Game burn burn clear to go out. The mobile game “Burners. Mobile game "Find where hidden"

What are the rules of the Russian folk game of burner? and got the best answer

Answer from Zhenok[guru]
Young people in Rus' were very fond of playing burners. Apparently, in ancient times, this game was surrounded by lights - hence the name.
Burners
This, one might say, is a classic of the genre. Players are arranged in pairs, holding hands and forming a column. The driver is in front. All in unison loudly say or sing:
Burn, burn bright
To not go out.
Burn, burn bright
To not go out.
Look at the sky
The birds are flying.
The bells are ringing!
One, two, three - run!! !
Another variant:
: Burn, burn clearly
To not go out.
And one, and two, and three.
Last couple, run!
On the word “run”, the last couple runs around the column and stands in front. The driver should try to get ahead of one of the runners and take his place. The one who did not have enough space becomes the leader and “burns”. Instead of the words “last pair”, the leader can say: “fourth pair” or “second pair”. Therefore, all players need to be very careful and remember what number they are in the column.
Children join hands, forming pairs.
Pairs stand one behind the other "brook".
Ahead of the "brook", a few steps away, stands the leader with a handkerchief in his hands.
At the end of the song, the children standing in the last pair open their arms and scatter along the "brook".
They run one by one to the leader, trying to grab a handkerchief.
The first one who managed to do this remains with the handkerchief as the leader, and the other two (the former leader and who did not have time to grab the handkerchief) form a pair and become the first in the stream.
The game continues with the next pair of children
A popular variant of the game of burners. Only the players do not stand in formation (well), but in a circle, in a round dance, turning their faces away from the center. Everyone stands with their hands down, only the leader holds a handkerchief on his outstretched hand. Two players come out of the round dance, who either themselves expressed their desire, or they were indicated by a draw. They must run in different directions from the leader, outside the round dance. The command to run is the beginning of the song.
The song sounds, the players run. Whoever takes the handkerchief first wins. He gets into line, passing the handkerchief to the player whose place he occupies. He goes with a handkerchief to the leader, near whom the defeated runner is already standing: he will run again, compete in speed with the player chosen by the winner.
It should be noted that the song “Burn, burn brightly” is also sung when playing ordinary burners. Words may be different:
Burn, burn bright
To not go out.
The bird is flying
Turns the wheel.
Where will it fit
It will stay there.

Answer from 2 answers[guru]

Hello! Here is a selection of topics with answers to your question: What are the rules of the Russian folk game of burner?

Answer from Anna***[guru]
Rules of the game
An open place is chosen for the game - a lawn, a clearing, a wide street in front of the house, a spacious yard.
The players stand in pairs one after another. Ahead of everyone, at a distance of two steps, the driver stands with his back to the players - a burner (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:
- Gu, gu, I'll run away.
One, two, do not crow,
And run like fire!
After these words, those standing in the last pair run from both sides along the column. Burner tries to stain one of them. If the running players managed to take each other's hands before he stains one of them, then they stand in front of the first pair, and the burner leads 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.
Conditions:
* Burner only catches up to fleeing players when they run past him. He has no right to look back and see which couple is going to run past him. Otherwise, the couple prepared to run can change the queue with another couple or places with each other.
* No one should start running before the last word has been spoken.
* The burner can burn the runners only until they join hands.
* Fifteen to twenty meters ahead of the burner, a place is marked in advance to which the running couple should not join hands again.
* The players can agree that the burner should not chase any of the runners, but always the guy and, having caught up with him, can pair up with the girl, while the one who is caught goes to “burn” - or vice versa.


Answer from Mon Turkeys[guru]
Burners, called in other places: Razlukami, Razgarami, go in the summer. More often than not, they gather to play Burners in the evening, in the wide yard, or in the meadow, or in the street in front of the house. Young people, more girls and single men, take the lead in this game. Players doom one of them, by lot, to burn - a heavy position. All the others mate, i.e., become pairs, one after the other. The burner stands in front of the steam, motionless, turning neither back nor forward, nor to one side. At this time, the players scatter in different directions. The burner pursues them. If he succeeds in separating them, seizing the wrongdoer, then his position no longer continues, or, for his failure, he must burn again, even if the game is repeated up to 100 times. “The game is not without deceit,” the old women say - and exactly so! How many tricks have been invented for the unfortunate wretch: he can be deceived every minute.
link
And on this site history, descriptions, rules


Answer from 2 answers[guru]

Hello! Here are other threads with similar questions.

Nowadays, this wonderful, but slightly forgotten game can be found on celebration wide Maslenitsa or the day of Ivan Kupala. Many people know this game called " Burn-burn-clear!»

Rules of the game "Burners"

The game involves 11 people. It is important that the number of players is odd. For the game, a large clearing or a place in yard. Selected driving- he will "burn".

All other players are divided into pairs and stand behind "burning" at a distance of 3-4 meters from him. Players sing:

"Burn, burn clearly,
To not go out.
Look at the sky
The birds are flying
The bells are ringing!"

As soon as they finish singing, the last couple unhook their hands and running along the column, one on the left, the other on the right.

As soon as they catch up with the driver, they shout to him:

"One, two, don't crow, run like fire!"

After that, they run further, trying to dodge the driver, stand in front of him and clasp their hands again. The driver, in turn, tries to overpower or catch them. If he managed to overpower one of the players, he stands with him in front of the column, and the remaining player becomes " burning».

If the driver did not catch anyone, he continues to drive, and the fleeing players stand in pairs at the beginning of the column.

You can play until you get tired!

Chant options

"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:
- Gu, gu, I'll run away.
One, two, do not crow,
Run like fire!"

or this option

"Burn, burn bright,
not to go out.
Stand at the hem, look at the field:
Rooks walk and eat kalachi.
The birds are flying, the bells are ringing!
»

This game is especially interesting when the guests are already not quite sober. To play this game, you need to prepare a piece of drawing paper in advance, on which a vertical scale is applied with a felt-tip pen. On the scale, along the ascending line from the bottom up, the degrees are indicated - 40, 30, 20, 10. The task of the participants is to bend down and stretch out their hand to the "alcohol meter" between the legs, mark the degrees on the scale with a felt-tip pen. The distance between the degrees on the scale should be made not too close so that the participants reach out with their hands as high as possible. After all, everyone wants to show that he is more sober than the rest.

Harem

With the help of hair bands, you can hold a "Harem" contest. In it, the main roles belong to men. Each of the men receives rubber bands of a certain color (one is red, the other is green, and so on). In a few minutes, each of the participants must “ring” as many women as possible. Ring - an elastic band is put on the ladies on the wrist. Then the number of rubber bands is counted and the most agile participant is determined.

Clothespins

Guests should split into pairs. In each of the couples - a woman and a man. Clothespins are attached to the back of the partner's clothes. The partner's task is to move the clothespins from the back of the clothes to the clothes on the partner's chest with their blindfolded teeth. The first pair to complete the task wins.

Trailers - an outdoor game for adults

Make up the number - game for adults

Number of players: any
Optional: flip calendar
This game is played while dancing. Before the start of each dance, the host calls any number from 35 to 55, and the players must pair up in such a way that the sum of the numbers on the sheets of their calendar is equal to this number.
Let's say they called the number 37. So the pair is made up of players who have calendar sheets with the numbers 30 plus 7, or 18 plus 19, or 25 plus 12, etc. In all cases, the winner is the one who completes the task before others.

Hundred meters - an outdoor game for adults

Number of players: 2 players from each team
Optional: 2 toilet paper rolls
The host gives out a roll of toilet paper to the players (preferably with the name 100 meters, so that it fits the name of the competition). The first participants unwind it across the lawn, field or hall, and the second ones wind up and hand over the finished rolls again to the leader.
Then these rolls can still be used for the "mummy" contest, i.e. wrap someone with this paper.

Pass the hat - game (competition) for adults

Number of players: any
Optional: 2 hats
All participants stand in two circles - internal and external. One player has a hat on his head, it needs to be put in its own circle, there is only one condition - to transfer the hat from head to head without touching it with your hands. The team in which the player number one is again in the hat wins.

Don't Yawn - mobile game for adults

Number of players: any
Optional: ball
Players stand in a circle with their backs to the center and to the driver. The driver has the ball in his hands. He starts counting from 1 to 5. After the number 5, he calls the name of one of the players and tosses the ball up. The task of the one whose name was called is to quickly turn around and catch the ball either on the fly, or after only one hit on the ground. Whoever failed three times is out of the circle.

Active play

From 5 players

Not regulated

Short story

Burners were not originally child's play. It was played by single guys and unmarried girls, and the leader was always a guy and he could only catch girls. It was one of the ways to meet or choose a bride.

The emergence of this game is associated with pagan holidays and rituals: the meeting of spring, “when the goddess Lada was famous, the patroness of marriages and childbearing, when nature itself enters into its fertile union with the thunder god and the earth is taken for its kind”, or with the holiday of Yarila or Ivan Kupala - the day of the summer solstice. Burners were often played at holidays or when a lot of people simply gathered. Over time, this game became only for children, which has been preserved to this day.

Description

Burners is a mobile old Slavic game in which the person in front catches, on a signal, other participants who run away from him alternately in pairs. Burners began with the onset of spring. The name comes from the song accompanying the game: "Burn, burn brightly so that it does not go out."

The word burner goes back to the verb “to burn”, and initially, apparently, in the meaning of “to love, to suffer from love”, characteristic of folk poetry: “It is not fire that burns, not tar boils, but the zealous heart of a red maiden burns and boils ...”.

In different areas there are other names for the burners: separation, heat, goryshi, burnt, oprel, burn-oak and burn-stump.

Rules

An open place is chosen for the game - a lawn, a clearing, a wide street in front of the house, a spacious yard.

The players stand in pairs one after another. In front of everyone at a distance of two steps, the driver stands with his back to the players - the burner (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:

- Gu, gu, I'll run away.

One, two, do not crow,

And run like fire!

Burn, burn brightly so that it does not go out!
Look at the sky, the birds are flying
The bells are ringing,
Look - do not crow, run like fire!

After these words, those standing in the last pair run from both sides along the column. The burner, without turning around, tries to tarnish one of them. If the running players managed to take each other's hands before he stains one of them, then they stand in front of the first pair, and the burner leads 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.

  • The Burner only catches up to fleeing players when they run past him. He has no right to look back and see which couple is going to run past him. Otherwise, the couple prepared to run can change the queue with another couple or places with each other.
  • No one should start running before the last word has been spoken.
  • The burner can burn the runners only until they join hands.
  • About fifteen or twenty meters ahead of the burner, a place is marked in advance to which the running couple should not join hands again.
  • The players can agree that the burner should not chase any of the runners, but always the guy and, having caught up with him, can pair up with the girl, while the one who is caught goes to “burn” - or vice versa.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

Game progress: The players are divided into two unequal groups. A smaller group of children, holding hands, form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those representing the mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into the mousetrap and run out of it. At the signal of the teacher “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Those caught become in a circle, the mousetrap increases. When most of the children are caught, the children switch roles and the game resumes. The game is repeated 4-5 times.

m/p "Who has the ball?"

Purpose of the game: develop mindfulness; reinforce the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the leader is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

Target: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal, all the players stop at the place where the team found them and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the children who turned out to be the most attentive.

p / and "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. 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, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

purpose:Improve signal responsiveness.

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 or two less than children. On the 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.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

Game progress:The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says: I walk around the house

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into before. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players are located around the cord, laid out on the floor in the form of a circle. There are two leaders in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher without fail provides insurance for children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

Game progress:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall stands a shepherd. To the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

Geese: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

Geese, spreading their wings (spread their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then new drivers are selected - a wolf and a shepherd.

m/n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:The children stand in a circle with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p / and "Entertainers"

Target:Develop motor activity children.

Game progress:A leader is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

Game progress:Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the signal of the teacher: "March!" - the children standing first in the columns run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, and so on.

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

move: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and hares"

Target : Cultivate dexterity

Stroke:A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for a hunter, on the other - a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants) in different directions. At the signal: "Hunter!" - hares run away into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them to his house. After each hunt for hares, the hunter changes, but is not selected from among those caught.

p/i "Brave Sparrows"

Target : Cultivate speed and agility

Stroke:Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be a sparrow and, at the signal of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected.

p / and "Sly fox"

Target: Cultivate speed and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - cunning fox. Then the children open their eyes, in chorus 3 times (with a short interval) ask (quietly at first, then louder): “Cunning fox, where are you?” After the third question, the cunning fox quickly runs out to the middle of the circle, raises his hand and says: “I'm here!”. All the players scatter around the site, and the fox catches them (touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In the circle!”. The game is restarted.

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play one at a time, two at a time, and in small groups. The player performs the task of movement in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When the game continues, he starts with the move in which he made a mistake.

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the educator, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each with a cube in their hands), at the signal of the teacher, run to the hoop (35 m), change the cube for a ball and return back to the team. Pass the ball to the next players. The next children change the ball for a cube. The task for children is to change one object for another as quickly as possible.

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

Stroke:All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines against each place a chair, on which a flag is placed. The chairs are in line. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag before the others. Then all those who fled sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all the children run 1 time to the flag.

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to tarnish one of the players before he has time to join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

Stroke:3 teams participate, building children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the throw line). The first players hold the ball in their hands. On a signal, the first players throw the ball against the wall so that, having rebounded, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves (at home), and everyone stands in it.

The "homeless hare" runs away, and the "hunters" catch up with him. "Hare" can escape from the "hunter" by running into any circle; then the “hare” that has flocked in the circle must immediately run away, because now he is becoming homeless and the “hunter” will catch him. As soon as the “hunter” has caught (stripped) the hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

After the children run 2-3 circles, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children says:

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

The movement of the "carousel" is gradually slowing down. To the words "That's the game over!" children stop.

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

Stroke:Players stand in a line behind the starting line for 6-8 people. On a signal, children change snowballs, trying to knock down the skittles (distance 4-5 m from the starting line). The players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumps is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for the running ones to touch them with their hands. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

With a large number of participants, the children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at first 2, later 3-4) . The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the rings caught are counted, after which the children change roles. Whoever catches wins more number rings.

p / and "K&