside of it. So, the driver in the center of the playing field, turning away, assigns a color, those players who have this color on their clothes calmly pass, the rest - the “violators” must run across the “road”, the salted “violator” becomes the driver.

Rules of the game:the tagged player must not escape.

Confusion

Tasks: develop dexterity, flexibility, cultivate interest in outdoor games.

Equipment:No

The players clasp their hands in a circle and get confused, climbing over each other as soon as possible, while the driver has turned away. Then he must unravel this tangle without breaking the circle.

Rules of the game:leading you can’t uncouple the hands of the players, the players can’t first disengage their hands, then get confused.

Third wheel

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: No.

The players stand in a circle in twos (one after another), the driver runs after one of the free players in the outer circle without crossing it, the player can stand in front of one of the pairs and then the one who turns out to be third and stands with his back to the border of the circle will have to run away. The salted one becomes the leader.

Rules of the game:Do not push while running. Runners must not cross the circle.

King

Tasks: continue to develop motor and speech activity, maintain friendly relations with peers.

Equipment: No

The players stand in a circle, dance around the leading "king" with the words:

The king walked through the forest, through the forest, through the forest,

I found myself a princess, princess, princess,

Let's jump with you, jump, jump

And we jump with our legs, we jump, we jump,

And with our feet we stomp, we stomp, we stomp,

And clap your hands, clap, clap,

Let's shake our head and start again... (it's better to choose a princess with your eyes closed)

Rules of the game: No

stop-halikalo-point

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, ingenuity, ingenuity, to cultivate honesty.

Equipment: No

Players line up. The leader stands with his back to them at a fairly large distance. He says: "Stop kalikalo-dot" While he says this, the players run towards him. As soon as he says "dot", the players freeze in place. The facilitator turns and asks each player in turn how many steps are left before him.

    Steps are gigantic (running jump),

    giant (step of maximum size),

    simple, Lilliputian (put the heel of one foot to the toe of the other),

    ant (put your foot on the floor of the foot).

The player estimates the distance by eye and names the number of steps to the leader, after which this number passes. If he guessed correctly and reached (that is, he can touch the leader with his hand), then he won, leaves the game and waits for the others. The same players who missed the mark and did not reach the leader or moved on, continue to participate in the second round from the very place where they left off.

The game is on until all players reach the leader. The last one left becomes the new leader.

Rules of the game: after the word "point", the players freeze in place and have no right to move towards the leader.

Frogs in the swamp.

Tasks:continue to teach children to jump from a place on two legs, to develop dexterity, endurance. Raise interest in outdoor games.

Equipment: No

On both sides outline the coast, in the middle - a swamp. On one of the banks there is a crane (beyond the line) .. frogs are located on bumps (circles at a distance of 50 cm) and say:

Here from the wet rotten

Frogs jump into the water.

They began to croak from the water:

Kwa-ke-ke, kwa-ke-ke

It will rain on the river.

With the end of the words, the frogs jump from the bump into the swamp. The crane catches those frogs that are on the hummock. The caught frog goes to the crane's nest. After the crane has caught several frogs, a new crane is chosen from those who have never been caught. The game is restarted.

Rules of the game: The “frogs” are allowed to jump only on two legs, the “crane” is allowed to catch frogs only those that are on a bump. The "frogs" must not run away from the "crane's" nest.

Paints

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, to educate the ability to follow the rules in the game.

Selected according to the rules of the game salesman And buyer. Other paints. Each dye guesses its color and quietly tells it seller.

So, paints And salesman sit down on a bench.

Buyer walks up to the players and says:

Knock Knock!
Salesman:
- Who's there?
Buyer:
- I'm a monk in blue pants

Bump on forehead

Mouse in your pocket!
Salesman:
- Why did you come?
Buyer:
- For paint!
Salesman:
- For what?

Blue.

If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back!” “If the buyer guessed the color of the paint, then he takes the paint for himself.
There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most colors wins. If the buyer did not guess the color of the paint, the owner can give a more difficult task, for example: "Ride on one leg along the blue track."
If such dye is, then salesman says: “There is one. pay so much"

(gives a number, usually the player's age), but does not indicate who it is. Buyer must pay quickly (clap your hand seller as many times as you have to pay).

Dye at this time she jumped up from the bench and ran as far as she could. After that buyer should have caught paint. If it worked out, then the caught player became buyer.

Burners

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: No.

The players stand in pairs one after another. Ahead of everyone at a distance of two steps is the driver - the burner. The sing-song players say the words:

Burn, burn bright

To not go out.

Stay at the bottom

Look at the field

There are trumpeters

Yes, they eat kalachi.

Look at the sky

The stars are burning

Cranes cry:

Goo, goo, run away.

One, two, do not crow,

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner burns again. The game is repeated.
If the burner succeeds in spotting one of the runners in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.
Rules of the game . The burner must not look back. He catches up with fleeing players as soon as they run past him.

Wolves in the ditch

Tasks: to accustom children to joint actions in a collective game, to develop attentiveness, reaction, dexterity, to cultivate the ability to follow the rules in the game.

According to the rules of the game, a corridor (ditch) 1 meter wide is drawn on the site. A ditch can be drawn in a zigzag, where it is narrower, where it is wider.

Drivers are located in the moat - two or three players are wolves. All the other players - hares - try to jump over the moat and not be caught. If the hare is touched, it is out of the game or becomes a wolf.

Wolves can only catch hares while in the moat. Hares do not run across the moat, but jump over. If the hare's foot touches the territory of the moat, it means that he has fallen into the moat and in this case is also out of the game.

Cones, acorns, nuts

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle. The leader pronounces the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the leader tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Rules of the game: Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Tea-Tea-Rescue

Tasks: maintain interest in outdoor games, develop dexterity, ingenuity, cultivate the ability to follow the rules and norms of behavior in joint games.

Equipment: No

First define the boundary play area, for which you can not run and the driver.

The driver catches up with the players and the one whom he caught up with must freeze in place and shout: “Tea-tea-help me out!” until he is rescued.
Any of the participants, except, of course, the driver, can help him out, simply by touching him. At the same time, the task of the driver becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise, the game may never end.

Rules of the game: Don't push while running.

ball to neighbor

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: ball

Children stand in a circle at a distance of one step from each other. The leader stands behind the circle. Players pass the ball to the right, then to the left, but always to a neighbor. The leader's task is to touch the ball. If the leader succeeded, then the player who had the ball becomes the leader.

Rules of the game: Children stand in a circle at a distance of one step from each other. The leader stands behind the circle. Players pass the ball to the right, then to the left, but always to a neighbor. The leader's task is to touch the ball. If the leader succeeded, then the player who had the ball becomes the leader.

Shtander-stop

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Equipment: ball

You need at least four players and a ball to play. This game was also called Stop-Cola-Cola. Choose a driver. He takes the ball and stands in the center of the circle, which is formed by the rest of the players.

The driver throws the ball up and calls the name of any player (for example, “Shtander-Pasha”; another variation is “Khali Halo Pasha”). The one whose name was called must catch the ball, at which time everyone else scatters as far as possible from it. As soon as the ball is caught, the player shouts: "Stop stop!" (Hali-Halo stop! Stop-coli-cola!)
Everyone freezes in place.

The player with the ball chooses any player to whom he will need to touch the ball. Then the player begins to say how many and what steps he will need in order to reach the player. The steps were:

*gigantic- full leg step

*human- normal steps

*Lilliputian- when the heel of one foot is placed immediately in front of the toe of the other

*formic- take small steps on the toes (one step immediately before the other)

*umbrellas- circle around yourself on one leg

*duck- squatting steps

*frog- jump

*camel- you had to step where you spit

It was interesting, of course, to name a bunch of "entertaining" steps to make it more fun. For example, it was said: “Before Masha, 7 giant ones, three umbrellas, two Lilliputian ones ...”

After all the steps are named, the player with the ball performs them and must throw the ball in the direction of the hidden player. If the player catches the ball or dodges, the driver throws the ball up again and everything repeats from the beginning. If hit, then the player becomes the driver.

Rules of the game: after the word "Shtander-stop!" the players freeze in place and are not allowed to move towards the leader.

The quieter you go, the further you'll get

Tasks: development of coordination of movements, attention, concentration, educate clipping.

Equipment: No

Two stripes are drawn on the ground with chalk at a distance of about 20 meters

All players become on one side the driver - on the other side, and turns his back to everyone. The leader says:

The phrase can be pronounced as you like - deliberately tightening the words, the whole sentence, or, for example, start slowly and then end it sharply and quickly - in general, bring an element of surprise into the game.

At this time, all players are trying to run as far as possible, go to the finish line, freeze at the word "stop". After the word "stop" the driver turns around. If he saw the movement of a player (who did not have time to freeze, or stop because of the speed of acceleration), he is eliminated from the game.

The winner is the one who first gets to the finish line and touches the driver - he takes his place, and the game starts over.

Rules of the game: players are not allowed to move after the word "Stop".

Cossack robbers

Tasks: teach children to develop a game, think through its course, develop ingenuity, ingenuity, improvement of competitive skills.

Equipment: No

Robber Cossacks are played by six or more people. Participants stipulate the territory on which the game will take place. Divided into two teams, they determine by lot who will play for Cossacks and who is for robbers.

The robbers confer and think of a password.

On a signal, the robbers run away to hide; the Cossacks should not peep. The path of movement is indicated with the help of arrows on the asphalt and other surfaces (walls, fences) so that the Cossacks have clues where to look. Most often, the team runs together at first, then splits up to confuse rivals. The faster the robbers run away and the more intricate the arrows are drawn, the more chances they have to hide safely.

The Cossacks at this time equip the dungeon and figure out how they will torture the prisoners. After a specified period of time (usually 15-20 minutes), the Cossacks set out to look for the robbers. The found robber is caught and taken to the dungeon. There he is tortured (tickled). The types of torture are specified in advance: they should not be cruel or offensive.

Some sources claim that the Cossack, who caught the robber, remains in the dungeon to guard him. Others speak of a guard (1-2 people), who constantly watches the robbers in the dungeon, and the Cossacks can run to catch the rest.

The robbers can help each other out - for example, "attack" the dungeon, grab the guard, and while they are holding him, the prisoners could scatter. The Cossack, of course, immediately called for help (he did not always succeed, prudent robbers tried to cover his mouth in time).

The purpose of the Cossacks is to find out the secret word-password. Then they switch roles.

Rules of the game: prisoners must not be hurt.

Four forces

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Equipment: ball

According to the rules of the game, the participants stand in a circle, in the middle of which the leader stands. He throws the ball to one of the players, while saying one of four words: "Earth", "water", "fire" or "air".

If the driver said a word "Earth", then the one who caught the ball must quickly (while the driver counts to five) name any domestic or wild animal.

At the word "water" the player answers with the name of some fish, aquatic creatures.

At the word "air" are called birds.

At the word "fire" everyone should wave their hands. Then the ball is returned to the driver.

If the player managed to name her word or made a mistake, he “pays” a phantom, or they change places with the driver and the game continues.

Rules of the game: respond quickly.

Empty place

Tasks : develop coordination of movements, dexterity, speed of reaction, cultivate friendships.

Equipment: No.

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to the competition. The driver runs around the circle in one direction, and the called one runs in the opposite direction. Having met, they greet and continue to run further, trying to race to take the empty place (left by the called player). The one who managed to take this place remains there, and the one who remains without a place becomes the driver, and the game continues.

Rules of the game: Players stand in a circle, and the driver remains behind the circle. . The driver walks around the circle and touches one of the players, touching the shoulder or arm - this means that he calls this player to the competition The driver runs around the circle in one direction, and the called one runs in the opposite direction. . Having met, they greet and continue to run further, trying to race to take an empty seat. . Whoever succeeds first remains in this place, and the second becomes the leader

Funny boys

Tasks: exercise children in running on a signal, develop coordination of movements, improve competitive skills.

Equipment: No

Lines are drawn on two opposite sides of the site, and several circles are drawn on the side. This is the leader's house. The players gather behind the line on one side of the court and say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch us!

One, two, three - catch!

After the word "catch!" everyone runs to the opposite side of the site. The driver must catch one of the runners before he crosses the second line. Caught becomes in a circle - the house of the driver. Then the children read the verses again and run across the playground in the opposite direction.

After 2-3 attempts, they count how many children are caught, choose a new driver and the game continues.

Rules of the game: those caught do not escape. The driver cannot catch players behind the line.

astronauts

Tasks : to teach children to act on the signal of the educator, to develop dexterity, speed of reaction, to cultivate friendships.

Equipment: No.

Holding hands, the children walk in a circle and say:

Fast rockets are waiting for us

For planet walks.

What we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, everyone scatters around the “rocket sites” and tries to take their places in any of the pre-drawn rockets as soon as possible. Up to 5 circles are marked inside each rocket. This is the place for the participant. But there are fewer circles in rockets than participants. Latecomers to the rocket become in a general circle.

Rules of the game: run torockets are allowed only on a signal, children cannot be kicked out of a rocket.

Flying - not flying

Children move freely around the room: running, skipping, circling. The host calls any words (fish, plane, tree ...). If what is named can fly, the children imitate flight; if what is named can swim, they imitate swimming; if it doesn’t swim, doesn’t fly, then the children stop. The most attentive is the one who has never made a mistake.

Carp and pike

On one side of the site there are "carp", in the middle - "pike". At the signal "carp" run across to the other side. "Pike" catches them. Caught "carp" (four, five) join hands and. standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are 8-10 "carp" caught, they form "baskets" - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp".
When there are more “crucians” caught than not caught, the players form a corridor of the “crucians” caught, through which the uncaught ones run. "Pike", located at the exit catches them. The winner is the one who remains last. He is given the role of the new "pike".

Cats and mice

Tasks: to teach children to follow the rules of the game, to develop attentiveness, reaction, dexterity, coordination of movements, to cultivate the ability to negotiate.

Equipment: cat and mouse masks available.

The participants in this game, up to 25 or more, without distinction of gender, nominate one of their peers as a mouse and the other two as cats. The rest of the children take each other's hands and form an open circle, in one place of which two neighboring participants lower one of their hands, thus forming a kind of open “gate”, while cats are allowed to enter the circle only through these “gates” , the mouse, in addition, even through all the other gaps formed between the children.

This game is based on the fact that cats strive at all costs to catch a mouse; as soon as this happens, these three most active participants join hands and adjoin the others to form the same circle, while new mice and cats are put forward to replace them, etc. until all the children are in these roles.

Zhmurki

Tasks: development of coordination of movements, dexterity, education of friendliness.

Equipment: blindfold.

Children often and willingly play hide-and-seek, especially young ones, since this game is very simple. A large, spacious room or a clean courtyard is chosen as a place for her. Children choose one from their midst, put a blindfold on his eyes, using a clean handkerchief or the like. At this signal, the participants in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch someone any of the fugitives. The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades. Children must, while running, still make sure that the one who is blindfolded does not stumble upon any object; at the sight of danger, they warn with a cry: "fire"!

Rules of the game: players are prohibited from pushing the blind man's buff. Players are required to warn the blind man of the danger.

Chauffeurs

Tasks: develop the ability to respond to a signal, independently develop the plot of the game, endurance, speed of reaction, cultivate interest in outdoor games.

Equipment: cubes and rudders of red and green colors.

On one side of the site there are two "garages" (draw two parallel lines at a distance of 5 - 6 steps from one another). Make places for "cars" on the lines; put cubes. In one garage there are cars with red steering wheels (there are

red circles), and in the other - cars with green rudders (green circles lie on the cubes). Children - "chauffeurs", are divided into two equal groups, stand facing their cars, each near their steering wheel, which lie on the cubes. The teacher, who plays the role of a policeman, stands at the same distance from two garages and directs the movement of cars. When he takes left hand to the side, the children - drivers from the garage, standing on the left side, bend down, take the steering wheel with both hands and get ready to leave (column). On a green flag raised up, the children leave the garage and disperse throughout the site. On the red flag they stop, on the green they go further. To the words of the educator: “To the garage”, the cars return to their places. The teacher notes the attentive driver, who returned to the garage before everyone else. Then the teacher takes his hand to the side and the children - drivers, who are on the right side, do the same.

Where does anyone live?

Tasks: to develop the speed of reaction to the signal of the educator, quick wits, to consolidate ideas about the habitats of various animals and birds, to cultivate interest in the game.

Children stand in two lines at a distance of 8 - 10 steps from one another. In the middle between the lines, draw two circles, each 80 - 100 cm in diameter; one circle is the "yard", the other is the "forest". Each line has the same "birds" and "animals".
Each child from the first line chooses for himself the name of any bird or animal that lives in the forest, or the names of domestic animals and birds that walk around the yard. The second rank chooses the same names for itself. For example, the first two children in two lines are hares, the second are cats, etc. When the teacher calls pets, children who have the names of these animals quickly run into the forest. For example, to the teacher’s signal: “cuckoos!” - children - "cuckoos" from two lines rush into a circle, which is a forest; on the signal “cats”, children - “cats” from two lines rush to the circle, which is the yard. The teacher marks the child from the pair who runs to the circle faster. When all the children are in the circle, the game ends.
Rules of the game: it is forbidden for players to tell each other who should run.

Where did you walk?

Ossetian folk song, translated by N. Grebnev

- Where did you walk?

On that street.

What did they give you there?

Where is she?

The fly ate.

Where is the fly?

Sat on a branch.

- Where is the thread?

We then cut it down with an axe.

Where is the ax?

At the lumberjack. . - And where is he?

Went across the river.

Where is the river now, however?

The dog drank the river.

Where's the dog, mongrel?

Met the wolves, poor thing.

Well, where is the wolf family?

Shot from a gun.

And where did the gun go?

Lost.

The players form a circle. In the middle is the driver with the ball. When asked, he throws the ball to the player, who, answering, returns the ball back. (The driver throws the ball not to each player in turn, but at random.) With the last word, everyone scatters, the driver, catching up, tries to hit the ball.

When the game is repeated, the one who was taunted becomes the driver.

Storm

Musa Gali, translated from Bashkir by Y. Kushak

Picked up the thunder

swept

Through the fields

Through the forests

Over the hills

Yes in blue

Warm rain

rolled up

Rain, rain!

scatter

Home!

Children are divided into two subgroups. Some loudly, joyfully, rhythmically recite a poem, others form a circle. Everyone gets into their own hoop.

With the beginning of the text, the children leave the hoop and run around the circle. At this time, the leader removes two or three hoops. With the last words: "Go home!" you need to quickly take any free hoop. Those who do not have time to do this are eliminated from the game.

The game is repeated until there is one (maybe two or three) winner. Then there is a change of subgroups.

top top

From Komi-Permyak folklore, translated by L. Kuzmina

The text is pronounced slowly, with a soft intonation:

Top-top - on horseback,

Creak-creak - on a sleigh,

Let's go to grandma

For pancakes

There will be, there will be a pie for us,

Pancake with lube,

There will be, there will be evening

With a good story.

The players form pairs and stand next to each other. The one standing in front takes his hands back and gives them to the one standing behind. On lines 1-4, the children move by raising their knees high. On lines 5-6 they turn to face each other and, holding hands, calmly circle to the right, on lines 7-8 - to the left.

When repeating the game exercise, the children change places.

That's how they screwed up!

From Armenian folk poetry, translated by I. Tokmakova

Uncle Suren,

His son is Khoren,

Nephew - Karen

Yes, seven fellows

remote scythes,

The braids were sharpened

The grass was mowed

They dried and stirred

They dug hay

Cops counted -

There isn't one!

The players are freely placed on the court, facing in one direction. On lines 1-9, moving in one direction, they imitate the movements of the mowers: first, the “scythe” goes with a swing to the side-back, at the end of each line - in the opposite direction. There should be nine such movements in total. On line 10, they turn back, count “shocks” with the index finger, shrug their hands at the last line, as if surprised, and take a pose in which the head and arms hang freely.

Yurt

Translation from the Nenets by V. Ledkov

My family puts up a house -

There will be a new yurt.

Father and mother are working.

What should I do? Rest?

I don't like being idle

There is a shrub - I'll cut it.

I'll light the fire soon

Let it burn brighter!

Translation from Yakut by V. Berestov

Yurt, yurt, round house,

Stay in that house!

Guests will hardly arrive -

Firewood jumps into the stove.

The stove is hot,

Hurry to serve.

almonds, almonds,

Round pancakes!

The players are divided into pairs (calculated for the first and second numbers). All the first numbers form an inner circle, the second - the outer one.

One of the players comes out in the middle and reads a poem translated by V. Ledkov, accompanying the text with appropriate actions. Then he returns to the circle.

On lines 1-2 of the poem in the translation of V. Berestov, the inner circle goes in one direction, the outer circle goes in the other. At the word “tom” (the end of the second line), those in the inner circle raise their clasped hands up, forming a gate. From the beginning of line 3, the children who made up outer circle, pass into the gate and jump forward towards their pair. The rest are clapping. On the last two lines standing in a circle, i.e., the first numbers, they give both hands to the second numbers (their pair) and begin to spin.

Then the children change places (the first numbers become the second), and the game is repeated.

Bread (bread)

Ukrainian folk game

All who wish to play, holding hands, stand in pairs (pair by pair) at some distance from the player who does not have a pair. It's called a brat.

Bake-bake bread! (screams chick)

Will you bake? (asks back couple)

Bake!

Will you run away?

I'll take a look!

With these words, the two back players run in opposite directions with the intention of connecting and standing in front of the chub. And he tries to catch one of them before they join hands. If he succeeds, he, together with the caught one, makes a new pair, which becomes the first, and the player left without a pair becomes a chub.

The game is repeated in the same order.

Rules of the game. The last couple can run only after the end of the roll call.

Poplar

Kyrgyz folk game

The driver is selected - poplar. He stands in the center of the circle. The players, located in a circle, squat. The game begins after pronouncing the word "Poplar!". The children in the circle agree among themselves by conventional signs, actions (nods, winks) and quickly change places. The driver at this time seeks to take the vacant seat. The one left without a seat becomes the driver. Game continues. The one who has never been a driver wins.

Rules of the game. Children who are through one, two, etc. can change places. players: players - neighbors are not allowed to do this. Several pairs can change places at the same time. The players agree on this in advance.

Earth, air, fire, water.

Armenian folk game

The players stand in a circle, in the middle of it stands the leader. He throws the ball to one of the players, while saying one of the four words : earth, air, fire, water. If the driver said “Earth!”, The one who caught the ball must quickly name an animal; to the word "Water!" the player responds with the name of a fish; to the word "Air!" - the name of the bird. At the word "Fire!" everyone should quickly turn around several times. The ball is then returned to the driver.

Rules of the game. The one who makes a mistake does not play.

"I Am" ("Olenta")

Karelian game

The game is played on a court 50-60 m long and no more than 10 m wide. The players are divided into two equal teams and determine by lot which one of them will go out first. In the middle of the site, 2 lines are marked, with a distance of 2 - 3 meters, behind which teams line up against each other in lines. The game begins with the players of the fleeing team clapping their hands together, quickly turning and rushing to their edge of the court. The driving team rushes after them, trying to touch any escaping before he crosses his line. The player who was hit must say loudly: “Olenta!” ("I am!"). After that, he and his entire team turn around and start catching the players of the leading team, who are trying to run over the line at the end of their site. The game continues until one of the teams manages to escape the line in full force. Then the other team leads.

"Sell Flowers"Tatar game ("Chulmak prices")
The players ("sellers") form a circle, the driver - behind the circle. The driver, approaching one of the "sellers", begins to bargain:
Hey buddy, sell the flower.

Buy…
How many rubles to give you?

"Seller" calls a figure no more

After that, the driver touches the owner of the flower with the hand as many times as the "seller" agreed to sell the flower; then both the driver and the "seller" run around the circle towards each other the appropriate number of times. Whoever runs to a free place faster becomes the “seller”, and the player left without a place becomes the driver.

"Keep your tail" Turkmen game ("Chuyruk tutdy")
The game requires the distribution of roles: the driver is the "wolf", all other players are the "sheep". The driver is in the center of the circle, which is formed by the "sheep". The "wolf" pretends to be asleep, the "sheep", moving in a circle, sing some song. Gradually, the “sheep” slowly begin to converge towards the center, trying to touch the “wolf”. The "wolf", suddenly jumping up, begins to catch the "sheep". It is important to remember that the driver can only start the game after one of the "sheep" touches him. The caught "sheep" becomes the "wolf", and the game continues in the same way.

"Sakhreoba"Georgian game

Each player has sakhre (thin sticks 1 cm in diameter, 70-80 cm long) in their hands. The players lay them out on the ground at 50 cm intervals. The more participants, the longer the row of sticks, the more difficult and interesting the game. Flat stones are placed at the beginning and at the end of the row. They are a kind of place to relax, which takes no more than 1 minute.
Task options:

    The participants in the game must take turns, jumping on one leg, bypassing all the sticks with a snake. (The task can be performed three times).
    2. Players must jump over all the sticks, placing their feet perpendicular to them. Coming back, you should put your feet parallel to the sticks.

As the game progresses, new tasks can be invented with a new arrangement of sticks. The new rules are binding on everyone. The winner is the one who completes all the exercises without errors. The one who stumbles out of the game.

"Bulchuta"("Hunters")Yakut game

The game is played on a terrain with clearly defined boundaries. An even number of "hunters" ("butter") is selected from among the players, for example, 8 "hunters" for 20 participants. The game can be organized in different ways. In one case, the "hunters" are divided into pairs and form a "lasso", holding hands. With the help of the "lasso", "hunters" can catch any player. To whom the caught player is facing, with that he forms a new "lasso". The task of each player is to get out of the “lasso” as quickly as possible or never to play the role of a “hunter” at all. In another case, each player caught becomes a "hunter", thus, the "lasso" is gradually increasing. The game ends when the last player becomes the "hunter". Attention! During the game, it is forbidden to run out of the field, you can also catch "hunters".

"Tea-tea!" Uzbek game

All players are located on the court (10x12m), circled by a line. The driver shouts: “Tea-tea!” - and, raising his hand, runs across the site. The rest of the players must catch up with him and touch him with his hand. The player who managed to touch becomes the ringleader. He, too, shouting: “Tea-tea!” - raising his hand, runs across the site. The game is restarted.

The player who manages to stay for a long time

not caught is considered the winner.

Rules of the game: players must not leave the area; violating the rules do not take part in the game during one repetition.

"Lenok" Belarusian game

Circles are drawn on the ground - nests, which are one less in number than the players. Everyone stands in a circle, holding hands. The leader in the circle makes various movements, everyone repeats them. At the command "Plant flax!" players occupy the nests, the one who did not have time to occupy the nest is considered "planted": he is "planted" in the nest until the end of the game. Then one nest is removed on the ground, and the game continues. The one who takes the last free place wins.

"Chepena" Ossetian game

Choose a leader (chepen). He starts the game with:
Left foot, chepena! (Jumps left foot to the left)
Goy, goy, chepena! (Children respond and repeat the leader's movements)
Right foot, chepena! (Jumps on right foot to the right)
Goy, goy, chepena! (Children repeat the same)
Let's go ahead, bitch! (Walks forward with hands up)
Goy, goy, chepena! (Children walk in small steps forward, raising their hands up)
Let's go back, bitch! (Small steps goes back with lowered hands)
Goy, goy, chepena! (Children repeat the same)
We all dance, chepena! (The dance begins)
Around, around, chepena! (Children begin a circle dance to Ossetian music)
Attention! The pace of the game must constantly increase.

"Sieve" Latvian game

The players line up. One of the participants in the game remains outside the row - he is a sieve. The sieve approaches the player standing first in a row and says:

This, this, sieve!

He asks:

What do you want, sieve?

The sieve answers:

Small flour.

The player addressed by the sieve player says:

Run after her!

After that, the “sieve” runs after the last player in the row and tries to catch him. He runs away and seeks to stand first in a row. If he succeeds, he is saved. If the “sieve” catches the evader, then they change roles, the former “sieve” becomes the first in a row. Rules of the game: you cannot run out of the row before all the words have been spoken.

"King of Beasts" Lithuanian game
All the players are “beasts”, one of them is the “king of beasts”. Each "beast" must tell the "king" its name, but in such a way that others do not hear (tiger, wolf, hare, etc.). "Beasts" line up in one row opposite the king a few steps away from him. At the feet of the "king" lies the ball. "King" calls some animal, he must run, and the "king" tries to hit him with the ball. If the ball hits the beast, he goes to the king and helps him (brings the ball, etc.). After the king names two or three animals, he says: “I catch all the animals!” Everyone is running, and he is trying to hit someone with the ball. Rules of the game: "King" must throw the ball without going beyond the outlined line; a new king is chosen after three or four beasts have been captured.

"White Bone" Kazakh game

The participants in the game line up, take a white bone (you can use a rubber ball, a wooden key, carved sticks, etc.) and sing:

White bone - a sign of happiness, a key,

Fly to the moon

To the white snowy peaks!

Resourceful and happy

Who will find you in an instant!

After that, the leader throws a bone for a line of players. At this point, no one should look back to see which way the bone is flying. When the bone falls, the host announces:

Looking for a bone

Find happiness soon!

And he will find it

Who is faster and more agile!

The purpose of the action is to quickly find the bone and bring it to the leader unnoticed by the others. If the other participants notice her, they chase the player and, after lightly hitting the shoulder, take away the bone, then they also run to the leader.
In order to be unnoticed and without obstacles to bring the bone to the leader, it is necessary to show dexterity, ingenuity and resourcefulness. One player, under the pretext that he cannot find a bone, goes to the leading step, thereby diverting the attention of rivals different ways(for example, he speaks loudly, pointing to another, and claims that he supposedly has the bone, etc.). If the player found a bone, i.e., turned out to be lucky, then the whole group or one of the group fulfill his desire: they sing songs, read poetry, imitate the voices of animals.
Rules of the game: the noticed player with a white bone is obliged to immediately pass it; it is impossible to look back during the transfer of the bone; it is allowed to search for it only after the leader’s signal; whoever violates the rules of the game is punished at the behest of the winner.

lame duck

Ukrainian game

During the game, the boundaries of the site are designated, the “lame duck” is selected. The rest of the players are randomly placed on the court, standing on one leg, and the other leg bent at the knee is held behind by the hand. After the words “The sun flares up, the game begins,” the “duck” jumps on one leg, holding the other leg with his hand, trying to touch one of the players. Those caught help her catch the others. The last player not caught becomes the lame duck.

Rule. A player who stands on both feet or jumps out of bounds is considered to be tagged.

"White stick"

The game "White Stick" involves two teams. The number of players is not limited. The subject of the game is a specially made white stick. Game progress: choose a place where all the participants of the game gather. They are divided into two teams. Then a khan is chosen. Khan throws the wand so that no participant in the game can see where it fell. After throwing the white stick, everyone runs to where it fell. Whoever finds it runs to the starting point. If he is caught by members of the other team, they try to take the white stick from them. The wand can be given to a member of your team. The team that crosses the start line first wins. Anyone who commits rudeness in the game is removed from the game.

"Arrow Transfer"

All the players sit close to each other around the hearth of the yurt, forming a semicircle; On one side of the circle behind their backs, the players pass some object (pipe, ring, etc.). At will, one of the players is called to “catch” this item. If he caught one of the players, in whose hands the object, then the loser is appointed to the place of the driver, and if he did not catch, then he is “tried”, i.e. forced to perform something: sing a song, dance, etc.

"Find a bead"

The game develops observation. The players are divided into two teams. One team chooses a leader who hides the bead in the fists of his team. The other team chooses a "finder" who tries to find this bead. The “finder” by facial expression, by other signs, opens two fists at the players. He has the right to open a fist from two players, or two fists from one player. If he opens incorrectly, the game is repeated. If he finds a bead, then the teams change places, the losing team performs the penalty task that the other team sets for it.

"The Shepherd and the Wolf"

The number of participants is not limited. A shepherd and a wolf are chosen. The participants of the game stand in a column one at a time, following the shepherd. Each one grabs the waist of the person in front with both hands. "Wolf" seeks to grab someone and tear them away from the herd. The shepherd tries to protect his flock. If someone during the movement of the column tears off his hands, he is considered caught and goes to the “lair” of the wolf until the end of the game. The winner is the one who keeps the most sheep. The game has a time limit. The loser performs some task.

"Rooster"

All participants are divided into two teams. According to the rules, you need to jump on one leg and knock the opponent down with a shoulder blow. The team that knocks down a large number of "enemies" wins.

"Hare Trail"

For playing on the ground, and in winter a large circle (d - 10m) or a square is drawn on the snow, which is intersected in the center by two lines. At the intersection of lines with a circle (square) there are burrows of hares. In the middle of the circle (square) on the crosshairs of the internal lines is a wolf's hole. To determine who will be the wolf, they take a stick and grab it in turn in a fist, starting from the bottom edge. Whose fist is the last one will be the leader. Hares jump on one leg both in a circle and along internal lines. The wolf runs only along its own path, i.e. crossroads of internal lines. As soon as the driver says "One, two, three!" - the game starts. According to the rules, the wolf must occupy the empty nest of the hare. During the game, the hares change places, running from hole to hole. As soon as the hare has reached the hole, the wolf no longer has the right to touch it. But if the wolf takes the empty hole of the hare, then he wins, and the loser becomes a wolf.

"Wild Goats and Wolf"

The Khakass game "kiik-nyypi" (wild goats and wolf) is reminiscent of the Russian game "Wolf in the ditch". Two parallel lines are drawn on a flat area, between which there is a wolf. Behind external feature- wild goats that must cross the wolf zone. The wolf is chosen by counting. The wolf must catch wild goats running across his territory between the lines. The captured goat remains in the captivity of the wolf, you need to catch all the wild goats.

"Metpechek"

Children's fun "metpechek" corresponds to the Russian game of hide and seek. First, a driver (metpechek) is chosen with the help of a rhyme. You can use the following rhyme: "Pita, sutta, nara, ibe, sibe, tuba, watercress!" (the account cannot be translated from the modern Khakass language). The player on whom the word "cres" falls out becomes the driver. He is blindfolded with a handkerchief. Then one of the players turns it around its axis three times with the words: "Find me!". In order for the driver to follow the sound, they ring the bell or stomp their feet. When the driver catches the player, they switch roles.

"Tossing the Gauntlet"

A girl enters the center of the circle and shows her embroidered mittens. She then quickly tosses the mitten to those seated in a circle. Gotta get the glove. The participants in the game must throw the mitten to each other. The driver must intercept. The player whose leader catches the mitten (or pulls it out of his hands) goes to the middle, and the driver sits instead of him in a circle, and the game continues.

"Holding the Rope"

Participants of the game stand in a circle, holding a rope in front of them. The driver is inside. He tries to hit the right ruya of the players holding the rope. The player must quickly remove his right hand. The left hand must not be released. The driver has no right to jump out of the circle. One of the main conditions of the game is that the rope must be kept at the level of the belt. If the driver touches the player’s right hand, or the player, having jumped off, releases the left hand with the rope, then they change places.

"Tug of the belt"

IN The game is played by two boys. They get on all fours with their heads in different directions. They are tied with a long belt, which was passed under the armpits and behind the neck. On command, they begin to crawl on all fours in their direction. The one who outweighs the opponent wins.

"Finding the Sash"

The players form a circle. The driver is brought to the center. On command, he closes his eyes, then he is lightly hit with a sash, which is hidden behind his back and passed to each other. The driver must guess, firstly, who has a sash behind his back, secondly, by appearance to determine whose sash, and thirdly, who hit. If he did not manage to guess, then he is asked the question: “How are you behaving? Do they howl when they become a dog, or do they crow when they become a rooster?” The loser must choose his own punishment. .

"Archery"

Noortpas is an old game. A circle with a diameter of about 5 meters was drawn on the ground. In the center of the circle, a row of cow's grandmothers was lined up in a chain with an interval of 4 fingers between them. Each player bet 5 dollars on the line. The distance from the target to the shooter was determined from 10 to 25 fathoms.

Onions were made from spruce, one fathom and a quarter long. The “noortpas” arrow was made of bird cherry with a wooden thickening. Its length was 5 quarters.

Before the start of the competition, it was determined who would be the first. They took turns shooting at a distance. Whoever had the arrow flying the farthest, he started first. Who is closest - the last.

According to the rules, each shooter had as many arrows as placed in the circle of attendants. Who missed, put additional dice. The one who knocked out the most from the circle of grandmas won.

"Motley ram"

The game "Ala Khucha" is also known as "Sakhtangchy" ("Watchman"). All players become pairs, join hands, line up in a column. Ahead of the column is "ala hucha" or "watchman". He looks ahead and holds the hands of the first couple. At this time, the last couple separates and runs forward. "Ala Khucha" should have time to grab them before they overtake him. If he does not catch the fleeing, then they become ahead of him. If he grabbed someone, then the player left without a pair takes his place.

England

Feed Options

The game of tag is as old in England as in all other countries. However, it is interesting to note that here, according to tradition, the driver is called the devil. In Lincolnshire they call it horned. And if the horned one touches the player, this is called burning by touch.

The oldest version english tags. A very wide platform is divided into three lanes, the middle one is hell. In it, holding hands, there are two players, usually a girl and a boy. They are devils. The rest of the players are on the two extreme fields and try to run across hell from one field to another, they also run in pairs. The devils try to grab them, and if they succeed, those who are captured also become devils, that is, leaders. The last couple not to go to hell wins.

Bodyguards. It's like the previous game in reverse. One devil is chosen and the rest of the players chase him. If somebody overtakes him and seizes him, then he becomes a devil. However, the devil has three bodyguards, they try to protect the devil and knock down the player who is chasing the devil, and then he must run after the bodyguard.

Ghost. A house is outlined on the ground, a player is standing in it - a ghost. This player decides when to go and in what direction, the rest of the players at a respectful distance shadow follow him and shout after him

mocking words tease him. The ghost suddenly turns, and the players scatter in fright. The ghost must run back to the house, and if it manages to grab a player on the way, that player is out of the game.

Monkey salki. Ordinary tags, but in them the driver, like a monkey, imitates the one he is chasing. If the pursued suddenly jumps on one leg, or squats, or starts dancing, the driver exactly repeats his movements. This gives advantages to the pursued, and he uses this in order not to fall into the hands of the driver.

Rooster on the perch. Players draw two parallel lines and line up on them. In the middle between the lines on one leg is a rooster. One of the players aims to get to the opposite line, also on one leg. If the rooster overtakes him on the way, then, clasping each other, they try to unbalance one another. If the runner wins, he can continue on; if the rooster wins, then the vanquished becomes a rooster, and now two lead. Then a new player tries, and so on. The game continues until there is one player left on the line who has not become a rooster. He is considered the winner.

Salki in a circle . 15-20 players become in a circle, at the back of each other's head. At the whistle of the leader, the players run in a circle. Whoever is overtaken by the runner from behind is eliminated from the game. On a new whistle, the players stop abruptly, turn around and run in the other direction, trying to catch up with the one running in front.

Cross tally . A very ancient version of the English salok. The driver is chasing a player, who can be freed from pursuit if another player runs between him and the driver. Then the driver is obliged to run after the player who crossed his path.

Chain ropes. The player who was overtaken takes the pursuer by the hand and runs with him further. The salted one also joins the chain, etc. By the end of the game, a whole chain runs, trying to capture the remaining players. What makes the game difficult is that only the last link in the chain can catch the new player.

squash the mosquito . The persecuted hold some object in their hands, usually a gymnastic mace. The driver can only pursue the player who has a mace in his hands. If the persecuted gets into a difficult situation, he passes or throws a mace to someone. Now it is no longer possible to catch him, and the driver pursues the one who received the mace. If the driver grabs him, he becomes the driver, and the former driver takes the mace.

Running with a change of direction . Eight to ten people take part in the game. Two parallel lines are drawn at a distance of twenty meters. Participants line up in the middle between them. They choose a judge. All players on the referee's whistle run towards one of the lines. It is the referee's job to prevent the players from reaching the line. When one of the lines is in danger, the referee whistles and everyone must then turn and run in the opposite direction. It depends on the speed of the referee's reaction that no one reaches the line. If someone still succeeds, the game ends, and the winning player becomes the judge.

London Bridge

This is an English folk game. It reminds everyone of the well-known game "Brook", but is accompanied by a song and somewhat modified rules.

The children are divided into pairs (explain to them that who is with whom - it does not matter, since all the pairs will then mix anyway) and stand up, raising their clasped hands up, so that they get a passage under a series of children's hands. The design will resemble a bridge under which a river flows. All children begin to sing the song you will find below. The last pair bends down and moves under the "bridge" to the first pair, followed by the penultimate one, and so on, and those who passed under the bridge again stand at its end and repeat their path. Only the first pair remains in place. As soon as the verse ends with the words “my beautiful miss”, the children of the first couple drop their hands sharply and thus catch the other couple, which will now become the “main structure” of the bridge.

Falling, collapsing London Bridge,

Falling, falling down.

Who will fix London Bridge

My fair miss?

To not fall down.

Let's build a bridge out of clay and wood,

My beautiful miss.

It will wash out no matter how hard you work.

A tree with clay will be washed away by a wave,

My beautiful miss.

So that the bridge does not collapse down,

Let's take brick and lime for building,

My beautiful miss

France

Stilts

Playing on stilts in modern France

Stilt running competition . Players line up, stand on stilts at a signal, run to a certain line and back. Whoever comes back first wins.

Lame stork. The player extends only one leg, while the other jumps on the ground, as if running on a crutch. The one who runs first wins.

Battle on stilts. They play in teams. Team members stand in pairs against each other and try to push each other off the stilts. The wrestlers can only touch the shoulders of the opponent, tripping is prohibited. Whoever does this will be taken out of the game.

Ring game. Players line up on a line, in front of it, ten meters between two pillars or trees, a rope is stretched, on which a ring hangs. At a sign, the players on “one leg”, that is, on a stilt, approach the ring and try to push the other stilt - the “spear” into the ring, at the same time, of course, pushing the “spear” of the other player. The player who manages to push the stilt into the ring wins, remaining standing on the other stilt.

Ball game on stilts . All the simplest ball games can be played on stilts, and they do in France.

crowding out

In this game, first of all, two camps for two teams should be noted. The camps are marked with two lines, which are located at a distance of 200 m from each other. Both teams position themselves between their camp and the dividing line in no man's land and decide who starts with a throw-in. The first thrower from the center of his court throws the ball to the opponent so that he falls as far as possible. An opposing player who catches the ball in the air may take two steps forward before throwing, and if he catches the dropped ball, he throws from where the ball touched the ground. (How much the ball will roll after it falls is not taken into account.) The ball thrown back is again tried to be received by the first team. You can only pass the ball with your hands, but you can stop it with your foot. It won't be a violation of the rule.

Depending on how accurate the player is, the ball falls farther or closer into the opponent's territory and is thrown from far or close range. So both teams go either forward or backward. If one of the teams, pursuing, "displacing" the enemy, crosses the dividing line, it is given the opportunity to reach the final goal, that is, to throw the ball over the line of the enemy's camp. The team that does it first wins.

jumping school

This game is played all over the world. In England and North America, it is called "Hopscotch", in countries Spanish- Parma. The French willingly play this game and know many options. The drawings here are quite complex. The four most common options will be described below.

To play, you need a flat pebble or thin wooden circle. Two are playing. The player stands a meter from the picture and throws a stone on field number 1. On one foot, he jumps there after him, knocks him out of the field, and also jumps back on one foot.

Then he throws it on the second field, then on the third, and so on.

In turn, and on each field, a stone must be thrown, except for the forbidden fields, where the stone cannot fall, and this field must be jumped over. The forbidden field in the first picture is labeled "jump!", in the second picture it is the thirteenth field. If a player accidentally jumps onto a forbidden field, he must jump back and start jumping again to the next field. In this case, after each jump, that is, each field, he waits ten seconds on one leg, and so on until the last field. If in the first picture the player gets to the “home”, he can put his other foot on the ground, but this is prohibited on other fields. And in one picture there is no “house”. If, during the jumps, he still puts his second foot or jumps on the line, he must again throw a stone on the field to which he was heading.

If the player fails to throw (thrown not on the appropriate field) or the stone hits the line, he skips the move. The first player to complete five rounds wins.

french tags

The French driver - we are talking about a knightly nation - usually gives the pursued a few steps of a head start and then runs after them and “salits” with a touch of his hand. If another player runs between him and the evader, he must run after that player. Several “houses” are placed on the tag area, they are called “taboo”, but the evader can only stay in them for a minute. Special taboos if the evader hangs on a tree branch or climbs it. In other words, he saves himself by hanging on to something.

Spain

Get in the bucket!

This game is known not only in Spain, but also in Portugal, Italy and other countries. It originated in the Middle Ages, and it was a rather cruel game. The chicken was covered with a cauldron or a clay pot, at the bottom of the pot there was a small hole into which the chicken could stick its head. One of the players was blindfolded, given a stick in his hands, which he brandished blindly. He had to go to the voice of the chicken and hit him on the head. Later, the chicken was no longer planted under the pot. A blindfolded player had to knock down a bowler hat placed on a small pedestal. Then they stopped blindfolding and began to throw at the target. Five to ten players stand in a semicircle near a bucket on the ground at a distance of three to four meters from it. In each hand is a stone or a tight little ball.

On the whistle, the players throw stones one by one, trying to hit the bucket. Who will throw by, gives a pledge; whoever hits scores a point. After several rounds, points are counted, and the player who has scored the most points determines the penalties for the holders of deposits.

Catch the ball!

This game is played by standing in a circle. The more people, the more fun. The pitcher stands in the middle of the circle, he throws the ball where he wants and to whom he wants. He is. determines how to throw the ball: high, low, not very high. Players must catch an unexpectedly thrown ball. Whoever makes a mistake receives a penalty point. After three penalty points, the player is eliminated and incurs a penalty. Standing with his back to the players, he receives a task. After each task, he must guess who invented it. If he guessed, then he is released from the punishment; If you didn't guess, you must do it. The offending player receives five or six tasks, and then the game continues.

Penalty tasks are usually of this kind: run to some point and back, go around all the players on all fours, climb a tree, etc.

spinning top

Spinning top game is very popular among Spanish youth. In fact, spinning tops are played in many countries, but here they play in their own way.

The player launches the spinning top and, after it has been spinning for some time, picks it up with the thumb and forefinger and places it on the open palm where it should continue to spin. It is very difficult to achieve this, it takes a lot of practice.

Another version of the spinning top game: one player tries to displace the opponent's spinning top from a certain circle with his spinning top.

Germany

Fire brigade

10 or more people play. Chairs according to the number of players are set in a circle, backs inward. The players (firefighters) walk around these chairs to the sound of music (beats of a tambourine, drum). As soon as the music stops, the players must place a piece of clothing on the chair they are standing next to. Game continues. When each participant removes 3 items (they end up on different chairs), an alarm sounds: “Fire!”. Players must quickly find their belongings and put them on. Whoever gets dressed the fastest wins.

Cars

This game can be played by 2 people. You need to take two car toys, two wooden sticks and two long cords (about 6-9 m). Toy cars should be tied to cords. which, in turn, are tied to sticks.
Wooden sticks should be held in the hands of two children. The essence of the game is to, on command, wind the cord around the stick as quickly as possible, thus pulling the car towards you.

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