Game grasshoppers in physical education class. Outdoor games in physical education lessons. Outdoor game “Grasshoppers Jump”

Elena Chuvilina

Outdoor game “Grasshoppers Jump”

Purpose of the game. To teach children to jump in place on two legs, to teach children to jump forward, to look for hidden things.

Material. Flower, picture - grasshopper in the grass, drawn grasshoppers on paper.

Progress of the game

Children sit in a semicircle on the carpet. The teacher shows a picture of a drawn grasshopper, tells the children how it jumps, how beautiful, green it is, sits in the grass and chirps merrily. Then the teacher explains to the children that grasshoppers need to be protected, that they cannot be offended, caught or destroyed. First, the teacher reads an excerpt from K. Chukovsky’s poem “Fly - Tsokotukha,” and then the children repeat after him.

And the grasshopper, and the grasshopper,

Well, just like a little man,

Skok, skok, skok, skok

Behind the bush,

Under the bridge

And keep quiet!

Then he explains to the children how grasshoppers jump and invites them to play. The teacher, waving a flower, says: “Grasshoppers, jump!” Children first begin to bounce in place on both legs, and then jump forward to the teacher, who hugs them and praises them. Then everyone, repeating the poem, goes to the other end of the room. There, in different places (on a chair, under a box, in a basket, against a wall, etc.) there are hidden drawings depicting grasshoppers. Then the children look for these pictures and, having found them, come up to the teacher and talk about the painted grasshoppers. The game is repeated at the request of the children.

Publications on the topic:

Outdoor game “Foxes and squirrels” for children of primary preschool age Purpose of the game. Teach children to roll the ball with both hands; while running, throw the ball into the distance with both hands from the chest. Material. Picture (animals playing ball.

Outdoor game “Get a nut” for children of primary preschool age Purpose of the game. Teach children to hop on two legs and reach hanging objects. Material. Two hangers with hooks to hang from.

Outdoor game “Rolling balls” for children of primary preschool age Purpose of the game. Teach children to roll the ball while sitting, pushing it away from themselves with their palms and fingers so that the ball does not bounce. Material. Picture (dog.

Outdoor game “Foxes and the Wolf” for children of primary preschool age Purpose of the game: to teach children to crawl on all fours along the path, climb onto and off the gymnastics bench. Material. Gymnastics.

Outdoor game “Frogs in the swamp” Purpose of the game. Teach children to walk forward on all fours and turn around and go back. Material.

Outdoor game “Catch the ball” for children of primary preschool age Purpose of the game. Repeat various movements with the ball, teach children to catch it from the hands of an adult. Material. Picture, box with balls. Bunny.

Outdoor game “Crawl up the hill” for children of primary preschool age Outdoor game “Crawl up the hill” Purpose of the game. Teach children to crawl on all fours on an inclined board and go down. Material. Inclined.

Winter outdoor game “On the Christmas tree” for children of primary preschool age Purpose of the game: to teach children to imitate the characteristic movements of animals. Material: emblems of forest animals. Progress of the game The teacher asks the children:

Club of Passionate Mothers

We continue to delight you with ready-made scenarios for themed summer walks for children. Today, another participant in the “Best Summer” project, Olga Gutaeva, shares the scenario for the “Grasshopper” walk. In it you will find games for the development of fine motor skills, exciting outdoor games, and activities for creative and intellectual development.

As many participants in our summer themed walks have noticed, they help mothers draw their children’s attention to the simplest things in the world around them and teach them to come up with exciting games, based on the child’s keen interest in these simple things. So in this thematic walk, the hero of the games was the most ordinary grasshopper, but this did not stop Olga from coming up with an interesting and original walk for the child.

Scenario of the themed walk “Grasshopper”

On your walk you will need:

  • Walking notebook
  • Pencil or pen
  • Plasticine or salt dough
  • Crayons for drawing on asphalt
  • Camera

Puzzles

On the way for a walk, ask your child to guess who will be the hero of your games today:

Early morning in the clearing

Jump, Jump, Jump!

And feet inside out

Drag, Drag, Drag!

Jumpy man

What is your name? ( Grasshopper)

Who from a leaf to a blade of grass

Jumping quickly along the path?

Who chirps so merrily

Does he want to talk about something?

This little man is green ( Grasshopper)

Observations, experiences, experiments

On your way for a walk, talk about grasshoppers. Where live? What do they hear? What do they eat? (by the way, most species are omnivores with a tendency to carnivory) What fairy tales are they found in? To make the road more fun, you can remember the song “A grasshopper sat in the grass.”

In the clearing, listen to the chirping of grasshoppers. Find a grasshopper by sound.

Sketch a grasshopper in your notebook and compare it with other insects you have studied.

Active games

Set up an obstacle course that can only be passed by jumping (on two legs, on the right, on the left, with your back, over small obstacles). Kids love to jump with mom's help, holding two hands.

Jump whoever is higher. You can put chalk marks where you jumped.

Play the game “Grasshoppers and the Frog”: the frog sleeps - the grasshoppers jump, the frog wakes up - the grasshoppers freeze. The first one to move becomes a frog. Or try a variant of the game of bloopers, when all participants can only jump, the one caught becomes a new frog. Or a frog can knock out grasshoppers with a ball.

Creativity on a walk

You can compose speech therapy rhymes like:

Zhu-zhu-zhu, I’m friends with the grasshopper.

Ra-ra-ra, the grasshopper met a mosquito.

Let’s get creative, have fun, and work with problematic sounds.

If you took plasticine (salt dough) with you or found clay or loam locally, you can make grasshoppers using blades of grass or thin twigs for their legs.

You can make a grasshopper house from suitable materials. You can take the finished grasshoppers home or leave the created composition on the lawn.

Sensory development and fine motor skills

Finger gymnastics “Grasshopper”

(we alternately connect the thumbs of both hands with the other fingers and speak the text line by line, dividing the words in the lines into syllables)

Our grasshopper is small.

Green, remote,

It chirps with its paws,

He wants to beat the tambourine.

Game "Catch the Grasshopper". The child's palms lie on the adult's palms with the back side up. The frog's task is to have time to slap his palms on the back of the grasshopper's palms. Then switch roles.

Intellectual development

Draw numbered circles with chalk on the asphalt or with a stick on the ground. The grasshopper's task is to jump through the circles in order. You can jump with your legs or, in a more compact version, with your fingers.

Maze "Take the grasshopper home." You can draw a labyrinth in the same way as circles, and plant frogs (pebbles, leaves) in dead-end directions.

Game "edible-inedible" for the grasshopper. Throw a ball at each other, naming what can be food for the grasshopper and what the grasshopper does not eat. In the first case, you need to catch the ball, in the second, you need to hit it.

On the way back from a walk

Ask your child what he liked about his walk today. What was the most interesting, the easiest, the most difficult? What else would he like to know about grasshoppers (this will be your homework)? You can compose your own fairy tale about a grasshopper, maybe even based on your walk.

Try themed weeks now - get notes for free!

Detailed description of thematic games and activities, all necessary materials for printing. Everything you need for comprehensive developmental activities!


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The players are divided into groups of 8-10 people and stand in a circle in different places of the site (hall). In the center of each circle is a driver with a flag in his raised hand (the flags have different colors). At the first signal, everyone, except those holding flags, scatter around the site; at the 2nd signal, they crouch and close their eyes, turning away from the drivers. Children with flags change places on the playground. At the teacher’s command, “Everyone to their flags!” the players open their eyes, look for their flag, run and line up around it. The team that forms the circle the fastest wins.

The defeat is counted if the team players spied when the drivers changed places. You can invite those playing to music or singing to move in a column behind the teacher, repeating various movements, and after the signal take a place near their flag.

    "Two Frosts"

Parallel straight lines are drawn at a distance of 3-4 steps from the end lines of the court. Enclosed areas are "homes". All players, except the two drivers, are located behind one of the lines, “in the house.” The drivers are in the center of the site. When signaled they say loudly:

We are two young brothers,

Two frosts are removed:

I am the red nose frost

I am frost blue nose.

Which one of you will decide

Set off on a path?

The children answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After that, they run to the opposite side of the site.

The drivers catch up, touching them with their hand. The greasy players stop. The rest of the children gather in the "house". The leader marks the players detained by the “frost” and releases them to the “house” with the other children. The game continues. After some time, other “frosts” are prescribed. The best “frosts” are recognized as those who have “harassed” the players the most. It is forbidden to push each other. Those who run out of the “house” cannot return back. Drivers do not have the right to touch players who are behind the home line with their hands.

    "Tag"

A driver is appointed - “tag”. He takes a bright handkerchief in his hand and stands in the center of the site; the rest are located around the site. At the signal, the driver raises his handkerchief up and says: “I am a tag.” After this, the driver tries to catch up and touch the players. The player touched by the driver becomes a “tag”, a handkerchief is given to him, and the former “tag” becomes an ordinary player. The new driver must raise his hand up and say: “I am a tag.” You cannot immediately touch the previous driver. When taking into account the results of the game, the role of the first "tag" is not taken into account.

    "Jumping Sparrows"

A large circle is drawn (the place where the “grains” are scattered) 5 – 8 m in diameter. The players - "sparrows" - are located behind the circle. The driver – the “big bird” – stands in the center of the circle.

Sparrows, jumping on one leg, then jump in and out of the circle. A large bird, running in a circle, does not allow the sparrows to collect grains and “pecks” them, touching them with its hand. The sparrow, pecked by the big bird, continues to play. The sparrows try to stay in the circle as long as possible, dodging the big bird. The leader marks those sparrows that she touched with her hand. The most dexterous are those that she has never touched with her hand. You can change legs only after three jumps. The driver can touch other players only within the circle. Game duration up to 30 seconds.

    "Hares in the garden"

There are 2 circles formed in the hall - a large one (8-12 m) - a vegetable garden and a small one (ø 2-4 m) - a watchman's house, in which there is a leading watchman. The hares are located behind a large circle. At a signal, the hares jump in a circle, trying to jump and jump out of the garden. The watchman runs around the garden and tries to catch the hare. Those caught are taken to the house. 3-4 are caught, and the driver is selected again. All actions are carried out only on a signal. It is not allowed to stand behind the line (in place), and if the hare, while jumping, has stepped into the line of the house, then it remains there.

    "Fishing rod"

All players stand in a circle, and the driver stands in the center of the circle with a rope in his hands. He rotates the string so that the bag slides along the floor, making circle after circle under the feet of the players. They carefully monitor the movements of the bag, jumping up so that it does not hit any of them. The one who touches the bag or rope stands in the center and becomes the driver. A player is considered caught if the rope touches his leg below the ankle. Players are not allowed to approach the driver while jumping. The player who touches the rope raises his hand up. He earns his team a penalty point. The score is read loudly after each mistake. The team that receives after 3-4 minutes wins. fewer penalties

    "Who's accurate?"

Two teams line up on the sideline of the court. A line is drawn in front of the players' toes from which the throwing is carried out. The players of one of the teams are given a small ball. In front of the ranks, at a distance of 6m from the throwing line and parallel to it, 5 towns of one color, 5 of another, interspersed, are placed in a row, at intervals of 1-2 steps. Each team is assigned towns of the same color. At the signal, the teams take turns throwing balls into the towns in one gulp. Each knocked down town of its own color moves one step further. The alien downed town is moving one step closer. The team that manages to move the towns as far as possible wins (the total number of steps to each pin is taken into account). Knocked down towns are put back in place, the balls are picked up by the opposing team

    « Animal Relay"

The players are divided into 3-4 teams, stand in a column one after another, and are counted in numerical order. The teacher gives each number a name. For example; “The first are Bears,” “The second are Foxes,” “The third are Wolves,” etc. etc. Then the teacher calls any “Beast” - “Bears” “Bears” of all teams run to the flags, run around them and return to their places. The first one to arrive brings his team a point. Then another “Beast” is called, and so on until all players have been called. The team with the most points wins.

    “The ball goes to the driver” (center)

The class is divided into 3-4 teams, and is built in circles of equal diameter. The center of each circle is marked with a small circle in which the driver stands with a volleyball. At the teacher’s signal, the drivers begin to take turns throwing the ball to their players and receiving it back. Having received the ball from the last player, the driver raises the ball up. Another driver enters the center of the circle and the game continues. The team wins. who completed the pass first without dropping the ball.

The team that drops the least number of times is awarded the winning point.

    "Ball Race in a Circle"

The players stand in a circle, facing the center. Two players standing in a circle, one opposite the other, are given a volleyball or medicine ball (preferably of a different color). At the signal, children begin to pass the balls to the right (left) side, trying to get one ball to overtake the other. The players stand in a circle, facing the center. Two players standing in a circle, one opposite the other, are given a volleyball or medicine ball (preferably of a different color).

At the signal, children begin to pass the balls to the right (left) side, trying to get one ball to overtake the other.

    "The ball is for the catcher"

The players are divided into two teams, each team has a catcher, who stand in a circle on the opposing side of the court. The catcher can jump in the circle, but not leave the circle. At the signal, the game begins. The players, having taken possession of the ball, try to give the ball to their “trapper”; if he catches the ball, then the team receives one point; the players do not have the right to enter the circle with the catcher. For rough play or violation of the rules, a free throw is given at a distance of 6 steps from the catcher. The team that scores the most points in a certain time wins. If the catcher catches the ball from a bounce, or leaves the circle while catching, the ball is not counted

    « Hunters and ducks"

Children holding hands form a circle. They are settled on "first-second" and are divided into two teams. 1 – “hunters”, 2 – “ducks”. The ducks stand in the center of the circle. The hunters remain in their places in a circle, retreating 2 steps back. A line is drawn down their socks. Hunters try to hit ducks with a ball. Those who are hit by the ball leave the circle. When there are 2-3 ducks left in the center, the teams change places. The team that shoots all the ducks the fastest wins. Children holding hands form a circle. They are settled on "first-second" and are divided into two teams. 1 – “hunters”, 2 – “ducks”. The ducks stand in the center of the circle. The hunters remain in their places in a circle, retreating 2 steps back. A line is drawn down their socks. Hunters try to hit ducks with a ball. Those who are hit by the ball leave the circle. When there are 2-3 ducks left in the center, the teams change places. The team that shoots all the ducks the fastest wins.

    "Calling numbers"

The players form a large circle and stand in small pre-drawn circles. The leader counts the children by fives and asks them to remember their numbers. The driver stands in the center of a large circle. Then the leader calls the numbers in any order (from one to five). Players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of this player. The one left without a seat drives. The winners are those who were the least likely to drive (the first driver does not count).

    "Dribbling"

The players are divided into two teams and line up in the right corners of the court near the side lines. The players in front receive a basketball and stand at the end lines. On command, everyone runs forward, hitting the ball on the floor, running to the backboard, throwing the ball into the backboard, then returning, dribbling the ball, to the middle of the field, from the middle line they throw to the next player. This player does everything the same as the first one, and so do the others. The team that finishes the relay faster wins.

    "Fight for the ball"

Two teams sit freely on a court with clearly marked boundaries. At the direction of the leader, one of the players, standing in the middle of the court, throws the ball up. Following this, the players of each team try to take possession of the ball, throwing it among themselves and intercepting the ball from the opponent. Everyone can run freely around the site. The player who catches the ball from the air gets one point for his team. The team that gets the most points within the allotted time (3-8 minutes) wins. You cannot hold the ball for more than 3 seconds, take more than two steps with the ball, kick the ball, push players or touch them with your hands, tear the ball out of your hands, otherwise the ball goes to the other team. It is allowed to knock the ball out of your hands with a palm strike.

    “Get to your places quickly!”

The players are lined up in a column (line), one at a time, or in a circle. At the cry of “Go for a walk,” the children run up and start playing on their own, whatever they want. At the second cry, “Get to your places quickly!” the players must quickly take their places. The last players to take their places play. The game is repeated in the same order. After the exclamation “Go for a walk!” You can't stay where you are. When returning to your seat, you must not push.

    "Crucian carp and pike"

On one side of the platform there are “crucian carp”, in the middle there is a “pike”. At a signal, the crucian carp run to the other side of the platform, the pike catches them. The caught crucian carp join hands and form a net. Now the crucian carp must run to the other side of the platform through the net (under the arms). The pike stands behind the net and lies in wait for them. When there are (8-9) crucian carp caught, baskets are formed - circles through which the crucian carp must run. The pike located at the exit from the peaks catches them. Whoever is caught last is the winner. OPTION: there are two pikes in the game. On one side of the platform there are “crucian carp”, in the middle there is a “pike”. At a signal, the crucian carp run to the other side of the platform, the pike catches them. The caught crucian carp join hands and form a net. Now the crucian carp must run to the other side of the platform through the net (under the arms). The pike stands behind the net and lies in wait for them. When there are (8-9) crucian carp caught, baskets are formed - circles through which the crucian carp must run. The pike located at the exit from the peaks catches them. Whoever is caught last is the winner. OPTION: there are two pikes in the game.

18."Passed it on - sit down"

The players are divided into two equal teams and line up in columns one at a time. The captains, having received the ball, throw it to the next player on their team. He also, having received the ball, throws it back to the captain and sits down in his place when the last player, having thrown the ball to the captain, sits down, and the captain, having caught the ball, raises his hands with the ball up. The team that finishes throwing the ball earlier wins. The player who does not catch the ball must run after it, return to his place, and then throw it to the captain.

    "Hit the ball"

Preparation. To play, you need one volleyball and tennis balls equal to half of the participants. The players are divided into two teams and lined up on opposite sides of the court at a distance of 18-20 m from each other. Lines are drawn in front of the players' toes, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball.

Contents of the game. At the leader's signal, the players throw the ball at the volleyball, trying to roll it to the opposing team. Players from the other team collect the thrown balls and, at a signal, also throw them at the volleyball, trying to roll it back. So, teams take turns throwing balls. The team that manages to throw the ball beyond the line of the team opposite wins.

Rules of the game: 1. If during the game the volleyball rolls out away from the players, it is placed in the court area on the same line. 2. In this case, shooting at the volleyball starts from both sides simultaneously. 3. Each ball driven beyond the opponent’s line brings the team one point.

    "Ball for a neighbor"

The players stand in a circle at a distance of 1 step from each other. A driver is selected and stands behind the circle. One of the players is given a ball. At the signal, the ball is passed around the circle (in any direction), and the driver, running around the circle, tries to touch the ball with his hand. If he succeeds, he changes with the player who had the ball. The new driver stands outside the circle near the player with the ball. The game lasts 8 minutes. The winner is the one who has never been in the role of leader (except for the first one).

Players change with the driver if they touch the ball with their hand, fall the ball or pass through one. The driver is prohibited from pushing players.

    "Penguins with a ball"

Teams line up in columns on the starting line. The first numbers hold a volleyball or stuffed ball between their knees. In this position, he must reach the flag standing 10 m away, go around it and return back.. FIRST OPTION - walking. SECOND =RUN. THIRD – JUMP. The player who has completed the exercise and passed the ball to the next one stands at the top of the column. If the ball falls, you need to pick it up and continue moving again

    "Ball in a circle"

The players line up in two semicircles. The first players have the ball. At the teacher’s signal, the ball is passed from hand to hand. The last one to receive the ball hits the floor with it and passes it back. The team that finishes the pass first wins.

    "Passing balls in columns"

The players stand in columns one at a time, at arm's length, with their feet apart. Each column is a team. The guides in the columns receive the balls. At the signal, the teachers pass the ball over their heads. When the ball reaches the last player, everyone turns and jumps. Around, passing the ball back in the same way. After the guide receives the ball again, everyone turns around again. Now in a similar way the ball is passed between the legs, then from the side; right and left. The team that finishes passing the ball in all four ways the fastest wins.

    "Ball in the goal"

Purpose of the game: to teach how to hit the ball in motion.

Players are divided into 2 teams. 1 team – attackers, 2 – defenders. A goal is placed in front of the attackers. At the signal, the attacker begins the game. With a kick, the player launches the ball into the center of the field, and he runs along the field to the opposite side. The rest of the serve players try to score the ball into the goal. If they manage to score the ball before the serving player reaches the line, they will earn their team a point. If not, then the point goes to the opposing team. The second player does the same. At the end, the team with the most points wins. Next time the teams switch positions.

    « Line relay"

The players stand like the spokes of a wheel, turning their right or left side to the center of the circle,diverging ranks. Each line is a team. The players standing furthest from the center of the circle hold a baton in their right hand. At the teacher’s signal, these players run forward along the formation circle and, returning to their team on the other side, pass the baton to the next player in their right hand. and they themselves stand at the other end of their line. Those who received the baton run in the same way. etc. The first number, having accepted the baton, raises it to the top with the exclamation “YES!” The team that finishes the dash first wins. While running around the circle, you must not touch those standing on the outside of the teams.

    “Snipers” (“Sharp on target”)

The participants of the game are lined up in one line and counted on the first - second. The first numbers are one team “Blue”, the second “Red”. A line is drawn in front of the players’ socks, which cannot be crossed when throwing the ball. 6 meters from this line and parallel to it, five towns of two colors are placed in a row at a distance of one step from each other. The teams are named according to the color of the towns. At the teacher's signal, the teams take turns volleying (all players at the same time) throwing balls into the towns from a standing, kneeling or lying position. Each knocked down town of its color moves one step further, and the knocked down town of the opposing team moves one step closer. The team that manages to push its goals further in the course of several throws wins. The thrown balls are picked up by players of the other team. The teacher's assistant puts the knocked down towns in new places

    “Ball Race in Columns” (“Ball Throw in Columns”)

2-3 teams of 6-8 people are formed, they stand in columns one at a time at a distance of 4 steps from one another. Those standing in front each have a volleyball or basketball in their hands. At the signal, the balls begin to be passed to the person standing behind with both hands behind the head. When the ball reaches the last one, he runs forward with the ball (everyone takes a step back), becomes first and again passes the ball back from above, etc. The game continues until each of the team players is first.

    “Handed it over - sit down” (“Handed it over - left”)

Two columns of players stand at a distance of 3-4 steps from one another. The distance between players is the length of outstretched arms placed on the shoulders of those in front. A line is drawn 5-6 steps in front of the column, beyond which one representative from the team enters - the captains.

At the signal, the captains pass the ball (with both hands from the chest or in another way) to the first player of their team, who catches it and returns it back, immediately taking a crouching position. The captain throws the ball with the second, third and other players of the team. Everyone who makes a return pass crouches. When the last player in the column gives the ball to the captain, he raises it up and the whole team quickly stands up. The winner is the team that finishes the passes first without violating the rules.

You can make the game more difficult by adding dribbling. In this case, the last player in the column, having received the ball, runs with it, hitting the ground, beyond the line and takes the place of the captain, and he is at the head of the column (everyone takes half a step back).

The game ends when the captain, being the last in the column, receives the ball and returns with it over the line. It is important that there is the same distance between the captain and the column in both teams, for which a line is drawn on the ground.

    "Don't give the ball to the driver"

One of the players is the driver. The remaining players are placed around the court in a random order and, while running, throw the basketball to one another. The driver tries to take possession of the ball. From the place where he managed to catch the ball, he throws it at any player.

In case of a hit, the player becomes the driver, and the previous driver participates in the game along with everyone else. Players who have been the driver the least number of times win.

    "Ball School"

In this game, exercises are performed in order of increasing difficulty. You need a small rubber ball. You can install a stand in the yard that shows the sequence of exercises. Here are some of them:

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

- Throw the ball up, squat down, touch your toes with your toes, then rise and catch the ball, first with both hands, then with only one.

- Throw the ball over your head from your right hand to your left and back.

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

- Lean forward, throw the ball between your legs and, straightening up, catch it in front.

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

A number of exercises can be performed against a wall, if there is one in the yard.

- Throw the ball against the wall and catch it with turns, squats, etc.

- The player hits the ball with a strong throw on the ground so that it hits the wall and bounces off it towards the player, who must catch the ball.

    "Homeless Hare" ("Hare Without a Lair")


The players are counted in threes (fours or fives). Two players join hands, and a “hare” becomes between them. Two drivers are selected - “hunter” and “hare”. All players are evenly distributed around the court.
At the signal, the “hunter” begins to catch the “hare”, which is running away from him. Fleeing from persecution, the “hare” runs into someone’s “house”. The owner of the “house” is forced to run away from the “hunter” himself. If the “hunter” manages to touch the runner, then they change roles.

Rules: 1) you cannot run through the “house”; 2) those standing in the “house” must immediately run out to make room for the “new hare”; a “hare” that hesitates can be stained; 3) you cannot stop the “hare” from running into the “house”.

Those standing in pairs need to be replaced with those running away, having established the rule that the one running away must be replaced by the players forming the “house”. One should not be allowed to catch one pair of players for a long time.

Options: 1) move the “houses” around the site; 2) close “houses” upon a signal.

The game helps improve reaction speed, orientation, dexterity, and fosters resourcefulness and determination.

    "Ball Relay"

Number of players: 20–30 people.
Place and equipment: hall; 4–6 balls, the same number of clubs.

The players are divided into four to six teams, which are located in columns behind the starting line. At a distance of 4–6 m from the starting line, a mace is placed in a circle against each team. A ball is placed in front of each team.

At the signal, the first players throw or roll the ball along the floor, trying to hit the club with it. After that, they quickly run after the ball and return it to the second player. The fallen mace is placed in a circle. The second player repeats the actions of the first. For knocking down a mace, the team gets a point. The team that finishes the relay earlier wins (for this it receives 10 points) and knocks down more clubs, i.e. will score more points.

Rules: 1) the mace can only be knocked down in the specified way; 2) when throwing, do not step over the line; 3) players must not be prevented from picking up their ball or club; 4) it is not allowed to throw the ball to the next player before reaching the starting line,

The game improves throwing skills, develops dexterity and precision of movements.


33 “Moving lasso” (Zhylzhymaly lasso)

The players stand in a circle. One of the players, holding one end of the lasso, stands in the center of the circle, and the other (the driver), tying a stick to the other end of the lasso, walks in a circle. Players must jump over the lasso without touching it. A player who was unable to jump over the lasso is eliminated from the game, stands in a circle and shows what he is capable of (singing, dancing, reading poetry, etc.)

34. “Rope under your feet”

The player (fisherman) with a “fishing rod” (jump rope or rope) stands in the center of the hall. The rest are in a circle (5-6 steps away). Crouching, the “fisherman” rotates the “fishing rod” around himself, and the players jump around it. Salinated receives a penalty point or becomes a “fisherman”.

Option: “Rope under your feet” relay race

Two teams are located in columns, one at a time. In front of them (2 m) is the starting line. The first numbers stand near the line with short jump ropes in their hands. At the teacher’s signal, they run forward, run around the counter (15-20 m from the start line) and return back, where the second numbers are already waiting for them. The first number gives the second one the end of the rope and they, moving along the sides of the column, pass the rope under the feet of the players. The players jump over, then the 1st number stands at the end of the column, and the 2nd runs to the counter, runs around it and with the third player leads the rope, etc. The team that finishes the dash first wins.

35 "Burners"

36. Team relay

Venue: area around the school.

Game description: participants are divided into two teams. Then both teams inspect the area through which the relay route will pass, as well as the obstacles that they will need to overcome. If possible, a judge is appointed at each stage. After this, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded using a stopwatch and at the end of the relay are compared taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

The team moves between obstacles by running.

37. "Fox Hunt"

Venue: the game is played near the school or in any limited area.

Description of the game: all participants are divided into 2 teams, after which a lot is drawn. One of the teams becomes “hunters”, the other - “foxes”. At the teacher’s signal, the “foxes” run away and hide in the area. After 30-40 seconds, the “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, make fun of it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

    members of the “fox” team put on bib numbers;

    “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;

    the starting line for the “fox” team is 5-10 meters from the “hunting lodge”;

    “foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if they have fouled him. In all these cases, the “fox” player is punished with penalty points and is considered caught;

    hunters are forbidden to fight with the fox if it does not want to go. In this case, you need to run to the start line and name the number of the “fox” who broke the rules;

    if the “hunter” hits the “fox”, then he needs to take her by the hand and lead her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run on to “hunt” yourself. In the same way, you can transmit the number of the “fox” who broke the rules;

    the team that, being a team of “hunters”, caught all the “foxes” in less time wins;

    Penalty points are converted into seconds and deducted from the time spent catching the foxes by the opposing team.

38. “Balapandar” (“Hen with Chicks”)

The game involves a mother hen, little chicks and a predatory kite that hunts them (this role is played by an adult leader). First, the mother hen and the chicks bask in the sun, splash around near the pond, look for worms in the clearing, etc. Suddenly a bird of prey swoops in and tries to steal the chicks. A mother chicken must cover, hide her children, gather them together and protect them from danger. You can use a large piece of cloth so that children can hide under it. A kite cannot steal a hidden chicken. When all the chickens are hidden, the kite circles menacingly over them for some time and then flies away. The mother hen releases her children from hiding, and they again frolic in the clearing. In subsequent games, the role of mother hen and kite can be entrusted to others, especially “problem” children.

39. “Catching up on the march” (“Who will overtake?”)

Preparation. The players are located along one of the walls of the hall. They divide into fives and join hands. These are teams.

Contents of the game. The team's task is to follow the teacher's signal, jumping on one leg, and reach the line drawn in front of them ten steps away.

Then the teams turn and jump in the opposite direction.

The team that reaches the border first wins. The game can be complicated by giving the task to jump on one leg, and bend the other leg, holding it by the ankle joint.

Rules of the game: 1. You cannot stand on both legs. 2. Players must not release their hands. 3. If the rules are violated, the team is considered defeated.

40. "Climbers"

Preparation. Two teams of “climbers” line up facing the gymnastics wall, 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down. Gymnastic mats are laid at the outermost spans of the wall.

Contents of the game. At the teacher’s signal, the first players begin to move along the rail of the gymnastic bench, move to the gymnastic wall, climb onto it, move along the wall to the extreme span and go down. The height of the climb to the wall is indicated in advance by the teacher (marked with a ribbon or flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players begin moving along the gymnastic bench immediately after the previous “climber” lands.

The team that manages to finish the relay faster than others and makes fewer mistakes than the other wins.

Rules of the game: 1. Premature movement on the bench rail is prohibited. 2. The player must not lose balance. 3. You cannot jump from a height exceeding that specified by the teacher. 4. Imprecise landings are also prohibited. For each mistake the player is punished with a penalty point.

41. “Catch and drop” (“Catch and throw”)

In purpose and character it repeats the game "".

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle stands a teacher who takes turns throwing the ball to the children, and then catches it from them, while pronouncing the rhyme:

"Catch, throw,
Don’t let me fall!..”

The teacher pronounces the text slowly, so that during this time the child has time to catch and throw the ball back.

The game starts from a short distance (circle radius 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

42. “Snake” (“Swipe the ball”)

Purpose of the game: learning to dribble the ball (with feet, stick, hands), avoiding obstacles, developing dexterity and coordination of movements.

A line is drawn on the playground. Perpendicular to it, 8-10 objects are placed in a row (skittles, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, going around all the objects in a “snake”, sometimes to the right, sometimes to the left, without ever losing the ball or knocking down a single object.

The winner is the player who passes the “snake” without mistakes.

Game option:

you can make two identical “snake” lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

the child will dribble a small ball from the line with a stick, avoiding “snake” objects;

the player will dribble the ball from the line, bypassing all the “snake” objects, while hitting it on the floor or ground.

43. "Seine" (Yakut game)

Purpose of the game: teaching basic types of movement (walking, running, jumping), strengthening the musculoskeletal system, developing dexterity.

The playground is a “lake”. Two drivers walk along it with a “net” (holding a taut rope, rope, or cord by the ends). They try to drive other playing children into the “net” - “fish”, who try to escape from the “net” by jumping over it. “Fish” that did not have time to jump over the “net” or touched it at the moment of the jump are eliminated from the game, and the drivers begin a new run with the “net” around the playing area.

Rules of the game: the “net” must move at the same height all the time. It is strictly forbidden to lift the “net” during the jump, as this can lead to injury.

The game ends when all the fish are caught.

44. “Throw and Catch” (“4 Throws”)

Purpose of the game: learning to throw and catch a ball in a playful way, developing the child’s dexterity and coordination of movement.

On the playground, a rope is pulled between two vertical posts or two trees at the height of the child’s raised arms. The teacher explains and shows how to throw a ball over a rope, run after it under the rope and manage to catch it before it touches the ground. Once you catch the ball, you can throw it on the other side and catch it again. 1-3 children can play at the same time and then pass the ball to other children. The teacher observes and notes successful throws and catches of the ball.

Game option: at a line at a distance of 1-1.5 m from the rope, children stand in columns, divided into 2-3 teams with an equal number of players. The game itself is played in the form of a relay race: the first child throws the ball, catches it, and catches it. Then he returns at a run, passes it to the next player, and he himself stands at the end of the column.

45. "Salki"

Classic children's ball game. All children run freely around the playground, and the driver tries to hit the players with the ball. The “salty” player leaves the game and leaves the court. The game continues until there is only one “unsalted” player left. He is the one who becomes the winner. Before playing, it is important to warn children about safety precautions. You can't throw the ball too hard. We must try not to get into the heads of other players. Violation of this rule is “punishable” by a fine: the leader leaves the site, and another driver is chosen

46. ​​"Heron and Frogs" (Ukrainian game)

According to the counting rhyme, they choose the driver - “heron”. The rest are “frogs”. While the “heron” is sleeping (standing, leaning forward, resting his hands on his legs), the rest of the players jump on their haunches, imitating “frogs”. Suddenly the “heron” wakes up, lets out a cry and begins to catch “frogs”. Salenny replaces the “frog”. Play 5-6 times.

47. "Grasshoppers" (Belarusian game)

In the middle of the site they draw a circle of such a size that all the “grasshoppers” can easily fit in it. Then, according to the counting rhyme, they choose the “starling” - the driver. The “starling” stands in a circle, the “grasshoppers” - behind the circle. The “starling”, leaving the circle, begins to catch “grasshoppers”, moving in any way: on one leg, on crossed legs, “goose step”, etc. All “grasshoppers” must move in the same way as the driver. When the “starling” catches the “grasshopper”, he leads him into a circle and remains there. The “grasshopper” becomes a “starling”, but moves differently. The game ends when all players stand in a circle.

48. "Stander"

The driver throws the ball up and shouts the name of one of the players: “Stander! Igor! Everyone, except the one whose name the driver shouted, runs away. The one shouted out by the driver catches the ball on the fly or picks it up from the ground and tries to hit one of the running players with it. Having caught the ball on the fly, the player has the right, in turn, to shout: “Stander!” Everyone must stop, and the player can calmly take aim and “tarnish” the nearest player. The “tainted” player is eliminated from the game or given penalty points.

49. "Mousetrap"

The players are divided into two unequal subgroups: the smaller one (about 1 third of the players) forms a circle - a “mousetrap”. The rest - “mice”, are located outside the circle. The players - “mousetrap” - hold hands, raise their hands up, forming a hoop. The “mice” begin to run into and out of the “mousetrap”. Children forming a “mousetrap” say the words:

Oh, how tired the mice are,

It was just passion that got them divorced!

Everyone gnawed, everyone ate,

They're climbing everywhere. What a disaster!

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

At the last words, the children give up and the “mousetrap” slams shut. Those who do not have time to run out of the circle are considered caught and stand in a circle - a “mousetrap”.

The presenter stands in front of the game participants. They watch his hands and exactly copy all the movements he makes, except for one - forbidden, which is agreed upon before the start of the game. (For example, it is forbidden to lower your hands down. If someone lowers their hands after the leader, he becomes the leader). You need to raise your hands up correctly.

51. "Sun and Moon"

The participants of the game gather on the playing field and choose two captains. The captains step aside and quietly agree which of them will be the “month” and which will be the “sun”. The remaining players stand in a column one at a time and put both hands on the shoulders of the person in front, or join hands, or take him by the belt. “Sun” and “month” approach the players, take hands and, raising them high, depict a goal. The players sing a song:

Shala, the grouse was walking,

She walked and walked, pockmarked,

She walked through the meadow

She led the children around:

Older, younger,

Medium, large.

With this song, the players walk through the gate in a chain. “Sun” and “month”, lowering their hands, stop the last player and quietly ask: “Who will you go to - to the “sun” or to the “month”? The player answers who he will go to and stands in the direction of the “sun” or “month”. Game continues. At the end of the game, you need to count who has more players - the “sun” or the “month”.

This game can also be used as a way to divide into teams for a more complex outdoor game.

52. "Idahar"

Students, standing in a line by height, one at a time, are divided into groups of 8-10 people. They are located in the corners of the playing area, holding onto the waist of the person in front. Each column is an air beast, Idahar. According to Chinese legend, Idahar's head eats its own tail. At the teacher’s signal, the players standing first, without breaking away from the main group, begin to run, turning right and left, trying to catch the last player. If someone succeeds, he becomes second and the game continues. When the “2nd head” cannot catch the “tail” for a long time, then it changes places with the second player in the column. The game continues until all children have played the role of “head” or “tail”.

53. "Manage to escape"

Purpose of the game: learn to combine fast running in a straight line with a sharp turn.

On opposite sides of the playing court, 2 parallel lines are drawn at a distance of 40 meters. A visual landmark (flag, pin, etc.) is installed in the middle of the site. Players are divided into 2 teams and located on opposite lines. At the teacher’s signal, the players standing first in their ranks run to the flag and everyone tries to quickly grab it and return to their place. The one who did not get the flag must catch up with the owner of the flag, touch him with his hands and take the flag, for which he receives a point. The game continues until all players in the teams have run.

54. "Touch the Bear"

Goal: teach to overcome fear and develop dexterity.

Children choose 1 “bear” and one “master”. They hold on to the 2 ends of a meter rope. The “bear” sits on a stool, and the “owner” stands nearby. The remaining players form a circle around them. At the teacher’s signal, the players standing along the circle begin to touch the “bear” with their hands, one at a time, in order. And the “owner” protects him, trying to touch the players with his hands. If he reaches the player without releasing the end of the rope, then the player leaves the game and steps aside. And if the player touches the “bear,” then he changes places with the owner and continues the game. The “Bear” sits on the stool not indifferently, but also tries to catch the players and change places with him. The game continues until all players play the role of “bear” or “owner”.

55. “Good morning, hunter!”

Purpose of the game: learn to run fast while being as close as possible to a certain circle.

Players choose one “hunter”, and the rest join hands, forming a large circle, and read poetry.

The sun is shining brightly,

There is warmth in the air.

And wherever you look,

Everything around is light.

The meadow is colorful

Bright flowers,

Covered in gold

Dark sheets.

The forest sleeps: not a sound -

Lit rustles in my sleep,

Only a lark

There's a ringing in the air.

After these words, the “hunter,” walking along the outside of the circle, approaches one of the players and touches his shoulder. He turns to face him and greets him by the hand. Then they run in different directions to be the first to reach the vacant place in the circle. Having met face to face, they stop abruptly, shake hands and continue running. Whoever is left without a place continues the game as a “hunter”.

56. “Get there first”

Purpose of the game: compete in the duration of jumps on one leg.

Players choose 2 judges. The rest are divided into 2 teams and stand on opposite lines, the distance between which is 12-18 meters. The judges are located in the middle. At the referee's command, the players of each team begin jumping on one leg. Towards each other. When they meet in the middle, without lowering their feet, they shake hands and immediately continue jumping further in order to be the first to arrive at the opponent’s vacated place. The first one to arrive gets 1 point. After this, the following pairs compete. The game continues until all players have competed. At the end of the game, the judges count the points and determine the winning team. The game is repeated 2-3 times.

57. “Catch up”

Goal: learn to run, keeping a distance, in a straight line in a line of three.

The teacher selects 2 people to judge. One is at the start, the other at the finish. The rest of the students, of their choice, team up in groups of 3 and stand on the starting line of the treadmill. A second line is drawn 3 meters from it, and the finish line is 60 meters away. On command: “To the start!” the first three go to the first line, and the second three to the second. When the command sounds: “Attention!”, they take a high start position (one leg in front, torso slightly leaning forward, lower the opposite arm down). And on command: “March!” players standing on the second line begin to run, and players standing on the first line try to catch them to the finish line. After all the children have run once, the players change places. During the game, the threes must change places 3 times and then sum up the results.

58. "Tag with a chain"

Purpose of the game: to teach players to “spot” by running while holding hands.

A “tag” is selected. The rest are running around the playground. At the teacher’s signal for the start of the game, the “tag” begins to run around the court and catches up with the players. Whoever he touched with his hand also becomes a “tag”. They join hands and now the two of them run and catch the players. The next player caught becomes the third by the hand and the three of them begin to “spot” the fourth, etc. The game continues until all players have made one long chain. The game ends when 1 player remains on the court. Next time he starts the game.

59. “Ball Race in Lines”

The players are divided into 2 – 4 teams. Teams stand in lines on the sides of the site. The distance between players is 3-4 meters. The right winger of each team has the ball. At the signal, the right-winger throws the ball to the player standing next to him, who throws it to the next player, etc. The player standing last, having received the ball, runs to the right flank. The game continues until the right-wing player comes running to his place. The team that finishes the game first wins.

60. "Kick the Ball"

Purpose of the game: to teach how to quickly run to a designated place in order to have time to grab the ball and be the first to hit the opponent with the ball. On opposite sides of the playing area, draw 2 parallel lines at a distance of 30-40 meters. On the middle line, 2 circles with a diameter of 1 meter are marked in 2 places, in the middle of which there is 1 small ball. Players are divided into 4 teams and placed on opposite lines in a column, one at a time. At the signal, the players standing first on the team begin to quickly run towards the circle and try to grab the ball in order to hit the opposing player with it. And the player who is late to the ball dodges the ball in every way and runs back. If he succeeds, then he brings him to his team. And in case of failure, the ball remains in place and each player takes his place on the team. The game continues until each player in turn grabs the ball.

61. “Karlygashtar” (Swallows)

Children stand straight, arms extended upward. The presenter invites them to stand on their right leg and at the same time bring their body to a horizontal position. At the same time, the left leg is pulled back and also takes a horizontal position. This position must be maintained for as long as possible, preferably with an arched back. The presenter evaluates all the swallows.

Option: 6 – 8 guys participate in the game. They pretend to be swallows and stand in a circle. Every swallow must build its own nest. (draw a circle around you). The driver does not have a nest; he stands in the center of a large circle. At the signal, the game begins. All “swallows” take the swallow pose. The driver, having chosen a circle (nest) for himself, jumps into it. As soon as there are 2 swallows in one nest, they jump out of the nest and jump on one leg, going around a large circle towards each other. The one who returns first takes the nest, and the latecomer becomes the leader.

62. "Golden Gate"

Several players are blindfolded and stand in pairs facing each other at arm's length. Each pair forms a gate. The rest of the players, divided into groups according to the number of “gates”, try to go through the gates one by one. You need to walk or run silently, carefully, you can crawl or bend down. At the slightest rustle, the players standing at the goal can raise their arms to block the path and delay the passer-by, but immediately lower them. The players who manage to get through the gate safely win.

63. “Ball Slalom”

The players are divided into two teams and line up in the right corners of the court near the side lines. The players in front receive a basketball and stand at the end lines. On command, everyone runs forward, hitting the ball on the floor, running to the backboard, throwing the ball into the backboard, then returning, dribbling the ball, to the middle of the field, from the middle line they throw to the next player. This player does everything the same as the first one, and so do the others. The team that finishes the relay faster wins

64. “Oralman” (“Figure”)

The players stand in circles and hold hands. The driver is in the center of the circle. At the signal, children move in a circle to the right - to the left, changing the pace (slowly, quickly, running). At another signal, everyone stops and takes some pose. The driver chooses the player whose pose he liked best. Changes places with him. The game continues, but the players move in the other direction. The one who drives the most wins