The game is who will be the fastest in the circle. Methodical manual "outdoor games in the classroom process and after school hours". Snowballs - winter game for kids

Foreword

This collection of outdoor games is addressed to teachers physical education which can be used both in class and outside of class. Games are classified into the following groups: general developmental, role-playing, relay games, games with jumps, games of low mobility, etc.

Mobile game refers to those manifestations gaming activity in which the role of movements is clearly expressed. An outdoor game is characterized by creative active motor actions motivated by its plot (theme, idea). These actions are partially limited by the rules (generally accepted, established by the leader or the players). They are directed to overcome various difficulties on the way to achieving the goal (to win, to master certain techniques).

Outdoor games, as a rule, do not require special training from the participants. The same outdoor games can be played in a variety of conditions, with a larger or smaller number of participants, according to different rules.

GENERAL GAMES

"Find Your Color"

"Traps" (with ribbons)

"Calling Numbers"

"Pair leapfrog"

"Tugging in Pairs"

"Catching in pairs"

STORY-ROLE PLAYING GAMES

"Mousetrap"

"We are funny guys"

"Father Frost"

"Two Frosts"

"At the bear in the forest"

"Cosmonauts"

"Bees"

"Foxes and Chickens"

"Seine"

"Carp and pike"

"Train"

"Dragon bites tail"

JUMP GAMES

"Fishing rod"

"Jumping Sparrows"

"Wolf in the Den"

"Runners"

RELAY GAMES

« Ball race in columns»

"Wheel"

"Circular Relay"

"Counter relay"

"Big Relay"

"Relay race - leapfrog"

"Relay - train"

"Circular Streaming"

"Relay of animals"

LOW MOBILITY GAMES

"Who's got the ball?"

"Make a Shape"

"What do the parts of the body say?"

"Rain in the Forest"

"Flies - does not fly"

"Bear and Mouse"

"Forbidden Movement"

"Absolutely on target"

"Hunters and Ducks"

"Fifteen with a ball"

"The Kite and the Chickens"

"Caterpillar"

"Shootout"

"Two Fires"

"School of the ball"

"Moving Target"

"Ball on the floor"

"Snipers"

"ball around"

"Handed - sit down"

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

"Two captains"

"Race the ball in a circle"

"Attack Fives"

"Don't give the ball to the driver"

Mini basketball rules

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Pass"

"Ball Over the Net"

GENERAL GAMES


"Find Your Color"

Divide students into 3-4 teams. Assign each team a pin of a certain color. The teacher places the skittles at different ends of the hall so that the students cannot see. At the signal, the students must find their skittle and line up with their team in one column. The team that completes the formation first wins. The game is repeated 2-3 times.

"Traps"

(with ribbons)

Children are built in a circle, each has a colored ribbon tucked into the back of the belt. In the center of the circle is a "trap". At the teacher's signal: "One, two, three - catch!" children run around the playground. The "trap" runs after the players, trying to pull the ribbon from someone. At the signal of the teacher: "One, two, three - run in a circle!" everyone is 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, and the game is repeated, with a new driver.

"Calling Numbers"

You can run

You can sing

You can blow a pipe,

You can chew bagels

You can inflate the balloon.

One, two, three, four, five.

The players, except for one of them, highlighted by the leader, form a circle and stand in small circles previously drawn on the floor. The teacher counts the students in fives. The driver becomes in the middle of a large circle drawn up by the players. Then the teacher calls the numbers in any order (from one to five). The players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of the player who ran out of the circle. Left without a place, leads. The winners are those children who have never been driving during the game. When taking into account the results of the game, the role of the first driver is not taken into account.

When changing places, the circle is considered occupied by the player who entered it earlier. It is forbidden to push a player out of a busy circle; to detain players during dashes.

"Pair leapfrog"

Training:Players are built in pairs behind a common line, which is the start and finish line. Before each of them is placed at an equal distance a mark for turning (rack or skittle). One in a pair takes a standing position, bending over for leapfrog.

Game description:At the signal of the teacher, the second player performs a vault over the first, takes a step forward and assumes the same position. The pair that returned to the original line earlier competes with the next pair. Players who manage to win three pairs win.

"Tugging in Pairs"

Training:A line is drawn in the middle of the site. Two more lines are drawn to the right and left at a distance of 2-3 m from the middle line. The players are divided into two teams and lined up near the middle line, one team facing the other. Players must be approximately the same height and strength.

Game description:Players facing each other hold hands (by the wrist), put the other hand behind their back. On a signal, the players pull their opponents in their direction, trying to pull them over the line. The game ends when all players are drawn to one side or the other. The team with the most players wins.

Ways:

    Standing facing each other, grab the castle with your hands and try to push the opponent beyond a certain line on a signal.

    Standing with your back to each other, rest your shoulder blades and try to push your opponent beyond a certain line on a signal.

    Standing with your back to each other, rest your shoulder blades and join hands. On a signal, everyone tries to pull the opponent to their side, moving forward.

Rules:

    Start dragging only on a signal.

    Pulling is allowed only in the established way.

"Catching in pairs"

Inventory:a court (volleyball or smaller) is used, limited by lines.

Training:A driver is selected who is outside the site. The players are located inside the area.

Game description:On a signal, the driver runs inside the site and pursues one of the players. Having salted him, he makes the one who is caught his assistant. Holding hands, they run to catch a new player, trying to surround him with free hands. The one caught steps aside and waits for a couple of players to catch another escaping player across the court. After that, another pair is formed, which also catches the rest of the players. Each time, a new pair is made from the two caught by the catchers. The game continues until one player remains on the court.

Rules of the game:

    Players are not allowed to run outside the area.

    Break out after the catchers close their arms around the caught.

    It is impossible to grab clothes and hands, in this case the caught is released.

    If running players violate the rules, they are considered caught.

Chain fishing option

The game is also started by the driver, who chases the players who run freely around the court. Having caught up and overpowered (surrounded) the player, takes him by the hand, and together they begin to pursue the others. The third player joins them (stands in the middle), and the catching continues. Each time, a player who is surrounded by catchers is considered to be caught, and the outer ones must close their hands. The chain of catchers increases, and it is more and more difficult to escape from them. The winners are the last two participants who were not caught.

"Who will get in the circle faster?"

The players choose the driver. Players lined up are ranked first, second, third and fourth. Everyone must remember their number. The second, third and fourth numbers form a circle, and the first number is in the middle of the circle. The driver says: "The first numbers to me!". The first numbers run out of the circles and stand in a column one at a time. The column follows the driver through the hall in different directions. Players forming circles stand in place, rhythmically raising their joined hands up and down. At the leader's signal, the first numbers scatter and try to stand in any of the circles. The driver also tries to get into one of the circles. The player left without a circle becomes the leader. The second numbers stand in the middle, and the game starts over.

Rules of the game: players following the leader in a column have the right to scatter only after the signal; the players standing in the circles are not allowed to obstruct the movement of the middle players.

STORY-ROLE PLAYING GAMES

"Mousetrap"

The mice came out once

See what time it is.

One two three four!

The mice pulled the weights.

Suddenly there was a terrible sound

The mice are out!

The students are divided into two unequal groups. One third of the children form a circle - a mousetrap, the rest depict mice and are outside the circle. Pupils imitating a mousetrap. They join hands and begin walking in a circle to the right (left), saying:

Oh, how tired the mice are,

Divorced their just passion.

Everyone ate, everyone ate

Everywhere they climb - that's an attack.

Beware, cheaters

We will get to you.

Here we put mousetraps -

We'll catch you right away.

At the end of the text, the students stop and raise their clasped hands up. Mice run into the circle and immediately run out of it from the other side. At the word of the teacher: "Clap!" - players standing in a circle lower their hands and squat - the mousetrap slams shut. Mice that do not have time to run out of the circle are considered to be caught. When most of the mice are caught, the players switch roles and the game continues.

"We are funny guys"

Children stand on one side of the hall beyond the line. The second line is also drawn on the opposite side of the hall. In the center of the hall is a "trap". The choir players say:

We are funny guys.

We love to run and jump

Well, try to catch up with us.

One, two, three - catch!

After the word "catch" the children run to the other side of the hall. And the "trap" catches them. Whom the "trap" has time to pin down before he crosses the line, is considered caught, steps aside. The game is repeated 3-4 times and another "trap" is chosen.

"Father Frost"

white fluff,

snow fluff,

All-all-all in fluff around!

Fluff on hats

Fluff on lips

Fluff on the eyebrows

Fluff on coats

Fluff sprinkled forehead and nose ...

Who did it?

Father Frost!

All players run around the court. Santa Claus runs after the players and tries to touch any of the players with his hand, to “freeze” him. "Frozen" stops and spreads his arms to the sides. The game ends when everyone is Frozen.

"Two Frosts"

On opposite sides of the hall (platform) at a distance of 10-20 m, lines mark the “home” and “school”. Two drivers are selected - “Frosts”, and the rest of the players are “guys”. The guys are located in one line behind the “home” line, and in the middle of the site - “on the street” there are two “Frosts”. "Frosts" address the guys with the words:

We are two brothers,

Two Frosts are young.

I am Frost Red Nose,

I am Frost Blue Nose.

Which one of you decides

Will it go on a path?

All the guys answer:

We are not afraid of threats

And we are not afraid of frost!

After these words, the guys run from home to school (over the line on the other side). Frosts catch and “freeze” those who cross. The salted ones immediately stop and stand in the place where the Frost froze them. Then the Frosts again turn to the children with the same words, and the guys, having answered, run back to the house, helping out the “frozen” guys on the way (touch them with their hands), and they join the other players.

"At the bear in the forest"

At one end of the site, a circle is drawn - the bear's lair. On the other - a house for playing children. Children go from home towards the lair and say:

At the bear in the forest

Mushrooms, I take berries.

And the bear looks

And growls at us.

After these words, the bear runs out of the den and begins to catch the players. Children try to run away to their house. When the bear has caught 4-5 people, a new bear is assigned. Caught children are in the den until the appointment of a new bear.

"Cosmonauts"

Large circles are drawn in the corners of the hall, where the rockets are located. The number of rockets must be less than the number of players. The players, holding hands, 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!

After these words, everyone runs to the rockets and takes vacancies. The one who did not get a place in the rocket loses.

"Bees"

On opposite sides of the site, two fallow deer are held at a distance of 15-20 m. All players are placed behind one line, 3-4 players - bees - behind the other. The guys, raising their knees high, go towards the bees with the words:

We went to the forest clearing,

Raising your legs higher

Through bushes and hummocks,

Through branches and stumps.

Who walked so high -

Didn't hit, didn't fall.

After these words, the guys stop near the bees.

Look at the hollow of a tall Christmas tree ...

They show by raising their hands up, standing on their toes.

Angry bees fly out!

The bees begin to spin, depicting the flight with the movements of the arms bent at the elbow joints. At the same time, the words are pronounced:

Well, we want to bite!

And the guys answer in chorus:

Don't catch up with the swift!

We are not afraid of a swarm of bees,

Let's run home soon!

After these words, the guys run away for their line, and the bees catch up with them (sting). The winner is the one who has never been stung by bees.

"Foxes and Chickens"

Four gymnastic benches are placed in the middle of the hall and in the form of a square, slats up, this is a perch. One driver is chosen - a fox and one hunter. All other players are chickens. A circle is drawn in one corner - this is a hole in which the fox is located. In the other corner stands a hunter. Chickens are located around the perch.

At the signal of the teacher, the chickens begin to either fly up to the perch, then fly off it, or simply walk around the chicken coop (perches that form the chicken coop). On the second signal, the fox approaches the chicken coop, catches any chicken that touches the floor with at least one foot, and leads the caught chicken into its hole. If the hunter meets the fox's path, she releases the caught chicken and runs into her hole. The chicken returns to the coop. If the hunter catches the fox, then new fox. Players who are not caught even once win.

"Seine"

The site is a lake. All players are fish. Two drivers are fishermen who are behind the line of the lake. Fish swim in the lake (children run around the playground), fishermen, holding hands, are on the shore. At the signal of the teacher: “Fishermen, go fishing!”, they begin to catch fish, surrounding them with their hands. Caught fish stand between the fishermen, forming a net. They all join hands and continue to catch the remaining fish with a net. The game ends when all the fish have been caught.

The last two fish can be new fishermen when the game is repeated.

"Carp and pike"

At each end of the site, at a distance of 2 m from the wall, two crucian houses are marked with lines. They choose one driver - a pike, the rest - crucians.

Pike is in the middle of the site, carp - in one of their houses. The pike claps his hands three times or counts: "One, two, three." Carp run to the opposite side to another house. The pike runs towards them and tries to catch as many carp as possible. Caught carp move aside. The pike counts again, and the crucians run back to their first home, the pike catches them. The six first caught crucians stand in one line in the middle of the site facing the crucians and join their hands, forming a net, the pike, standing behind the net, again counts: "One, two, three." Carp run across the net (under the arms), and the pike catches them. After the crucians run through the net, the players who form it release their hands, turn around and connect them again. The pike is behind the net again. Each carp caught joins the net. When the network becomes big. Make up several circles - baskets. Pike, standing behind the baskets, again gives the command. Carp run through all the baskets (under the arms) and run to the opposite side of the site. Pike catches carp. But now there are only five or six not caught carp. All crucian carp that have already been caught form the top - they stand in two rows, facing each other, joining their hands and forming a corridor. The pike stands two steps away from the exit from the corridor and catches crucian carp that run through the top to the opposite side of the site. The game ends when all the crucians have been caught.

"Train"

One driver. He - " locomotive". The rest - " wagons». Each wagon player builds a depot for himself: draws a small circle. Wu " locomotive" there is no depot. It comes from one wagon" to another. To whom he approaches, he follows him. That's how everyone gathers wagons».
When all the wagons are assembled, locomotive" gives a signal (for example, blows a whistle) and everyone runs to the depot circles, " locomotive" too. The player left without a place becomes the driver.
In the "home" version, chairs can be used as a depot. To whom there were not enough chairs, he leads.

"Dragon bites tail"

The students stand one behind the other and firmly hold on to the one in front. In the hands of the first participant, the ball is the head of the “dragon”, the last participant is the “tail”. The “head” should catch the “tail” by touching it with the ball, but so that the “dragon body” does not burst. "Tail" is trying to escape.

JUMP GAMES

"Fishing rod"

Inventory: jump rope.

Preparing for the game:The players form a circle. A leader is chosen, who is in the center of the circle with a rope.

Game description:On a signal, the driver spins the rope in the frontal direction, without lifting it no higher than 15 cm from the floor. The players try to jump over the rope without hitting it. The player who fell for the "bait" takes the place of the driver. At the end of the game, those players who have never been in the role of a driver stand out.

Tasks:

    Jumping on two legs.

    Jumping on one leg.

    Moving in a squat.

    The players move in a circle (walking, jumping), and the driver rotates the rope in the opposite direction.

Game options:

    Play for elimination, the remaining last three players win. The driver is selected from the caught players.

    The driver is given a certain time, during which he must catch as many players as possible. At the end of the game, the best driver stands out.

"Jumping Sparrows"

A circle with a diameter of 4-5 m is drawn on the floor. The leader is chosen - “Cat”. The rest of the players - "Sparrows" - are outside the circle.

At the signal of the teacher, the sparrows begin to jump into the circle and jump out of it. The cat is trying to catch the sparrow, which did not have time to jump out of the circle. Caught crouches or sits in the center of the circle. You can put those caught on the bench next to the circle.

When the cat catches 3-4 sparrows, a new cat is selected from those caught.

"Wolf in the Den"

One, two, three, four, five,

Nowhere for the goat to jump:

There is a wolf walking everywhere.

He clicks his teeth, clicks!

And we hide in the bushes.

Hide, goat, and you.

You, wolf, wait,

How do we hide - go!

In the middle of the site or hall, two parallel lines at a distance of 1-1.5 m from one another. This corridor is the "ditch". The lines can be drawn not quite parallel: on the one hand - narrower, on the other - wider.

1-2 leading "wolves" stand in the ditch. All other players - "goats" - are placed on one side of the court behind the "home" line. On the other side of the site is drawn by the line "pasture".

At the signal of the teacher: “Goats, in the field!”, The goats run from the house to the opposite side of the site - to the pasture and jump over the moat along the way. The wolves, without leaving the moat, try to kill as many goats as possible. The salted step aside, they are counted, and they again enter the game. Then, at a signal, the goats run across to the other side of the house again, and the wolves catch them as they jump over the moat.

After 2-4 runs (by agreement), new wolves are selected, and the game is repeated. Goats that have never been caught win, and those wolves that have caught more goats during all the runs.

    Wolves can only attack goats while in the ditch, when the goats jump over the ditch or stand next to it.

    A goat that runs across the moat, and does not jump over it, is considered to be caught.

    Goats can run across only at the signal of the teacher.

    If the goat lingered at the moat, being afraid of the wolves, the teacher counts up to three, after which the goat must jump over the moat, otherwise it is considered stony.

"Runners"

6-8 people take part in the game. Two twist the rope, and the rest in turn run under the spinning rope, make the agreed number of jumps in the agreed way and run out from the opposite side. If the jump did not work out, then the jumper replaces one of those who twisted the rope. Jumping methods are gradually becoming more difficult. The speed of torsion of the rope also increases.

A mistake is considered not only an unsuccessful jump, but also any “grazing” of the rope. If this happened due to the fault of those who twisted the rope, then the jumper has the right to retry.

RELAY GAMES

"Race of the ball in columns"

Inventory:volleyballs or basketballs according to the number of teams.

Training:Divide the players into two or three teams, 6-8 people each. The teams line up one by one. Those standing in front have the ball in their hands.

Game description:On a signal, the transfer of balls to the person standing behind begins. When the ball reaches the last one, he runs forward with the ball (everyone takes a step back), becomes the first and passes the ball back again, etc. Each player must be first. The team that completes the task first gets one point. The team with the most points wins.

Tasks:

    Passing the ball with two hands from above behind the head.

    Passing the ball with both hands from below between the legs.

    Alternate ball passes from above and below (tasks 1 and 2).

    Passing the ball to the right with both hands, the next passes the ball to the left.

    I.p. - the whole team becomes in a leg stance apart wider. On a signal, the first player rolls the ball through the arch, the last player takes the ball and becomes the first to complete the same task.

Rules of the game:

    At the end of the relay, the first one raises the ball up, and the team is aligned in a column one at a time.

    If the team performs the task incorrectly, it receives a penalty point.

Game options:A stand is placed in front of each team at a distance of 10-15 m. The last player, having received the ball, runs around the stand, and then becomes the first and completes the task.

"Wheel"

Training:The players are divided into three or four groups of 5-7 people each and choose a leader. A circle with a diameter of 1.5-2 m is drawn on the ground. Each group lines up in a column one by one behind the guiding face to the center of the circle. The columns stand on opposite sides of the circle in a radiant fashion, like spokes in a wheel. The driver stands aside.

Game description:On a signal, the driver runs in any direction around the “wheel”, stands in the back of the head of the last player in any “spoke” and touches him. He also transmits a signal to the one in front, and he - further, and so on until the first player of the “spoke”. After that, he shouts: “Yes”, runs out of the “wheel” and runs around it in a circle outside, trying to quickly return to his place. Everyone (including the driver) standing in his column runs after him, overtaking each other along the way so as not to be the last. When all the players return to their place, the player standing last in the “spoke” becomes the leader. It may also be the former driver, who continues to drive, standing near another “spoke” and running around the “wheel” with it. If the driver 3 times in a row failed to get ahead of the runners and take a place in the "spoke", he is replaced by a new player.

Rules of the game:

    You can run only when the person in front shouts: “Yes!” - and run in a certain direction.

    You can run to the right or left around the "wheel". You cannot change direction on the fly.

    The entire column of players can only run in a circle of the “wheel”, without running through the circle. The player who ran across the circle or through the "spokes" becomes the leader.

"Circular Relay"

Inventory:Relay sticks by the number of teams.

Training:The players are divided into several teams and each stand in a column one at a time. Teams are placed like "wheel spokes" in a circle, facing outwards. In front of those standing on a baton.

Game description:On a signal, the first with baton run to the right or left (the direction is determined before the game), running around the “wheel”, run up to their column and pass the baton to the next person in front of the team. They also run in the same direction and pass the sticks to the next in line. Each time, those who come stand at the end of their column in the back of the head. They play until everyone has taken part in the run. The team that finishes the relay first wins.

Rules of the game:

    You can only run on a signal.

    Run in one direction.

    You can not run through the circle or through the "spokes".

"Counter relay"


The players are divided into two teams. Each in turn is divided in half. The players line up opposite each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). On command: "March!" they start running. The runners, having run up to the head players of the opposing teams, pass the baton to them and stand behind. The one who received the baton runs forward and passes it to the next player standing opposite, etc. The baton ends when the teams change places on the court. Those who finish their runs first win.

"Big Relay"


Flags are placed at the four corners of the site, and a large flag is placed in the center. Players are divided into three teams, which are built in columns one at a time near the start line. One runner from each team is called to the start line. On a signal, they run around four flags and, having run to the finish line (next to the starting line), pass the baton to the second numbers who took their starting position at the start. The team whose last player finishes running around the flags first wins. He must be the first to run up to the central flag and knock on the staff with a baton. Small flags run around from the outside. The last player in the team, before running to the central flag, must run around the fourth corner flag.

"Relay race - leapfrog"


The players are divided into two teams, which stand in columns, one parallel to one another. The distance between the teams is 3-4 m. A circle (1.5 m in diameter) is drawn in front of each column at a distance of 8-12 m from the starting line or a rectangle is drawn. The first numbers of the teams get into it. Each one rests his hands on one leg and, leaning forward, hides his head. At the signal of the leader, the players standing in front in the columns run forward and make a vault, pushing off with both legs and leaning their hands on the back of a comrade (leapfrog jump), and then stand in his place. The jumped players run back to their columns, touch the next players with their palms, and then stand behind their teams. Those who received a touch with their hand run forward, make a vault and remain in circles, etc. The game ends when all players have finished jumping, that is, the player through whom they made the first jump, jumping over a teammate, will remain standing in a circle, and the one jumped over will cross the start line from where the players started their run.

"Relay - train"


A line is drawn in front of the teams standing in columns, and racks (stuffed balls) are placed 10 - 12 m from each of them. On a signal, the first team numbers run around the racks (counterclockwise) and head to the starting line. They run past their column, go around it from behind and run back to the posts. When they run through the starting line, the second numbers join them, grabbing their belts, and now the two players are already running around the obstacle. After turning around the team, third numbers join them, etc. The game ends when the entire team, representing train cars (without disengaging hands), finishes, that is, the last player crosses the start line. In the game, the first numbers get the most load, so when repeating, the participants in the columns are arranged in the reverse order.

"Circular Streaming"

The players of each team are placed in a circle at arm's length facing the center. Each participant has a ball in their hands. Signals are given every 1-2 s. Players at each signal simultaneously pass the ball counterclockwise.

If the player dropped the ball on the floor, it is not necessary to pick it up - the game continues without this ball. Players do not have the right to leave the place, narrow the circle. According to the agreement, the game lasts 2-3 minutes.

The team with the most balls in play at the end of the time wins.

"Relay of animals"

Students are divided into 2-4 equal teams and line up in a column one at a time, one parallel to the other. Those playing in teams take the names of animals: “Bears”, “Hares”, “Foxes”, etc. A starting line is drawn in front of the players in front. A stand (mace) is placed in front of each column at a distance of about 10-20 m. A finish line is drawn at a distance of 2 m from the start. The teacher loudly names any animal. Players bearing the name of this animal run forward, run around the object opposite them and return back. Whoever runs to their team first wins a point for their team. The teacher calls the animals randomly. Some may be called twice.

"Handed - sit down"

Players line up in two or three columns. The drivers are located at a distance of 1 m from the first player (of each column), in the hands of each driver one big ball. At the signal of the teacher, the drivers throw the ball with both hands to the first players in the column. Having caught the ball, the player throws it back to the driver. And he squats or sits on the floor. The driver throws the ball to the next one.

Having received the ball from the last player of his team, the driver raises it up, and all team members quickly stand up and align the column. The team that completes the task faster and more correctly wins. The game can be repeated several times different options squats and ball passes.

LOW MOBILITY GAMES

(for the final part of the lesson)

"Who's got the ball?"

The players form a circle. The leader is chosen. He stands in the center of the circle, and the rest move tightly towards each other, hands behind everyone. The teacher gives someone a ball (diameter 6-8 cm), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: “Hands” - and the one to whom the driver is addressing must put both hands up, palms up, 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 one who has the ball starts to drive.

"Make a Shape"

At the signal of the teacher, all students scatter around the site (hall). On the next signal, all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures he liked (turned out to be the most successful). The game is repeated 2-3 times (you can choose a driver who will determine whose figures are better).

"What do the parts of the body say?"

The students stand in a circle, the teacher asks: “Do parts of the body speak? Let's find out!" The teacher asks to draw:

    "I don't know" (shoulders say).

    "Come here" (says the finger).

    "Yes" and "No" (says the head).

    "Goodbye" (says the hand).

    "I want" (legs demand).

"Rain in the Forest"

Children stand in a circle one after another and "turn" into trees in the forest. The teacher reads the text, the children perform the corresponding actions.

The sun shone in the forest, and all the trees stretched their branches towards it. Stretch high and high to keep each leaf warm. (Children rise on their toes, raise their hands high, fingering). But a strong wind blew and began to shake the trees in different directions. But trees are firmly rooted, stand stably and only sway. (Children sway to the sides, straining the muscles of the legs). The wind brought rain clouds, and the trees felt the first gentle drops of rain. (Children with light finger movements touch the back of the person in front). The rain is falling harder and harder. (Children strengthen the movements with their fingers). Trees began to feel sorry for each other, to protect from strong blows of rain with their branches. (Children run their hands along the back of the person in front). But now the sun has reappeared. The trees rejoiced, shook off the extra drops of rain from the leaves, leaving only the necessary moisture. The trees felt inside themselves freshness, vivacity and joy of life.

"Flies - does not fly"

The children stand in a circle with the teacher in the center. He names animate and inanimate objects that fly and do not fly. Naming the subject, the teacher raises his hands up.

For example, the teacher says: “A bird flies, a chair flies, an airplane flies”, etc. Children should raise their hands up if a flying object is named.

"Bear and Mouse"

The players are arranged in a circle, and the driver is in the center of the circle. The driver says: “Bear!”, Everyone should stand on their toes, hands up. If he says: “Mouse!”, Everyone squats, hands behind the head. Whoever makes a mistake changes places with the driver.

Variant of the game: the driver performs movements opposite to the names. For example, he says: “Bear!”, And he crouches. The players must do what they heard, and not what the driver does.

"Forbidden Movement"

The teacher offers to repeat the movements after him, with the exception of the forbidden, pre-established by him. For example, it is forbidden to put your hands on your belt. The teacher begins to perform different movements, and all the players carefully perform them. Suddenly, the teacher performs a forbidden movement. One of the players who makes a mistake and fulfills it takes a step forward and continues to play. Penalties can be assigned: jump on one leg for some distance, pronounce a tongue twister, guess a riddle, make a dance move, push up from the floor, etc. The game is repeated several times. If the game is played without penalties, then the most inattentive player is considered the one who took the most steps forward.

All players run around the court. The driver stands in the center. At the signal of the teacher: "One, two, three - run in a circle!" the players, holding hands, form a circle and go to the right (left) in a circle with the words: “Guess the riddle, who called you, find out!” After that, everyone stops, the driver closes his eyes, and one of the players, at the direction of the teacher, calls the name and surname of the driver. If the driver recognizes the one who said his name. Then this player replaces the driver. And the game continues.

THROWING, PASSING AND CATCHING GAMES

"Absolutely on target"

Inventory:10 pins; volleyballs or rubber balls.

Training:two parallel lines are drawn at a distance of 12-15 m. Skittles are placed in the center in one row. The players are divided into two teams and placed on opposite sides of the site. The players of one of the teams (by lot) are given balls.

Game description:On a signal, the players of one team “volley” throw the balls, trying to knock down the pins with the ball. Each pin knocked down moves one step closer to the throwing team. After that, the balls are thrown by the other team. The team that manages to move the pins further wins.

Rules of the game:Throw balls from one side at the same time. Knocked down pins are put in a new place after all the balls have been thrown.

Game value:the game contributes to the improvement of skills in throwing, develops accuracy and dexterity of movements.

"Hunters and Ducks"

Inventory:volleyball.

Training:The players are divided into two teams - "hunters" and "ducks". A square with sides of 7-9 m is determined on the site. The “ducks” team is located inside the square. Players of the other team, divided into two equal groups, take places on two opposite sides of the site.

Game description:One player picks up a volleyball. On a signal, the players who are outside the area begin to knock out those with the ball. Who is in the middle. If a player touches any part of the body other than the head, or drops the ball from his hands, trying to catch it from the fly, he leaves the square. Throwers can throw the ball across the court to the players of their team if they are closer to an opponent running around the court.

The game ends when the last player is knocked out of the square. After that, the players change roles and the game is played again. The team that manages to get all the players out in the shortest time wins.

Rules of the game:

    "Hunters" do not have the right to step over the line, otherwise the throw will not be counted.

    "Ducks" cannot go beyond the square.

    "Ducks" have the right to catch the ball from the summer, but if the ball was lost, then the player is considered knocked out.

Options:

    Before the start of the game, the time in which the team tries to eliminate the most players from the opposing team. For each eliminated player, the team receives one point.

    Players are invited to knock out opponents with two volleyballs, but throwing balls must be performed simultaneously from one side.

Game value:As in any team game, it is necessary to coordinate the actions of the players. The game contributes to the consolidation and improvement of skills in throwing the ball, the development of speed, orientation and reaction.

"Fifteen with a ball"

Inventory:volleyball.

Training:Choose one driver who has the ball in his hands.

Game description:All players become in a circle. The driver is in the center of the circle. On a signal, the players scatter around the court, and the driver tries to tarnish any player by throwing the ball. The player tagged with the ball becomes the driver. The winner is the one who has never been caught by the driver.

Rules of the game:

    A player is considered caught if the ball hit him from the summer.

    It is not allowed to perform strong throws and to the head.

Options:

    For a certain time, one driver tries to knock out as many players as possible. For each knocked out player, the driver receives one point. The driver with the most points wins.

Game value:The game contributes to the consolidation and improvement of skills in throwing the ball, the development of speed, orientation and reaction.

"The Kite and the Chickens"

Inventory:volleyball.

Training:Choose one driver - "Kite", who has a ball in his hands. All the other players - "Chickens", stand one after another, in a column one at a time, holding the belt in front of the one standing. The guide in the column is "Chicken".

Game description:On a signal, the driver seeks to stain the closing player with the ball. The guide, trying to protect the trailing player, moves behind the driver, closing and preventing the driver from making an accurate throw at the last player. If the driver managed to touch the last player with the ball, then he becomes the “Chicken”, and the touched player becomes the “Kite”.

Rules of the game:

    Players standing in a column during movement must not disengage.

    Only the last player can be hit with the ball.

    The player is considered knocked out if the ball hit the player from the summer.

"Caterpillar"

Inventory:two volleyballs.

Training:Divide the players into two teams. Both teams stand one behind the other and take the belt. One column stands opposite the other.

Game description:On a signal, the first player of each column seeks to tarnish the trailing player of the other team. To do this, they must be: very mobile and closely monitor the movement of the caterpillar team that is trying to return the thrust. The touch is counted if the players of his team have not disengaged their hands. A point is awarded for each correct touch. The game lasts 3-4 minutes, after which the winner is determined.

Rules of the game:

    Players must not disengage.

    moving best done with side steps.

"Shootout"

Inventory:1-4 volleyballs.

Training:The players are divided into two teams. The site is divided into two halves. Two lines are marked on opposite sides (2-3 m from the wall). The players are located inside the field, each team is on its side.

Game description:One of the teams gets the ball by lot. On a signal, its players begin to stain the players on the opposite side with the ball. They try to avoid being hit by the ball without leaving the field. The ball that bounced off the court or the player is caught and, in turn, begin to stain the opponent. The tainted player is out of the game. The team that manages to knock out opponents faster wins.

Rules:

    A player is considered tarnished if the ball hits from the summer.

    You can not step over the lines of the site.

    It is allowed to catch the ball, but if it is not caught, then the player is considered to be knocked out.

Options:

    Spotted players are captured behind the line on the opponent's side. You can help them out by throwing the ball to them.

    Throws to players are only allowed from two or three points on the middle line. At these points the ball can be passed to the players.

Game value:As in any team game, the coordination of the actions of the players is necessary. The game contributes to the consolidation and improvement of skills in throwing the ball, the development of speed of orientation and reaction.

"Two Fires"

The game is played on a volleyball court without a net. The players are positioned in such a way that the team captain is behind one line of the court (front), and the players of his team are on the opposite half of the court. Thus, the players of each team are, as it were, between two fires. On the one hand, they are threatened by the captain, on the other, by his team. By lot, one of the captains introduces the ball (volleyball) into the game - passes it to the players of his team, and they return the ball back. They pass among themselves, choosing a convenient moment to hit the player of the opposite team. Opponents move around the court and try to dodge the ball or intercept it. The player who is hit by the ball goes out of bounds. He, like the captain, has the right to catch, pass, knock out an opponent, etc. Play according to the agreed time.

If the ball hit any of the players, but one of them managed to catch the ball in the air. The player is not out of the game. The player who was hit by the ball has the right to hold the ball so that it does not roll out of the area and then his team becomes the attacker.

"School of the ball"

"School of the ball" - exercises selected in order of increasing difficulty.

    Throw the ball up and catch it first with both hands, then only with the right. Then only the left.

    Throw the ball up, sit down, touch your toes with your fingers, then get up and catch the ball first with both hands, then only with your right hand.

    Throw the ball overhead from the right hand to the left hand and back.

    Throw the ball up, sit on the floor and catch it; without getting up, throw the ball up again. Get up and catch it.

    Throw the ball high up, jump, turn in the air, and catch it with both hands.

    Leaning forward, throw the ball between the legs, straightening up, catch it in front.

    Throw the ball on the ground, hit the bouncing ball with one hand (and so several times).

    Lifting and slightly bending the left leg, throw the ball over it and catch it with the right hand.

    Stand at a distance of 1-2 m from the wall, throw the ball against the wall from below, catch it first with two hands, then with one.

"Moving Target"

Players of two teams stand in a circle through one. One representative of each team has a ball. Inside the team, the leading representative of one team. His task is to dodge the ball with which the players of the opposing team stain him, and at the same time catch and pass the ball sent to him by his partners. All players of the teams become leaders in turn.

If during the performance of the set number of passes to the opponents, the driver is not spotted. He wins a point.

Option. The position of the players and the rules of the game are the same. Each team selects 3-4 leaders, who alternately enter the center of the circle. In this case, the game is faster.

"Ball on the floor"

All players become in a circle. Two of the players stand in the middle of the circle. Those standing in a circle fall to one or two knees. They have one volleyball. The driver turns to face the ball.

At the signal of the teacher, the players begin to roll the ball across the floor, trying to touch the legs of the drivers. Drivers run from the ball in a circle. They jump to escape the ball. If one of the players manages to get into the feet of the driver with the ball, he takes his place, and the former driver becomes in a circle.

"Snipers"

A volleyball is placed in the middle of the court. The players are divided into two teams and lined up on opposite sides of the court. The distance between them is 8-10 m. Players of one team receive a small ball each. At the signal of the teacher, the players, without going beyond the line, throw small balls into a volleyball in the middle of the hall, trying to roll it back to the opposing team. Players from the other team collect thrown balls and, at the signal of the teacher, throw them at the volleyball, trying to roll back. So alternately, teams throw balls a set number of times.

"ball around"

Having formed a circle and opening up to outstretched arms, the players pass the ball in a circle. The driver, running along the outside of the circle, tries to touch the ball.

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

Inventory:basketball.

Training:For the game, the markings of the basketball field are used. The players are divided into two teams. Captains are chosen.

Game description:The game begins with a ball toss in the center of the field between two players from different teams. The team that has taken possession of the ball tries to keep it and make as many passes as possible. The other team, on the contrary, makes an effort to take the ball away and not give the opportunity to make many passes. Having mastered the ball, this team, in turn, tries to keep the ball for themselves. The game continues for a certain time or until a specified number of points. The team with the most points wins.

Rules of the game:

    You can not run with the ball and step over the lines of the site.

    You can not hold the players with your hands, push them, etc.

    The intercepted ball is put into play from behind the line.

    You cannot pass the ball to the same players more than twice.

    With each new transfer, the team captain must name the score.

Variant of the game "10 gears"

The players of the team in possession of the ball try to make 10 passes between the players in a row without giving the ball to the opponent. After that, the game stops, the team is awarded one point, and the ball is injected from the side by the player of the injured team. The duration of the game is 5-15 minutes. The team with the most points during this time wins.

Rules:

    If the ball is intercepted by an opponent, the accumulated number of passes is canceled and a new team's pass count is kept.

    The head of the game counts the passes aloud and loudly enough.

    If the ball is kicked over the sideline by an opponent or the last player played rough, the ball is thrown in from behind the sideline with the continuation of the count of passes.

    The team keeping the score of passes, if the rule is violated, loses the ball, and the accumulated number of passes is cancelled.

Game value:The game helps to consolidate and improve the passing of the ball. different ways, develops ingenuity, orientation.

"Two captains"

Inventory:basketball.

Training:In opposite corners of the field, two lines (with a distance of 1 m) outline the sectors for the captains. The players are divided into two teams. Each team chooses its own captain. Captains stand in these sectors.

Game description:The game begins with a ball toss in the center. Fields between two players from different teams. The team that has taken possession of the ball tries to approach the sector of its captain with the help of passes and pass the ball to him. At this time, the other team tries to prevent this, take possession of the ball and pass it to their captain. For each successful attempt, the teams

one point counts. The team with the most points wins.

Rules of the game:

    None of the players has the right to go beyond the sector line.

    The ball is considered to be passed correctly if the captain caught it from the summer without leaving the sector (and not after bouncing off the wall, floor or players).

    You can't run with the ball. Only two steps are allowed.

    Dribbling is also not allowed.

    The ball that went out of bounds is thrown in by the opposing team.

    In the fight for the ball, it is not allowed to grab and push opponents. For violation, the victim performs a free throw: from a distance of 6-7 m, he throws the ball to the captain, who is guarded by only one defender.

Game value:The game contributes to the acquisition of ball possession skills, develops speed, orientation, decisiveness of action.

"Race the ball in a circle"

Inventory:two basketballs.

Training:All players stand in a circle and count on the first or second. The first numbers - one team, the second - another. Two nearby players are captains, they each have the ball in their hands.

Game description:After the signal, the balls are passed in a circle in different directions through one, to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain as soon as possible.

Rules of the game:If the balls collide, they are picked up and the game continues from the place where they fell.

Game options:The balls are on different sides of the circle and are passed (on a signal) in the same direction (to the right or to the left). The task of the team is to make passes faster so that one ball catches up with the other.

"Attack Fives"

Inventory:basketball court, basketball ball.

Training:Players are divided into three equal fives. One of the teams receives the ball and takes a place in the center of the court. The other two teams are located at the shields.

Game description:On a signal, the five in possession of the ball begin an attack on the ring defended by one of the two teams. If they manage to throw the ball into the ring, then they repeat the attack, but this time on the ring defended by the other team. And so it continues until one of the defending teams intercepts the ball or the attackers themselves lose it. Then this team goes on the attack to another ring, and the attacker takes a place on the defensive under the shield. The team that manages to score the most points in the allotted time wins.

Rules of the game:This game is played by the rules of basketball.

Methodical instructions:Certain technical and tactics games and require the players to perform them without fail.

"Don't give the ball to the driver"

Inventory:basketballs.

Training:The players stand in a circle at arm's length. If there are more than 10 players, then two circles can be formed. One driver is chosen.

Game description:On a signal, the players throw the ball to each other in different ways so that the driver cannot intercept it. If the driver caught the ball, then the player from whom the transfer was made takes his place. The game can be complicated, put 2, 3, 4 drivers. At the end of the game, the best driver stands out, as well as the player who has never been to him.

Rules of the game:

    The driver must not snatch the ball from the hands of the players.

    The driver must not leave the circle.

    The players perform accurate ball passes to anyone standing in a circle.

    You can't do high gears.

Mini basketball rules

Teams.

Each team consists of 5 players on the court, 5 substitutes and a coach. One of the players is the team captain. All players on the same team must wear the same uniform, numbered 4 to 15.

Game time.

The game consists of two halves of 20 minutes each with a 10-minute rest break. Each half consists of 2 periods of 10 minutes with a break of 2 minutes in between.

Timekeeper stops time when: foul, dropped ball, time-out, injury.

The game score.

The ball is considered effective when it enters the ring. Hitting the basket from the field - 2 points, hitting the ball into the basket during a free throw - 1 point.

Draw.

The match is considered a draw if the score of the game after the fourth period is equal. Overtime in mini-basketball is excluded.

Replacements.

Each player must play 2 full periods and be a substitute for the other two periods unless he is injured or has 5 fouls.

Substitutions are not made during a period, only for injury or 5 fouls.

Controversial throw.

The referee tosses the ball vertically upwards between two opponents in one of the court circles.

Jump ball is awarded when the game starts, mutual foul, the ball is stuck in the ring, two players fight for the ball for 5 seconds, the referees are controversial.

Actions with the ball.

In mini basketball, the ball is played with the hands.

It is allowed to perform:

dribbling, passing the ball, throwing the ring, turning with the ball.

Violations.

Violation is non-observance of the rules of the game.

Rules of the game:

You cannot dribble with both hands at the same time.

You can't run with the ball.

Play the ball with your feet.

Play off the court.

Punishment:

Three second rule.

A player must not remain in the opponent's 3-second zone for more than 3 seconds.

Punishment:

The ball is passed to the opponents for putting it into play from outside the area.

Five seconds.

The player is given 5 seconds to throw in the ball from outside the court.

The free throw must be taken within 5 seconds.

A heavily attacked player may have possession of the ball for no more than 5 seconds.

Punishment:

The ball is passed to the opponents for putting it into play from outside the area.

The ball is returned to the backcourt.

It is not allowed to pass the ball from the offensive zone to the backcourt.

Punishment:

The ball is passed to the opponents to put it into play from behind the side line in the central part of the court.

Fouls.

Any personal contact of the opposing team is a foul.

Punishment:

The ball is passed to the opponents for putting it into play from outside the area.

The ball is passed to the opponent for two free throws.

The ball is passed to the opponent for two free throws and put into play from behind the touchline in the center.

Five player fouls.

A player who receives five fouls is automatically out of the game. Instead, a substitute player plays.

Free throws.

A free throw is taken from the line 60 cm closer to the ring.

There is no concept of a three-point shot.

Secretary and timekeeper.

The secretary is responsible for the protocol of the game. Timekeeper - for control of playing time.

Judges in mini-basketball.

In mini-basketball, two referees conduct the game according to the rules.

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Pass"

Inventory:1-2 volleyballs.

Training:The players stand in a circle at arm's length. The driver takes the ball and stands with it in the center of the circle.

Game description:The driver, having tossed the ball, performs a pass to any player. He beats it with brushes to one of the players or the driver, who in turn passes the ball to another player in the same way.

The goal of the game is to keep the ball from touching the ground and keep it in the air for as long as possible. As soon as the ball touches the ground, the player who caused the ball to fall to the ground goes to the place of the driver, the former driver takes his place in the circle.

Rules of the game:

    You cannot hit the ball more than once in a row.

    The ball is allowed to hit with hands, head, shoulder.

Variant "Flying ball with knockout"

The same construction and content of the game, but a new rule is introduced: a player who makes a mistake leaves the game. The last remaining player is considered the winner. Better to play without a driver.

"Ball Over the Net"

Inventory:4 volleyballs.

Training:The game is played on a volleyball court and a net. The players are divided into two teams. Each team is located in its own half of the field. Each team gets two balls.

Game description:On a signal, the players throw the balls over the net. The goal of the game is to throw all 4 balls to the opposite side. If the team manages to transfer all the balls to the side of the opponents, then it receives one point. Repeat the game several times. The team with the most points wins.

Rules of the game:

    You need to throw the balls only with your hands and only over the net.

    If the ball flew under the net and at that moment all the balls were on the side of the opponents, then the point is not counted.

    You can not go beyond the middle line and take balls from the opponents' court.

    Balls can be picked up at any point in their half of the court and move freely with the ball.

Number of players: any
Optional: red scarves or headbands
All players are divided equally into two teams. Players from the same team are designated "People": they are marked either with bright red scarves-bandages around their necks, or with bright red wide tape wrapped around the biceps of both hands. Players on the other team are designated "Vampires" and do not have any armband markers. The goal of "Vampires" is to capture as many "People" as possible, who, after being captured, also become "Vampires". The main charm of the game is that the "Vampires" do not have any armband markers and the "People" are in constant tension and ready to run away from the "Vampires" filling the playing area.

Snowballs - winter game for kids

Number of players: any
Optional: snow
In winter, you can remember about this old Russian fun.
The game is usually played by two teams throwing snowballs at each other.

Monkey tag - a game for children

Number of players: any
Extras: no
The driver must imitate the runaway like a monkey. For example, if the pursued unexpectedly (the evader will do such things intentionally) jumps on one leg, then the driver must also jump after him on one leg. If the driver did not have time to repeat the movements of the evader in time, then “tagging” is not considered and the evader is given 5 seconds to run away again.

Gates - an outdoor game for children

Number of players: child and adult
Extras: no
If you have a very small, but too mobile child, then you can try to captivate him in this way.
We play outside! The child runs up to you, you spread your legs ... and, as it were, "step over" him. It comes back, reaches you, you again let it pass under you, as if through a "gate". The main thing is energy in a peaceful way. The game can be improved and furnished with jokes, connect additional items and tasks such as "take the ball, carry it through the gate, put it in the stroller ...".

Catchers-cutters - an outdoor game for children

Number of players: any
Optional: 2 spools of thread or very long thread in two colors (preferably blue and red)
We choose a leader. A thread is tied to everyone’s hand in a conspicuous place, but the knot is not tightly tightened. Boys and girls are different colors.
The task is to catch up with any person and break the thread from him. The difficulty is that the one who is caught can also pluck the thread from the hand of the plucker. Whoever has the thread torn off, he goes to the leader.

Dungeon Escape - game for kids

Number of players: any
Extras: no
The game is reminiscent of the old game "Cat and Mouse". Participants of the game, holding hands, form a circle. Inside is a prisoner or captive, outside is his or her friend. The prisoner must break out, his assistant - to deceive the guards. The one who misses the prisoner takes his place.

Bells - an outdoor game for children

Number of players: any
Optional: bell
Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded. Everyone sings:
Tryntsy-bryntsy, bells,
The daredevils called:
Digi digi digi dong
Guess where the call is coming from!
After these words, the "blind man's blind man" catches the dodging player.

Bottomless barrel - a game for children

Number of players: any
Additionally: a barrel without a bottom, a ball
An ordinary barrel without a bottom is suspended on the playground, at a height of three meters. The player on the run must throw the ball into the barrel with an accurate blow from the bottom up. The one who does it three times wins.

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

mobile game"Traps"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (sites). At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch it with his hand. The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If a large group, then two traps are selected.

mobile game"Don't Stay on the Floor"

With the help of a rhyme, a trap driver is selected. The trap runs around the hall with the children (site). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

mobile game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle above the ground itself (the floor, and the children bounce, trying not to hit the bag on their legs. Beforehand, the teacher shows the children how to bounce: Push off the floor vigorously and bring your legs under you. The teacher rotates the bag in both directions alternately.

mobile game"Don't get caught"

Draw a circle on the floor (or laid out from the cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 seconds the game stops. Another driver is selected, and the game is repeated with all the children.

mobile game"Owl"

The driver is selected "owl", the rest of the children depict butterflies, birds, etc. At the signal of the teacher: "Day!"- children run around the hall, per team: "Night!"- freeze and stop in the place where their team found them. "Owl" leaves its nest and takes those who move to itself. The game is repeated.

mobile game"Bird Flight"

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their arms like wings, scatter around the hall. On signal "Storm!" all the birds run to the trees and try to occupy a place as quickly as possible. 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". Teacher insurance is required.

mobile game"Traps with Ribbons"

Children become in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the signal of the teacher: "One-two-three-catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher: "One-two-three - run around the circle!"- everyone is 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 is repeated with a new driver.

mobile game"Shapes"

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 a pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

mobile game"We are funny guys"

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 choir players say:

We are funny guys

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!

After the word "catch!" the children run across to the other side of the playground, and the trap catches them. The child that the trap has time to pin down before he crosses the line is considered to be caught, steps aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

mobile game"In places"

The players form a circle. In front of each child is an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser. The game is repeated several times.

mobile game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them sly Fox Will she give herself away in some way? Children ask in chorus at first quietly, then louder: "Cunning fox, where are you?" After saying these words three times, the cunning fox comes to the middle of the circle, raises his hand and says: "I'm here!" Everyone scatters around the site, and the fox catches them. Takes those caught to his house (predetermined location). When the fox catches 2-3 children,teacher says: "In a circle!". All players stand in a circle, and the game resumes.

mobile game"Jumping Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but from games are not out. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

mobile game"Catch up with your couple"

Players stand on one side of the court: one a group of children in front, the second is behind (the distance between them is at least two steps). At the signal of the teacher, the first ones quickly run away to the other side of the site, the second ones catch them. (salted). Having crossed to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

mobile game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) line is being held (or put a cord). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the teams a signal to run, for example, pronounces: "Day". Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. That team wins, which will have time to tarnish more players of the opposite team.

mobile game"Two Frosts"

On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the platform, face the children and say:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other frosts are chosen.

mobile game"Spider and Flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

mobile game"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from each other. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies “Go to ... (calls one of children knock!”. At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he is screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the leader.

mobile game"The Frogs in the Swamp"

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall is a swamp (circle laid out of cord).Frog children sit around and say:

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game is restarted.

mobile game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw the ball (large diameter, trying to hit the ducks with it. The duck that the ball touched is out of games. When the majority (about a third) the ducks will be tagged, the teams change places.

mobile game"Wolf in the Den"

in the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are in the house (behind the line). The wolf gets into the ditch. At the signal of the teacher "Wolf in the Den" goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

mobile game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. The boys chant in unison:

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!" children standing in the last pair, drop their hands and run to the front of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide children into two teams.

mobile game"Carousel"

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 stops 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

So the game is over!

The movement of the carousel gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he holds between his knees. To the teacher's account "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up with your couple"

Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m). The second rank player tries to touch the first rank player before he crosses the imaginary line. The teacher counts the number of losers. On repeat game task children change roles.

"Quickly stand in a column!"

Players line up in three columns. (in front of each column, a cube or pin of its color). The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (beat on tambourine, whistle) the players scatter around the hall (site). After 30-35 seconds, a signal is given "Quickly in the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys in one line, a hoop (diameter50cm). At the signal of the teacher, each child rolls the hoop to a partner from the second line, and he returns the hoop back, and so on several times in a row.

"Precise Pass"

The players are divided into pairs. Each child has a stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

Children make snowballs, line up and put snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects (skittles or cubes, at a distance of 10-12 m from children.

"Glide down the path"

Children are distributed in threes, approach the conditional line and hold hands. After a short run, two continue to run on the snow (compacted, and the third (standing in the middle) glides along an icy path, standing on two or one foot. The players take turns changing places.

"Who quickly"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in their hands. At the signal of the teacher, the children jump (like bunnies) advance to the snowman and place their snowballs about a meter away. They turn around and jump back to the starting line. After a short rest, the children again go to the snowman, take the snowballs and return to their place. The teacher marks the first three participants. Depending on the physical readiness of children repeat the game.

"Slip - don't fall"

Children take turns running and sliding along the ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Everyone who completes the task must quickly step aside. For insurance, the teacher is on the side of the track (approximately in the middle). Second group of children at this time they are sledding each other (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey players"

The players line up in two lines. Each player has a puck and stick in their hands. The first line goes to the starting line; children are freely located in 2-3 steps from each other. Exercise: pass the puck from one side of the court to the other (distance 10 m, trying not to tear the stick from the puck, and then drive the puck into the goal (several gates are built from snow in advance). Then the second group is exercising. And so alternately several times.

"In places"

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (if small group, then one by one). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Delivery"

Children are divided into pairs; each child has a stick and one puck per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

Sledges are placed in a circle, players stand sideways to them. At the signal of the teacher, the children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, in the hands of each child a stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed with a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it into the wall. And so on. The team that completes the task quickly and without losing the ball wins.

"Foot pass"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords lies a hoop in which the ball is located. Exercise: stand sideways to the cord and on two legs jump over it to the right and left, and so on to the end of the cord, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Spend - do not hurt"

Along the hall (sites) skittles are placed on both sides (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children line up one by one and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on their toes, hands on their belts (or behind their heads, maintaining good posture). (keep head and back straight); run on the other side "snake" between pins. Repeat 2-3 times.

"Catch the ball"

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them has a ball in their hands (large diameter); between them is a third player. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

"Nimble jumpers"

On the site, hoops are laid out in two lines in a checkerboard pattern (6-8 pieces each). Children in two columns perform jumps into hoops on two legs - now to the right, then to the left (no pause) cross the line and turn around. An exercise repeated in reverse side (3-4 times). The teacher marks the winning team.

"Pass the ball"

The teacher puts the cubes in two lines (4-5 pieces; distance between them 1.5 m).Exercise: hold the ball with your feet, not letting it go far from you, passing between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. Once all players have completed an exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, the children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first one has covered a third of the distance.Repeat 2-3 times.

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Salki, hide and seek, Cossack robbers - how many super things from childhood we remember with a smile. But what is new to surprise our children?

website looked for the most Interesting games from all over the planet, which delight the local kids. Take note and try it as soon as possible!

"Catch the Dragon by the Tail" (China)

Number of participants: the bigger, the better

What you need: nothing

Rules of the game: everyone lines up in a column and puts a hand on the shoulders or belt of the person in front. The one who stands first is the head of the dragon, the last is his tail. Next comes the fun part. The dragon's head begins to hunt for its tail. Those players who are closer to the tail can in every possible way help him "wash away" from the head, deftly running away with his whole tail. However, in trying to grab the tail and run away from the hunter, it is important that the column does not crumble and the “dragon” does not fall apart.

So hold on, head! We are not so easy to catch.

"Pay with oranges!" (Ghana, Africa)

Number of participants: two teams of 3-4 people

What you need: 4 oranges for each participant

Rules of the game: two lines are drawn at a distance of 10–15 m from each other, behind which teams are placed. On the line in a row in front of the players of both teams, oranges are placed in a slide: three are placed below, and one more is on top. Teams alternately throw oranges at the opponent's hills. If it was possible to scatter it, then the fallen one takes the oranges for his team. In case of an unsuccessful throw, the "flying away" orange goes to the enemy. From the oranges obtained in this way, the enemy folds new slides, which can also be scattered. The game continues until one of the teams has lost all their oranges. She is considered a loser. Oranges can easily replace balls, cubes and everything that your imagination tells you.

Kabaddi (India)

Number of participants: two teams, any even number of players

What you need: good mood and strong lungs

Rules of the game: the playing field is divided in half into territories for two teams. With the start of the game, the striker of the starting team runs across to someone else's half of the field and tries to touch the opposing players with his hand or foot. But everything is not so simple: first he must take a breath and constantly say “kabaddi! kabaddi! kabaddi!" As soon as the air runs out, the attacker himself becomes prey and must run back with all his might. To save yourself, you must have time to touch your territory with your hand or foot. If successful, then everyone touched by the attacker is eliminated from the opposing team. If he is caught, then the enemy team goes into battle. The team with the most players left wins.

This game is originally from India, but has become so popular in Asia that there are even world competitions in kabaddi.

"Three Pebbles" (France)

Number of participants: 2 to 4

What you need: 3 pebbles or any small round objects that can be clamped in a fist

Game rules for two: both participants in the fist hide 1, 2 or 3 pebbles behind their backs to confuse the opponent. Or you can cheat and leave your hand empty. On a signal, both put a clenched fist in front of them “into the game”. Now the task is to guess how many pebbles are in the game now, and they take turns calling their version of the number from 0 to 6. But you can’t repeat yourself. For example, if the first player calls "five", then the second player chooses from the remaining numbers. Then they open their fists and see who won. The guesser throws out one of his pebbles and the game continues. If no one guessed right, then they just play on. The winner is the one who got rid of all the pebbles first.

It is even more fun to play three stones with three or four people. The main thing is not to forget to change the answer options from 0 to 9 and from 0 to 12. By the way, this old french game used to be used not only for entertainment, but also to resolve disputes.

Potato Duel (Philippines)

Number of participants: 2, the total number of couples - according to the number of people who want to have fun

What you need: forks and potatoes

Rules of the game: players at a distance of a meter from each other kneel, the other leg is torn off the ground and held by hand in weight to maintain balance. In the other hand, each has a potato on a fork or stick. The main task is to knock down the enemy's potatoes and keep your own. It is not the strongest who win, but the agile and dexterous: sometimes one lightning-fast movement is enough, and victory is assured.

The player is "dead" if the potato falls or the raised leg touches the ground three times. The game also ends if one player leans on or pushes the opponent. To simplify the rules, you can not kneel.

"The Ambassador Arrives" (South Africa, Africa)

Number of participants: can be anything - the more players, the longer the game

What you need:"valuable gift" - any item that will become a value in the game. For example, a ball. In the homeland of the game, it is most often a piece of wood, which is highly valued in South Africa.

Rules of the game: the players are divided into two "villages" and lined up opposite each other. An "ambassador" with a valuable gift is sent from one to the other. He gives it to his rivals and immediately runs away, and the whole "village" rushes after him. If the “ambassador” is caught before returning home, he becomes a prisoner. But if he still managed to escape, the pursuers give their player “captive”. The "village" in which there is only one resident loses.

"Khureg aduun / Tabun" (Buryatia, Russia)

Number of participants: the more the merrier

What you need: nothing

Rules of the game: Participants stand in a circle and firmly hold hands. These are horses that guard their foals - other players who are in the center of the circle. You can knock with your hooves, neigh in imitation of horses. A horse player walks around the herd, protecting the foals from the invasion of wolves. And several wolf players are roaming around and trying to break the circle, grab the foal and drag him to the lair. But the guard horse scares the wolves, and if he salutes the wolf, then he is considered killed. The game continues until the horse "kills" all the wolves.

Quinta (Lithuania)

Number of participants: 5

What you need: ball

Rules of the game: a large square with a side of about 10 m is drawn on the ground or asphalt, or the corners of this square are marked, where 4 players stand. In the center of the square, a circle with a diameter of about 1.5 m is drawn, the fifth player, the fifth, becomes it.
The corner players take turns trying to “knock out” the fifth with the ball, the same one dodges the ball without leaving the circle. The one who managed to get into the fifth, changes places with him.

Barrier (Sweden)

Number of participants: a game for large companies - the more the merrier

What you need: nothing

Rules of the game: all but three players line up in a square so that there are as many players in each row as there are rows themselves. Those standing in a line join hands, forming streets inside the square.

The remaining three are the pursued, the pursuer and the leader. The task of the second is to catch the escaping through the streets. But on the side of the first - the whole team, and as soon as they overtake him, the leader makes a sign. All players quickly release their hands, turn to the left and form new streets with their hands. The pursuer, who practically caught the evader, in an instant finds himself on different streets with him. And so every time, until the pursuer is faster than the team. Then new players are selected to chase and the fun continues.

Then the players approach the lair and ask the wolf: "Will you come, wolf?", he replies: "I'm just getting up." The players again frolic on the field and after a while they again go to the wolf with the same question, but they already hear another excuse. And so constantly - he washes himself, then he dresses, then he combs his hair, etc. But at some point the wolf suddenly shouts out: “I’m coming to catch you!” - and rushes to catch the players. Those who ran to the house are saved, and the one caught by the wolf changes places with him.

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"

goal: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 - a 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&