Games for a walk in the nursery. Outdoor games for a walk for children of the middle - senior group. Walking game with children "I see"

Games for preschool children

Fifteen

Material. Colored bandage (ribbon).

Game progress. Children are in different places of the playground (its boundaries are marked with flags). The tag appointed by the teacher or chosen by the children, having received a colored bandage (ribbon), becomes in the middle of the site.

After the teacher’s signal “catch!” all the children scatter around the playground, and the tag tries to catch up with one of the players and touch him with his hand. The one he touched moves away.

The game ends when the tag catches 3-4 players.

When the game is repeated, a new tag is selected.

If the tag cannot catch any of the players within 30-40 seconds, the teacher must appoint another driver.

Swan geese

Game progress. A wolf and a shepherd are selected from among the players. The rest of the children are geese. On one side of the site, a line is drawn, beyond which there are geese. This is their home.

On the side of the site, a place is outlined - the wolf's lair.

The "shepherd" drives out the "geese" to graze on the meadow. "Geese" walk, fly across the meadow.

Shepherd. Geese, geese!

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

Shepherd. Do you want to eat?

Geese. Yes Yes Yes!

Shepherd. So fly!

Geese. We are not allowed:

Gray wolf under the mountain

He won't let us go home!

Shepherd. So fly as you wish!

The “geese”, spreading their wings (stretching their arms to the sides), fly home through the meadow, and the “wolf”, having heard the geese, runs out, crosses their path, trying to catch them (touch with a hand).

Caught "geese" "wolf" takes to itself. After 3-4 runs, the "geese" caught are counted. Then a new wolf and a shepherd are selected and the game is repeated.

Instructions for the game. When the teacher plays the game for the first time, he tells the children that the geese are walking in the meadow, nibbling grass, while they bend down, stretch their necks, and when they fly, spread their wings (raise their arms to the sides).

cat and mouse

Game progress. The players stand in a circle. Choose a cat and a mouse. The "mouse" becomes in a circle, the "cat" behind the circle. The rest of the children, holding hands, walk in a circle and say:

Vaska walks white,

Vaska's tail is gray,

And it runs - an arrow.

The eyes are closed.

Claws straighten out

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

After the words “he will catch everyone”, the children stop, and in the agreed place of the circle, two children raise their hands, leaving the passage - the gate. The “mouse”, running away from the “cat”, can run through the gate and crawl under the arms of those standing in a circle. The "cat", trying to catch the mouse, can run into the circle only through the gate. When the “cat” catches the “mouse”, other children are selected for these roles, and the game is repeated.

If the “cat” cannot catch the “mouse” for a long time, the teacher arranges an additional gate.

Game variant. While the children are walking in a circle, the cat can be in the center of the circle, and the mouse is outside it. When pronouncing the second verse, the cat performs movements according to the text - closes its eyes, straightens its claws, etc.

We are funny guys...

Game progress. Children stand on one side of the playground or against the wall of the room. A line is drawn in front of them. A line is also drawn on the opposite side of the site. To the side of the children, approximately in the middle between the two lines, there is a trap assigned by the teacher or chosen by the children.

Children in chorus pronounce the text:

We are funny guys

We love to run and play.

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 them. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap.

After 2-3 runs, the number of those caught is counted and a new trap is chosen.

Instructions for the game. A new trap is chosen even if the previous one does not catch anyone.

The teacher makes sure that the children do not chant the text, but pronounce it expressively.

Carousel

Material. Cord.

In the version of the game: hoops.

Game progress. The players form a circle. The teacher gives the children a cord, the ends of which are tied.

Children, holding the cord with their right hand, turn to the left and say a poem:

Barely, barely, barely, barely

And then around, around,

The carousels started spinning.

Everyone run, run, run.

In accordance with the text, the children walk in a circle: at first slowly, then faster, and finally they run. During the run, the educator says "be-zhe-li, be-zha-li."

After the children run 2 times in a circle, the teacher changes the direction of movement, saying “turn!”. The players turn around, quickly intercepting the cord with their left hand, and run in the other direction.

Then the teacher continues with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two!

So the game is over!

The movement of the carousel becomes progressively slower. At the words "here the game is over!" children lower the cord to the ground and disperse around the playground.

After the children have had a little rest, the teacher gives three calls or hits the tambourine three times. The players rush to take their places on the carousel, that is, they stand in a circle, take the cord. The game is restarted. Those who did not have time to take a seat before the third bell do not ride the carousel, but stand and wait for a new landing.

Game variant. The game "Carousel" can be played with hoops. Everyone holds on to two hoops with one and the other hand, forming a vicious circle. All movements are made in the same way as with a cord.

When the children leave the carousel, you need to make sure that they put the hoops on the floor carefully, then when you repeat the game, you can quickly take them and form a circle again.

Mousetrap

Game progress. The players are divided into two unequal groups. A smaller group (about a third of the players) forms a circle - a mousetrap. The rest are mice. They are outside the circle.

Children, depicting a mousetrap, hold hands and begin to walk in a circle, now to the left, then to the right, 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.

Let's catch them all at once!

At the end of the poem, the children stop and raise their clasped hands up. "Mice" run into the mousetrap and immediately run out from the other side. According to the teacher "clap!" children standing in a circle lower their hands and squat - the mousetrap is considered to be slammed. Mice that do not have time to run out of the circle are considered to be caught. They also become in a circle (the size of the mousetrap increases). When most of the mice are caught, the children switch roles and the game resumes.

Instructions for the game. The teacher makes sure that the children pronounce the verses expressively, quietly, making logical stresses, without chanting each syllable.

In the end, it should be noted the most dexterous mice that have never remained in a mousetrap.

Carp and pike

Game progress. One child is chosen to be the pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucians that swim inside the circle. "Pike" is behind the circle.

At the signal of the teacher "pike!" she quickly runs into the circle, trying to catch crucians. "Karasi" are in a hurry to quickly take a place behind one of the players and sit down (hide behind the pebbles). "Pike" catches those "carp" that did not have time to hide. Those caught leave the circle.

The game is played 3-4 times, after which the number of "carp" caught is counted. Then choose a new pike. Children standing in a circle and inside it change places, and the game is repeated.

Have time to run

Material. Cord 3-4 m long.

Game progress. The teacher with one of the children holds the cord by the ends and slowly rotates it towards the running children. Children, one by one, must have time to run under the cord at the moment when it is at the top.

The teacher regulates the movement of children; for each person running through, he gives the signal "run!".

In the future, the children themselves must follow the movement of the cord and run when it is at the top.

Whose link is more likely to gather

Material. Flags 3-4 colors (according to the number of players); 3-4 large flags of the same colors; tambourine.

Game progress. Children are divided into 3-4 groups with the same number of players: each group is given flags of any one color. At different ends of the site or on one side, 3-4 flags of the same colors are placed on stands. Each group is built in a column in front of a flag of its color.

When the players line up, the teacher hits the tambourine and the children begin to walk, run, jump around the playground in different directions. Movements change depending on the rhythm and pace given by the teacher.

At the signal "to the place!" children run to their flag and form a column (facing the flag). The teacher notes which group lined up first.

Instructions for the game. After 2-3 repetitions, the game can be complicated. At that moment when the children run, jump, the teacher says "stop!". At this signal, all players stop and close their eyes. In the meantime, the teacher changes the places of the flags and says "to the places!". Children open their eyes and hurry to line up in a column against their flag. The teacher notes which column was built first.

Sly Fox

Game progress. The players stand in a circle at a distance of one step from each other. The teacher asks everyone to close their eyes. The children close their eyes, and the teacher goes around the circle (behind the children) and touches one of the players, who becomes a cunning fox. Then the teacher invites the children to open their eyes and look carefully which of them is a cunning fox, if she will betray herself with something.

The players ask in chorus 3 times (with small intervals) - first quietly, and then louder: "Cunning fox, where are you?" While everyone is looking at each other. When all the players (including the cunning fox) ask for the third time: “Cunning fox, where are you?”, the “cunning fox” quickly goes to the middle of the circle, raises his hand up and says: “I'm here!”

All the players scatter around the court, and the "fox" catches them. Caught, that is, those to which the “fox” touched with his hand, step aside.

After the fox has caught 2-3 children, the teacher gives the signal “in a circle!”. The children form a circle again and the game is repeated.

Who is sooner

Material. Jumping (according to the number of children).

Game progress. Children with jump ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. A line is drawn 15-20 paces from them. At the agreed signal, all children simultaneously jump towards the line. The teacher marks the children who were earlier at the line.

jumping rope

Material. Rope (cord, long rope).

Game progress. Two children hold a thick rope, cord or a long rope: one at one end, the other at the other. Slowly and evenly, they begin to twist it towards the standing children, and they, in order of priority, jump over the rope, trying not to touch it. The one who touches changes one of the twisters of the rope.

Instructions for the game. In the game, you can give children certain tasks, for example: “Who will jump over 5-10 times without a mistake?”

Shepherd and flock

Material. Gymnastic bench (slats); eye patch.

Game progress. On one side of the site, with the help of a gymnastic bench or rails laid on cubes, a sheepfold is fenced.

A shepherd is chosen from among the players. The rest are sheep. The "shepherd" is blindfolded. He stands not far from the sheepfold and says: "Sheep, sheep, here I am."

The “sheep” alternately jump over the fence, approach the “shepherd” and ask him: “Shepherd, shepherd, how many steps do you give me?”

Each time the "shepherd" calls a number (up to 10). The “sheep”, moving away from the shepherd, counts the appropriate number of steps and stops.

When all the “sheep” have left, the “shepherd” asks: “Where is my flock?” All the "sheep" respond: "Be, be, be..." - then fall silent.

The "shepherd" begins to look for the "sheep" - he goes to their voices, and the "sheep" stand in their places. When the "shepherd" touches someone, he says: "Sheep, sheep, who are you?" "Sheep" replies: "Be, be, be." The "shepherd" must guess who it is. If he made a mistake, all the "sheep" begin to bleat and one of them takes the "shepherd" to the sheepfold, and he returns to his place.

The "shepherd" asks again: "Where is my flock?" And the game continues until he recognizes the sheep he has caught. Then he takes off the bandage and becomes a sheep, and the “sheep” becomes a shepherd.

Don't stay on the floor (on the ground)

Material. Various items 25-30 cm high: stairs with steps, boards placed on a dais, low boxes, benches, logs with a diameter of at least 25 cm; eye patch (white cap); tambourine.

Game progress. In various places of the site (room), closer to its boundaries, prepared items are located. A trap is chosen. They put a bandage on his hand. Children are placed on elevations in different parts of the playground.

To the beat of a tambourine, children jump off and run or jump around the playground, depending on the pace and rhythm that the teacher gives. The trap takes part in the general movement. At the signal of the educator, “catch!” all children again climb on the placed objects (elevations). The trap catches those who did not have time to jump on the dais. Those caught sit aside.

After the game has been repeated 2-3 times, the catches are counted, a new trap is chosen, and the game is resumed.

Instructions for the game. The teacher makes sure that the children jump off the platform with both feet and land softly, bending their knees, and also that the children scatter all over the site, away from the objects they must climb.

Fishing rod

Material. Cord 2 m long; a bag of sand weighing 100-200 g.

Game progress. The players stand in a circle with their arms outstretched to the sides. In the center of the circle is a teacher with a cord, to the end of which a bag of sand is tightly tied - this is a fishing rod. The teacher takes the free end of the fishing rod in his right hand so that its length is equal to the distance from the center of the circle to the feet of the players.

The teacher rotates the cord so that the bag slides on the floor. Those standing in a circle jump as the bag approaches them, and try to avoid touching the bag to their feet. The teacher, when circling the cord, turns with it or stands still, shifting it from hand to hand (front and back).

The one hit by the bag is considered the loser. The game continues until the cord has made two full turns.

The teacher counts who and how many times the bag hit, after which the game resumes.

Rules of the game. You can touch the leg with a bag no higher than the foot. The winners are those who have never been hit by a fishing rod.

Instructions for the game. Before the start of the game, the teacher checks how the children jump.

The length of the cord increases or decreases depending on the size of the court and the number of players.

snow circles

Material. 2 plywood sheets with targets painted on them, 50-60 cm in diameter; snowballs (6-8 times more than the number of children).

Game progress. Children are divided into two equal groups of 4-5 people in each. Two targets are attached to the fence. A line is drawn at a distance of 3 m from the targets. Each group lines up against its target behind the line, which is not allowed to cross.

Each player has 6-8 snowballs.

At the signal of the educator, “begin!” each group throws snowballs, trying to cover their circles with them as soon as possible. If the children do not have enough snowballs, they make them right there. The first group to cover the circle area with snowballs wins.

ball school

Material. Small ball (one or more).

Game progress. 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 given movements in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes the ball to another. When the game continues, he starts with the move in which he made a mistake.

Types of movements:

1. Throw the ball up and catch it with both hands. Toss the ball up and as it flies, clap your hands in front of you.

2. Hit the ball on the ground and catch it with both hands. Hit the ball on the ground, simultaneously clap your hands in front of you and catch it with both hands.

3. Stand facing the wall at a distance of 2-3 steps from it, hit the ball against it and catch it with both hands.

4. Throw the ball against the wall, wait until it hits the ground, bounces off it, and then catch it.

5. Mint the ball on the ground up to 5 times alternately with the right and left hand.

Skittles

Material. Skittles; wooden ball.

Game progress. Skittles are placed in a row at a distance of 3-5 cm from one another. At a distance of 1.5-3 m from them, a line is drawn - con. Playing children (3-4 people) in order of priority (it is established by the children themselves) go to the line of the horse and roll the ball with force, trying to knock down the skittle. Knocked down skittles are removed. The winner is the one who knocks down more pins by the agreed number of balls.

Game instructions. The distance between the pins, as well as from the pins to the Kona line, increases gradually.

Skittles can be played both indoors and outdoors.

Catching balls with nets

Material. At the corners of the drawn square (100x100 cm), four columns 50-60 cm high are dug in, on which a cup (15 cm in diameter) is strengthened with an elastic band, a cord is passed through its bottom so that it is convenient to take it, small light balls are placed in the cup from table tennis (by the number of players); nets (according to the number of players).

Game progress. This game is played on the court. Children (2-4 people) stand with nets on the sides of the square. Someone pulls the string with force, the cup flies up and throws out the balls. The players catch them with nets on the spot. The teacher marks the children who have caught the balls, and the game resumes.

Game instructions. If there are many people who want to play, they agree on how many times one team repeats the game (2-3 times).

In the game, you can use ordinary nets, but the sticks need to be shortened to 20-30 cm.

Put on a ring

Material. Plot or plotless ring throws (2-6 pieces); rings (3 times the number of participants).

Game progress. In the older groups, both plot and non-plot ring throwers are used: 2-6 pegs each on stands of various shapes.

Children throw rings from a distance of 1.5-2.5 m.

The game can be played with a group of children (4-6 people). Children receive three rings and take turns throwing them, trying to hit any peg.

The teacher notes which of the children throws more rings.

Game variant. Children alternately throw rings until someone scores the agreed number of points (6-10).

rushes

Material. Snowballs (according to the number of participants).

Game progress. On one side of the site, a house is separated by a line, a second line is drawn at a distance of 5-6 m, behind which is another house. Another line is drawn along one of the sides perpendicular to the houses.

The players are divided into two groups (squads, no more than 6-8 people in each). Children of one detachment stand along the line of any house. Another unit is placed along the sideline; Each child has two snowballs at their feet. At the signal of the teacher, the first detachment runs from one house to another. The children of the second detachment take one snowball at a time and throw them at the runners. Those who are hit by a snowball step aside. At a new signal, the children run to reverse side those standing at the sideline are thrown at those running on the second snowball. The salted ones also step aside this time.

The teacher notes which of the children of one and the other detachment was more dexterous, bold, well-aimed. After that, those who are temporarily out of the game return to their squads. The squads change places and the game resumes.

Game instructions. Snowballs for the game can be prepared in advance and put in a pile, where the children will take them from, or you can sculpt them right there before the start of the game. To establish the order (which squad to run and which to throw snowballs), you can use counting rhymes.

Who is faster to the flag

Material. 4-5 flags.

With the complication of the game: racks with a rope stretched at a height of 60cm.

Game progress. All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which 4-5 children stand.

On the opposite side of the site, at a distance of 18-20 steps from the line, a chair is placed against each, on which a flag is placed. The chairs are in line.

At the signal of the teacher (a blow to a tambourine, or a clap, or the words “one, two, three - run!”), 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 one time behind the flags.

Game instructions. When children have mastered this version of the game well, it is recommended to make a complication. Racks with a rope are placed on the way to the flag. Children crawl under it without touching the ground (floor) with their hands, straighten up and run further to the flag.

Squirrels in the forest

Material. Gymnastic wall; portable climbing devices: a double ladder, a pyramid with hook-on boards and ladders, benches, boards placed on large cubes, and other climbing devices.

Game progress. The game is played on the court or in a room where there is a gymnastic wall. In addition to it, portable climbing devices are placed.

The driver is chosen - the hunter. He becomes a house - a circle drawn in the opposite part of the site or room. The rest of the players are squirrels, they are placed on ladders, benches, etc. - trees.

At the signal of the educator "beware!" or hitting a tambourine, all the “squirrels” change places: they quickly get off, jump off ladders, benches, etc. and climb onto others. At this time, the "hunter" catches them - touches them with his hand.

“Squirrels” are considered to be caught, which the driver will touch with his hand while they were on the floor, as well as those that remained in their original places. They go to the hunter's house and miss one game.

The teacher marks those squirrels that were brave and dexterous. The game is played 5-6 times. New hunter selected after 1-2 games.

During the game, the teacher makes sure that the children use different climbing devices and do not jump from too high a height.

Firefighters in training

Material. Gymnastic wall 2-3 bells.

Game progress. Playing children are divided into 2-3 squads of 5-6 people and are built in columns against the gymnastic wall at a distance of 4-5 m. These are firefighters, they must be able to quickly climb the stairs.

A bell is hung on the upper rail of the gymnastic wall against each detachment.

At the signal of the teacher (a word or a blow to a tambourine), the children standing first in the column run to the gymnastic wall, climb it, ring the bell, get down and stand at the end of the column. The teacher gives the signal again; the next pair or three runs, etc.

At the end of the game, the teacher marks the more dexterous "firefighters" who are already quickly climbing the stairs. After that, the game is repeated.

Game instructions. During the game, the teacher should be near the gymnastic wall, make sure that the children do not skip the stairs and jump off when climbing (he agrees on this with the children before the start of the game).

Entertainers (Smooth circle)

Children become in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children go, as directed by the teacher, to the right or left under the following text:

an even circle,

One after another

We go step by step.

Stay where you are

together

Let's do it... like this!

At the end of the text, the children stand at arm's length from each other.

The entertainer shows some kind of movement, and everyone standing in a circle repeats it. Then the teacher changes the entertainer or the entertainer chooses someone instead of himself, and the game continues.

Each entertainer himself must come up with movements and not repeat those that have already been shown before him.

cap and wand

Material. Wand; cap with tassel.

Game progress. The players form a circle. The leader is selected, he receives a wand and stands in the middle of the circle. The teacher puts a beautiful cap with a bright tassel on his head.

The cap moves up to the child's nose, covers his eyes without touching them. Children, holding hands, run in a circle and say: "One, two, three, four, five - the stick will knock." The driver at this time, squatting down, knocks on the floor with a stick.

With the last word, the children stop, and the leader holds out a stick towards the children. The one pointed to by the stick takes its end and calls the driver by name, and the driver guesses who called him. Then the game continues with a new driver.

Make a figure

Game progress. A leader is chosen from among the players, he stands aside. The rest of the children run, jump from foot to foot all over the room (playground). At the signal of the educator (a blow to a tambourine or the word "stop"), everyone stops in some position and does not move.

The host goes around all the "figures" and chooses the one that he likes the most. This child becomes the leader - the appraiser, and the previous driver joins the rest of the children, and the game is repeated.

Faster to places

Material. Small items such as blocks (1 less than the number of children).

Game progress. Children stand in a circle at a distance of arms extended to the sides from each other. The place of each player is marked by some object, for example, a cube, which is placed on the floor.

At the teacher's signal, "Run!" or by hitting a tambourine, children leave the circle, walk, run or jump all over the site (room). The teacher, meanwhile, removes one of the items, thus depriving one child of a place. When a tambourine is struck or after the signal “in places”, all children run in a circle and take any place. Left without a place, the children say in chorus:

Vanya, Vanya (Masha, Olya, etc.), do not yawn,

Take your place quickly.

When the game is played for the last time, the teacher puts back the cube so that all the children have a seat.

Who will collect more

Material. Homogeneous objects of small size: cones, cubes, balls, etc.; 2-3 baskets (buckets).

When the game becomes more difficult: an eye patch.

Game progress. Homogeneous objects of small size are poured out on the floor or on a flat area.

From among the players, 2-3 children are selected, they are given baskets or buckets. At the signal "one, two, three!" they begin to collect cones (balls, cubes), while it is allowed to take only one object in hand.

At the signal "stop!" collection of items is stopped. The teacher counts who scored more. Then the other kids compete. The game can be repeated as many times as there are willing to participate in it.

For more dexterous children, who are more likely to be winners, the game can be made more difficult: offer to collect objects blindfolded.

Who has the ball?

Material. A ball with a diameter of not more than 15 cm.

Game progress. The players form a circle. The leader is chosen. He stands in the center of the circle, the rest move close to each other, hands behind everyone.

The teacher gives someone a ball (diameter no more than 15 cm), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says "hands", and the person to whom he is addressing should put both hands forward, palms up. 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.

The game is repeated until the children run out of interest in it.

Ring on a stick

Material. A ring made of cardboard or plywood with a diameter of 15 cm with a rim width of 3-4 cm, a cord, a stick about 30 cm long.

Game progress. A string is tied to the ring, the second end of which is attached to a stick.

The players, alternately tossing the ring, catch it on a stick. Each player has the right to make 3 attempts in a row and counts how many times he managed to catch the ring. Then he passes the wand with the ring to the next one. The game ends when one of the children scores the agreed number of hits. 3-5 children can play.

fleas

Material. A box containing 20 plastic circles (fleas) of 4 colors with a diameter of 12-16 mm and a thickness of 1-1.5 mm; 4 bits of different colors with a diameter of 20-22 mm.

Game progress. The players (4 people - by the number of bits) take 5 circles and one bat of a certain color from the box.

The box is placed in the middle of the table and a horse line is drawn not far from it. The table is covered with something soft (for example, a tablecloth).

The players take turns putting their fleas on the horse line and, pressing the edge of the bat on the edge of the flea, make it fly up and down into the box. The first person to put their five fleas into the box wins. By pressing the flea with a bat with different strengths, you can adjust the length of its jump.

Pilots

Material. The game is played on a site where there are shelters (bushes, hillocks, trees), propellers of 3 colors (one less than the number of participants); 3 flags (one of each color).

Game progress. On one side of the site there is an airfield, on which 3 groups of children - pilots are located separately from one another.

The pilots have propellers of their own color for each group attached to their chests.

On the opposite side of the site is a place with shelters where planes will fly. The "head of the airfield" appoints which group of aircraft will fly first. The “pilots” of the assigned group start the engines and, at the signal of the “chief” (waving a flag), take off. At this moment, the "pilots" remaining at the airfield are resting - they turn their backs on those who have taken off. Having flown around the circle, the "pilots" continue to fly further, and each one sits down in different places under one or another shelter. After that, the “boss” transmits: “Prepare in search of aircraft!” All the “pilots” are getting ready to go: they pump up gasoline, start the engines and, at the signal of the “chief” (waving a flag), fly out in search.

Having found the "pilots" from the first group, everyone comes back. Then another squadron of aircraft is assigned to the flight, and so on.

Rules of the game. The group of "pilots" that the "chief" appoints takes off. You can't peek where the planes are hiding. The one who was found flies to the airfield and waits for all the "pilots" to gather.

Game instructions. The flight signal is given by a flag corresponding in color to the propellers of this group. The signal can also be given by the words "prepare blue planes for flight!" or “prepare red planes for flight!” etc.

For greater harmony in the game, children need to be explained that after the signal to start the search, those who have hidden should already remain behind their shelters until they are found, and not change places endlessly.

This game should not be turned into a normal competition for a quick return to your place or for more aircraft found by each individual, etc. It is important to create in children a mood of community, mutual assistance and convey in the game the courage and concern for each other characteristic of our pilots.

sharks

Material. A slight elevation of about 40 cm, it can be made from boards or snow.

Game progress. Children are divided into two unequal groups: sharks (2-3 participants) and sailors. On a large ship (built from planks, snow, or painted on the ground) there is a "captain". He watches the "sailors" swimming in the sea (children jump off their ship and run around the playground, spreading their arms, as if swimming). "Sharks!" the captain shouts. The "sailors" quickly board the ship, and the "sharks" rush after them. Without catching anyone or, on the contrary, having taken their prey, the “sharks” swim into the sea, and the “sailors” again jump into the water, swim and dive. So the game is repeated several times.

Rules of the game. Catch only after the word "sharks!". Sharks are not allowed to enter the ship. Those caught are taken aside and miss one game.

Instructions for the game. The game is very simple in terms of rules and can be played with children of a mixed age group.

For relaxation, you can enter such an addition: a storm rises at sea, sharks hide at the bottom, and sailors sit on the ship and listen to the story of the captain or someone from the team.

brave tourists

Material. Rope. The game should be played on the court on a sunny day after a snowfall.

Game progress. Before the start of the game, the teacher says:

- Yesterday I read in the newspaper that several people climbed the high, high Mount Elbrus. The ascent was difficult and scary. But brave tourists were not afraid of danger. So that no one fell into the abyss, they tied themselves with a long rope and reached the very top of the mountain. Come on, gather here, brave tourists! Elbrus will be this snow shaft. We will have to get to its top for a long time on the uncleared snow, through those paths, past the hill, through the tunnel (shows the route through the site). Here's your rope. But we will not become attached, but only take hold of it and hold on tight. I will go ahead. You are all behind me. Try not to fall wherever we go. Let's see who never stumbles and does not let go of the rope.

Children, holding on to the rope with one hand, follow the teacher. At the end of the game, the teacher notes the most dexterous.

Rules of the game. Look under your feet, walk slowly, without pushing. Do not let go of the rope.

Game instructions. Choose a sunny day after a snowfall for such a game. When repeating the game, the travel route can be changed. On the ascent and during the descent, one should slow down the steps, taking into account those walking at the end. Weaker children should be placed closer to the teacher, since it is more difficult to go at the end of the chain.

Miraculous ball

Material."Wonderful" ball (a ball consisting of parts screwed onto a helical rod); colored flags. During the game, children read a poem by M. Ivensen.

Game progress. Children go traveling and take a balloon with them, which shows them the way. One of the children rolls the ball, trying to roll it as far away as possible. While everyone says:

Ball, ball, don't be lazy

Wherever you want, turn around!

Roll fast, roll fast

Along the path, along the bumps,

On the pillar road,

And we, the ball, are behind you.

Everyone, standing still, watches how the ball stopped: if the ball has become the red side to the children, it is necessary to cross the mountains (children crawl on all fours through the caves or follow each other, as if on a narrow board, putting the heel of one foot to the toe of the other) ; if the ball has become blue to the children, you need to swim across the river (they run through it, waving their arms); if the ball stops with stripes forward, the road ahead is good and you can walk along it.

Rolling the ball in turn in a different direction, the children travel around the room or area.

Rules of the game. Perform movements depending on the agreement: blue - a river (you need to run), red - caves (you need to crawl or walk like a board), stripes mean a convenient pedestrian road (you need to walk calmly, etc. You can start moving only after as the ball stopped.

Game instructions. If the ball has stopped too far and no color is visible, someone is sent to reconnaissance with colored flags. He raises a flag of the corresponding color and this indicates movement.

You can come up with a different designation of the path and other movements. For example, introduce driving in cars (running in small steps), swimming place (running with hand movements, as when swimming), crossing on horseback (jumping from foot to foot), crossing on boats (sitting on a bench, tilt the body back and forth and move your arms as if rowing).

On the way, you can arrange a halt: sit by the fire (in a circle) and sing a song, lie down on the grass (on the carpet), etc. This will serve as a rest from movement.

It is important in this game to create a special creative mood, to captivate children with these images, to make the meaning of this game clear.

Firefighters

Material. Helmets and belts with axes made of cardboard or plywood (according to the number of people in the team), steering wheel, bell, bench.

Game progress. Several fire brigades. They consist of a signalman, a driver and 3-5 firefighters (each group of children assigns roles on its own). Each team knows its number well in order to know who to go to the fire if there is a call.

While waiting for the call, the “firefighters” rest in the club (sitting on benches or chairs or walking along the edge of the site). They can do whatever they want: play different instruments (make appropriate movements), walk in the park (walk around the playground), read newspapers or books (sit and hold palms in front of them as if it were a book), etc.

The “on duty” (educator) comes to the phone (to a toy or simply puts one fist to his ear), finds out where the fire is (he is talking aloud on the phone), then announces loudly: “First team! There is a fire in the house over there, behind the hill! (points to some building, tree, etc.).

“Firefighters” from the first team run to the bench where things are, quickly put on helmets and belts, carry the bench closer to the fire site, the “driver” with the steering wheel sits on the front edge of the bench, everyone else sits on both sides of it with their backs to each other, and The "signalman" stands behind the bench and rings the bell. "R ... r ... r ..." - the "car" roars, "ding, ding, ding," the "signalman" calls. We've arrived.

Everyone quickly runs towards the burning house. Some pump water (holding hands facing each other, then pushing their hands apart, then lowering them); others dismantle the roof with axes (hit their axes on the snow or on a building depicting a burning house); others pour fire (depict that they have a fire hose in their hands). Then the “signalman” calls the team to the car and in the same order as they arrived, the “firefighters” return from the fire. They quickly put the bench back in place, take off their belts and helmets, put everything carefully on the bench and go to the club. The “on duty” calls another team, and the game continues until everyone has been to the fire 1-2 times.

Rules of the game. Only the team that is called can go to the fire. Firefighters must memorize the indicated order of departure and return and carefully fold all things on the bench.

Game instructions. If there are enough things needed for the game, two teams can be sent to the fire at the same time, and sometimes even three. The latter is much more difficult and is possible only in a well-organized group.

Variety should be added to the tasks given to firefighters. For example, you can warn that a fire broke out in a multi-storey building and you need to let the jet go higher (raise your hands higher, climb a ladder or podium, etc.). Locations of fires at different ends of the site should be indicated. If the children know the numbers, you can make numbers and hang on the wall the number of the team that is called to the fire. If there are buildings on the lot, you can use them in this game.

Games can be diversified, for example: instead of relaxing in a club, you can depict how firefighters sleep (sitting with their eyes closed), in winter they skate, slide along icy paths, and in summer how they ride bicycles (jump from foot to foot along the paths) .

This game can also be played indoors if there is a large, spacious room.

If the game is played outdoors in winter, you can do without helmets or make them out of paper worn over children's hats (so that they do not fly off the head, you need to sew on an elastic band).

frogs

Material. During the game, children read a poem by A. Barto.

Game progress. A large rectangle is outlined on the ground - this is a river. The banks are drawn on both sides, on them - bumps (circles outlined at such a distance that it would not be difficult to get into the water from the bumps in one jump, that is, into the outlined rectangle).

The “crane” sits in its nest, and the “frogs” (the rest of the children) sit on the bumps and begin their concert:

Here from the hatched rotten

The frog jumped into the water.

And, puffed up like a blister,

She began to croak from the water:

"Kwa, ke, ke, qua, ke, ke,

It will rain on the river.

As soon as the "frogs" say the last words, the "crane" flies out of the nest and catches them. "Frogs" are not given, they jump into the water, where the "crane" is not allowed to catch them.

The caught "frog" remains on the bump until the "crane" flies away and until all the "frogs" get out again.

After the "crane" catches several "frogs" (for example, 3-4), a new crane is selected from among those children who have never been caught.

Children on bumps squat, and in the water they can swim (run inside the circle). You can only get back to the bump by jumping.

Rules of the game. You can start moving only after the children finish saying the poem. Catching "frogs" is allowed only outside the river - on a hummock or between them behind a rectangle. Every third person caught by the "crane" changes roles with him.

Instructions for the game. From the bumps to the river, about 45-55 cm. We must show the children that this distance must be jumped in one jump. The crane's nest must have been nearby, otherwise he would not be able to catch the frog.

It is necessary to monitor the observance of the first rule, since, while saying a poem, children rest after the jump. It should also be explained to the children that the "frogs" do not jump out of the water onto the bumps until the "crane" has flown away. Thus, jumping is regulated in the game, otherwise the children will be very tired.

The image of the crane needs to be drawn to the children so vividly that they themselves depict it in their own way in movements: how it walks on long legs along the shore, looking for frogs, what a long beak it has, etc.

Horses

Material. Board, stick.

Game progress. Children are divided into two unequal groups: grooms (1/3 of the children) and horses (the rest of the children). The place is outlined - the stable. There are horses in the stable. Not far away, the “grooms” are sitting on a bench. The “senior groom” (teacher) comes up to a plank placed on a bench or hung from a tree, and beats 15-18 strokes on it with a stick. During this time, the "grooms" quickly bring out their pair of "horses", harness and line up in threes one after another. The “senior groom” checks whether the “horses” are well harnessed. "But let's go!" he commands. The area is filled with running troikas. Each "groom" drives his horses either at a trot or at a walk. "The horses are scared!" - says the "senior groom". "Horses" scatter around the site. The "grooms" are catching up with them, trying to lock all the "horses" into the stable as soon as possible. Then the "grooms" sit down to rest on the bench. The children switch roles and the game resumes.

Rules of the game. It is necessary to have time to harness the "horses" for the time while they beat off the blows on the plank. You need to obey the signals. The field of words "the horses were afraid" can be caught by any "horse". A horse taken to the stable must not run away.

Game instructions. This game is a complication of the usual horse game. Grooms are scheduled either at will or by a counting rhyme. The "senior groom" gives signals in such a way that the children have enough time to move, but so that they do not get tired.

As a rest, the following addition can be introduced into the game: "grooms" inspect the horses, feed them, and clean them. Roles in the game change after each return of the "horses" to the stable.

Bear and children

Material. In the version of the game: any object depicting a pot of honey or a beehive.

Game progress. One of the children is chosen to be the bear. He sits in his den (rectangle or circle drawn on the edge of the site). All the players depict children who go into the forest for mushrooms or berries (walk around the playground, bend over, as if looking for and picking berries).

“The bear is coming,” the teacher suddenly says. "Don't move." "Bear" comes out of the lair and carefully looks at everyone. Those who move, he takes to himself. Having bypassed everyone, the "bear" goes to his lair, and the children continue to pick berries again.

The game ends when the "bear" catches the agreed number of children (4-6).

Rules of the game. "Bear" does not leave the den until the teacher gives a signal. Children should stop in the position in which they were caught by the signal. Moved "bear" leads away.

Game instructions. If the game is played in a room where there is a carpet, the children, escaping from the "bear", can lie down. It will be good rest after movements. If there are a lot of players, you can choose 2 bears who must catch all the children. This option is easier.

Game variant. When a few children are caught, the rest go to rescue them.

In the opposite part of the playground or room, one of the uncaught children puts an object that should represent a pot of honey or a beehive (if there is nothing suitable, it can be drawn on the ground). Approaching the honey, the “bear” sticks its paw into the pot or hive 3 times and feasts on honey (pretends to eat, smacking its tongue and turning the paw either with the outside or with the inside). If during this time the caught children manage to run from the den to the house (indicated on the ground opposite the den), they are saved, if not, the “bear” catches them again. Then a new bear is chosen and the game starts over.

Instructions for the game. This option makes it possible to change roles in the game more often and cultivate mutual assistance. The distance between the house where the children live and the den should be twice as large as from the den to the hive, so that the children have time to "help out." It is better if the "bear" will stand with his back to those who run away from the lair. You can think of other ways to "rescue" those caught.

Hunter, hares and dogs

Game progress. The playground depicts a forest clearing where hares (children) live. Hare minks (there are several of them) are located around the clearing at some distance from each other. "Hares" live in burrows of 4-6.

The “hunter” walks with his dogs (several children) and looks out for a “hare” running somewhere. And the "hares" sit quietly, quietly, hiding in their minks. The “hunter” with the dogs goes into the house (the appointed place away from the minks).

"Hares" jump out into the clearing, jump, they can even jump very close to the hunter's house.

Suddenly the dogs barked and ran out. They were released by the “hunter”, who until then kept them in the house (the teacher holds their hands to let the “hares” come very close). "Hares" quickly run away to their minks, where "dogs" cannot reach them. Caught "hares" are assigned to the "hunter" (and they miss one game).

The game continues until the agreed number of "hares" is caught (approximately 4-5). Then new dogs are selected and the game starts over.

Rules of the game. "Hares" jump all over the clearing; the closer they get to the hunting house, the braver they are considered. "Dogs" run out of the house to catch "hares" only when they are sent by the "hunter". Caught "hares" do not run out of the hunting house. You can save yourself in any hole.

Game instructions. A special additional rule can be introduced: dogs are chosen from among the most courageous and best jumpers (in this game, the role of dogs is especially attractive), this will encourage children to take care of themselves and not succumb to "dogs". The game can be played both indoors and outdoors. In winter, hare minks can be made of snow, in the form of small snow fences (block three sides, leave one for entry). In summer, minks can be laid out from cones, pebbles, or drawn with a stick on the ground.

The role of the hunter is played by the educator, since he is less attractive to children and is most suitable for leading the game.

To encourage children to be bold, you can draw a garden near the “hunter's” house, where “hares” will run for carrots and cabbage.

In this game, each character has his own rest time: for the "hares" - when the "hunter" walks with the dogs through the forest, for the "dogs" - when the "hares" are jumping.

Gradually, you can complicate the game by introducing the following rules: “hares” can only escape in their hole, “dogs” rush to catch “hares” only when the “hunter” says “take it!”. Last Rule requires a lot of patience. It is easier for children when the teacher himself restrains them and sends them to catch.

Following the example of this game, you can conduct a variety of hunting games for different animals, while introducing a variety of movements. For example, you can hunt monkeys that are saved by climbing trees (children climb ladders), etc.

Outdoor games for a walk in the spring for senior group.

Klimova Alena Yurievna Educator MKOU Rechnikovskaya secondary school, NSO Kochenevsky district, Rechnik village.

Mobile game "Pass - get up"

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

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

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

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

Mobile game "Find the ball"

Purpose: To develop observation and dexterity in children.

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

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

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

Mobile game "Carousel"

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

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

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

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

Mobile game "Mousetrap"

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

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

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

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

Mobile game "Guess who got caught"

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

Description: Children are sitting on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different directions and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

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

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

Mobile game "We are funny guys"

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

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected. Rules: Crossing to the other side is possible only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of the evaders - an obstacle - running between objects.

Mobile game "The herd and the wolf"

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

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

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

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

Mobile game "Geese - Swans"

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

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

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

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Mobile game "Who will quickly remove the tape"

Purpose: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. Winnings in each column are calculated. Rules: You can run only after the word "run". Pull off the tape only opposite your column. Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Mobile game "Quick to places"

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

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

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

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

Mobile game "Trap, take the tape"

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

Description: The players line up 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 “run”, 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 line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

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

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

Mobile game "Hunters and hares"

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

Equipment: ball.

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

Game progress.

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

In the teacher's words:

Bunny jump-jump.jump-jump

Into the green forest

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

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

Mobile game "Bear and bees"

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

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

Directions. After two repetitions, the children switch roles. The teacher makes sure that the children do not jump off, but get off the stairs; help if necessary.

Mobile game "Free place"

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

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

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

Mobile game "Wolf in the ditch"

Purpose: To teach children to jump, develop dexterity.

A ditch is marked across the platform (hall) by two parallel lines at a distance of about 100 cm from one another. It contains a driver - a wolf. The rest of the children are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot. To complicate the game, you can choose 2 wolves.

Mobile game "Frogs and herons"

Purpose: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.

Directions. The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.

Mobile game "Cosmonauts"

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

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

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

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

Whatever we want, There is no place for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who sit in the rockets tell in turn where they fly and what they see. After that, everyone again stands in a circle, and the game is repeated. During the flight, instead of talking about what they saw, children are invited to perform various exercises, tasks related to spacewalks, etc.

Mobile game "Falcon and pigeons"

Purpose: to train children in dodge running.

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

Mobile game "Birds and a cage"

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

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

Mobile game "Airplanes"

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

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

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

Mobile game "Who has the ball"

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

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

Mobile game "Owl"

Goals: development of attention, response to a verbal command and arbitrary regulation of behavior.

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

Mobile game "Homeless Hare"

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

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

Without physical education, it is impossible to grow a harmoniously developed personality. A child with poor health, with poor physical shape, will find it difficult to endure stress at school. That is why experts recommend from early childhood to engage in hardening procedures, walk more with the baby, encourage the crumbs to be active: run, jump. Outdoor games for children of the older group are an opportunity to express themselves, to show their physical abilities.

The motor activity of a preschooler is especially pronounced in games with elements of competition. These games contain binding rules, with the observance of which all participants in the game process agree. Active play forms the speed of reaction, dexterity, dexterity, as well as volitional qualities, for example, the desire to win. Preschool children in the game process gain knowledge about the world and about the capabilities of their body. The baby develops large motor skills, coordination of movement, spatial thinking.

In recent years, children's doctors and psychologists have sounded the alarm. More and more babies are being born with health problems. Often, instead of hardening, accustoming to an active lifestyle, parents wrap their kids up, protect them from being on fresh air and physical education. Adults prefer to give a child a computer or tablet, not wanting to pay attention to physical education.

An outdoor game affects not only the muscles of the body, in addition to physical education, there is a moral, intellectual, as well as labor education of a preschooler. Positive emotions that a child receives in the process of playing activities affect the functioning of the whole organism: blood circulation improves, heart function improves, breathing normalizes. A physically strong, healthy person is formed, working capacity increases.

Such leisure activities are very useful for shy, timid crumbs. Playing in a big team, running together, jumping, little man liberates, finds friends.

There are the following types of games.


On a walk

Outdoor games on a walk solve the following tasks.

  • Improving motor skills learned at an early age.
  • Development physical qualities, such as dexterity, dexterity, reaction time, strength, endurance, as well as their improvement.
  • Education of strong-willed, as well as moral qualities. These include: endurance, patience, the ability to plan, the desire to achieve the goal, the desire to win, the support of teammates, goodwill towards opponents, the ability to accept defeat.
  • Education of independence, responsibility.
  • The development of communication, compliance with the rules of relationships adopted in society.
  • Expansion and consolidation of motor experience.

In order to successfully complete the tasks, the teacher organizes outdoor games during a walk, combining them with physical exercises, while regulating the intensity and strength of the load.

To warm up the interest of children, such activities begin with those games where medium mobility is sufficient. Often used while walking folk games where folk songs and sayings are heard. The child moves a lot, gets a positive charge of energy, learns to navigate in space. Develops memory, gross motor skills.

"Sly Fox"

Develops patience, the ability to be calm, self-possessed, as well as attention, observation. The following physical exercises are involved here: running, a sharp change in the trajectory of movement, dodging, building on command in a circle.

Actions. Preschoolers stand in a circle, facing the center. The distance between fidgets is no further than an outstretched hand. Behind the circle, space is outlined - this is a mink of a fox. The teacher asks the preschoolers to close their eyes, warns them not to peep. Then he goes around the squinting kids from the back with the words: "I'm going to look for a very cunning fox in the forest." Having chosen a child who will become a fox, the teacher touches him with his hand, then allows the fidgets to open their eyes.

“Attention, there is a cunning fox among you. Look carefully, suddenly you recognize her by her behavior, - an offer comes from the teacher. Preschoolers ask the fox to show up: “Sly fox, show yourself! Respond!”, - and closely observe the behavior of other players. The fox stands and is silent. Only when she was called for the third time, she runs out to the center, raises her hands and announces: “Yes, I am a cunning fox.” Hearing these words, the preschoolers rush in all directions, and the fox tries to catch them. All whom she caught, she takes to her mink.

Rules. The fox should show up after being called the third time. If she gave herself away and the children guessed who the fox is, she is changed to another player. A preschooler who ran outside the outlined circle is considered to be caught by a fox, and the one whom she did not catch or grabbed last becomes a fox.

"Swan geese"

Agility, dexterity, attentiveness, speed of reaction develop.

How to conduct. The shepherd and the geese are located opposite each other, from different sides of the playground. On the side of one of the sides is a wolf's lair. The place in the center is a meadow where geese roam. Before the game, they determine who will be the wolf and who will be the shepherd.

The shepherd calls the geese: "Geese, geese!"

The goslings answer together: "Ha - ha - ha!"

Shepherd: "Do you want to eat?"

Geese: "Yes! Yes! Yes!"

Shepherd: “So fly all here!”

Goslings: “The gray wolf under the mountain! He won't let us go home!

Shepherd: “Oh, fly as you like, just take care of your wings!”

Hearing these words, the goslings run to the shepherd, and the wolf gooses them. You can play multiple times.

Having finished the classes of average mobility, you can hold a relay race or any other event with a competitive effect. For example, with a ball or other object. The group is divided into two teams. Before each, a few meters away, a label is placed: a box, a toy, or a colored sheet of cardboard.

Rules. Teams are given a ball. The first participant takes the ball and runs to the mark, where he leaves it and returns to his team. The second participant in the relay runs and takes the ball from the mark, passes it to the next child from his team. You can put several toys on the mark, then the task of the participants is to bring 1 toy at each race.

"Hit the mark"

There are many options for this assignment. On the street, you can use a hoop or draw a circle on the pavement with chalk.

The goal is the development of an eye, accuracy.

Rules. Place the hoop on the ground or hang low on a tree branch. Each child has 3 attempts. The distance between the hoop and the preschool children is no more than 2 m. The task is to hit the ball in the center of the circle.

"Throwing rings"

Accuracy develops, as well as the eye.

Rules. The kids are divided into two teams. A stick is stuck in the ground in front of each. It is necessary to throw colored rings on a stick. Each player has 3 rings. The team with the fewest mistakes wins.

It is useful after the activity shown to organize several sedentary game activities so that the kids calm down, the increased excitability is removed. A feature of all sedentary activities is the organization of preschoolers: kids are built in a circle, in a line, scatter running can be used.

The positive aspect of sedentary activities and exercises can be considered that all children can participate in them, regardless of physical form. Competitions, relay races can be difficult for kids with health problems. Shy, timid guys also do not like to show themselves in small groups: they are afraid of not coping. Teaching kids to be active is best to start with sedentary games.

"Ocean is shaking"

The teacher says: “The sea worries once! The sea is worried two! The sea is worried three! Marine figure - freeze! ”, - preschool children run around the yard during these words. At the last words, each fidget should depict any figure and freeze.

Coordination, spatial thinking develops, imagination and fantasy work.

"Who has the ball"

Develops observation, attention, dexterity, dexterity.

Children become close, making a circle. Hands are hidden behind the back. The host, who was chosen with the help of a counting rhyme, goes to the center and closes his eyes. One of the children takes a small ball and hides it behind his back.

On a signal, the leader opens his eyes, carefully observes the players who pass the ball from one to the other behind their backs. If the host points to the baby and says “hands”, he should immediately stretch his arms forward and show his palms. When the leader guessed who has the ball, the preschool children change places.

All outdoor games in the summer for a walk in the older group help preschoolers improve, improve their physical abilities, teach team play. In the courtyard kindergarten much more space for running, hide-and-seek, which the kids love so much. In the gameplay, dexterity, strength, dexterity, the ability to run fast and suddenly turn are developed.

Theme "Autumn"

In outdoor games in autumn, natural materials are often used. This is especially convenient in sunny dry weather for a walk in a preschool institution. At the same time, preschool children, in addition to entertainment, receive new knowledge and strengthen previously acquired ones.

"One leaf, two leaves"

Preschoolers repeat the count to 10, study the shape of the leaves of different trees, develop mindfulness.

The task is to collect 10 leaves with one similar property. For example, 10 red or yellow leaves. You can offer to collect maple, birch or mountain ash leaves that have fallen to the ground. Kids can collect acorns, chestnuts. Raising the sheet, the child counts aloud: "One leaf, two leaves, and so on."

"Circle or oval"

Preschoolers are given the task to collect leaves of a round or oval shape. Knowledge is fixed geometric shapes mindfulness develops.

"Leaf fall"

With the help of a counting rhyme, a leader is selected from the children. He holds several leaves in his outstretched arms. The task of the kids is to get a leaf out of the hands of the leader. The host releases the remaining leaves - depicts leaf fall. Such leaf fall can be arranged indoors in rainy weather.

Great amount winter games in our country due to its climatic features - heavy snowfalls. For little fidgets, snowball shooting, sledding, skiing and skating are favorite types of entertainment in winter.

In older kindergarten groups, preschoolers learn to ski. A competitive moment is added to these classes when children run at speed. Building a snow fort and then storming it with snowballs can capture the attention of fidgets for more than one day. In such classes, diligence, diligence, speed of reaction, speed of running are fixed.

Training in skiing, skating contributes to the development of coordination, motor skills, dexterity and dexterity. Sports elements in winter game activities attract the attention of preschoolers to sports. Learn to appreciate physical beauty and health. In addition, outdoor activities in winter are a good hardening for the body.

In room

Experts recommend more often to organize outdoor activities, especially with physical education elements on the street, in the fresh air. But during bad weather, when it is very cold outside, it is raining or it is damp and dirty, such classes are held in game rooms, gyms. The specificity is a fairly compact room, filled with furniture, toys.

Before the start of the game, preschoolers put things in order, make room to run and jump. Putting things in order introduces little fidgets to work. After class, the children must be sure to clean everything, put it in its place. Arrange the chairs correctly, put in place game elements put away the toys.

Outdoor games help to reveal the desire of kids to win. Children aged 3 and 4 just enjoy the gameplay: they don't care about the result or who won. Older children, from the age of 5, already want to prove themselves, stand out from the team, show their abilities.

For preschoolers of the older group, the goal is already important in each game. Fidgets want to win, to feel like leaders. The victory of the team is just as important as the victory of one player. Making up one team, children experience a sense of camaraderie, begin to appreciate team game. They have social ties, stable interest groups are formed.

The task of the educator is to help take the initiative, show independence. An adult must take into account the physical capabilities of each child, observe the behavior of children in the game process, and not allow insults or ignoring physically weak kids.

To create a trusting relationship, a friendly atmosphere, the teacher can participate in competitions as an ordinary player. Many games have been developed for the premises, in which a small number of playing kids can participate.

"Take a Corner"

From 4 to 5 people can take part. Agility and speed of reaction develop. If the lesson is conducted to music, then at the same time an ear for music, attention, a sense of rhythm are brought up.

How to spend. A triangular or square platform stands out in the room. Corners can be marked with colored, bright ribbons or high chairs can be placed. To the music of the teacher, preschool children walk in the center. The music has stopped - you need to take a free corner.

The rules can be changed. The children can immediately take the corners, and the leader stands in the center. When the music stops, the children try to run to the other corner. The leader tries to take a free place. Who did not have time - becomes the leader. Music can alternate, be slow, fast, teaches fidgets to listen to musical accompaniment.

"Find a Color"

It teaches mindfulness, the ability to navigate in space, act on command, as well as dexterity and speed.

In the corners of the room hang a large flag of a certain color, such as blue, red, green or yellow. Children receive small multi-colored flags in their hands. They walk around the room to the music. The teacher stops playing and invites everyone to gather at the yellow flag by raising the corresponding flag. Later conditions can be complicated. While the preschool children are walking, one of them rearranges the flags.

"Day. Night"

It teaches you to act on command, to run in all directions, without pushing, to walk freely without interfering with each other.

In the center of the room there are chairs on which preschool children sit. The teacher plays peppy music, says: "The day has come." The baby gets up from the chairs and starts walking. “Night is coming,” the teacher warns. Children run home, take chairs.

"Find a Pair"

Teaches mindfulness, quick wit, react quickly, memorize colors.

Items of two colors are used, for example, blue and red. The kids are divided into two teams. Everyone gets an item of the same color. It can be ribbons, cubes, flags.

Rules. The kids come out of the line and move freely around the room. After a signal from an adult or leader, preschoolers look for a mate by color. The rules can be complicated, for example, the number of children, objects must be odd, then someone will not find a mate. The remaining one kid can read a poem or sing a song.

Traffic Laws

One of the biggest problems of our time is the increasing number of young children who are victims of road traffic accidents. Often the cause of an accident on the road is the wrong behavior of the child. That is why the study of traffic rules is given Special attention in all children's institutions.

Kids from the age of 3 get acquainted with the colors of the traffic light, they are taught to understand what each color means and not to violate the rules of behavior on the road. Outdoor games according to traffic rules for preschoolers of the older group are more complex in form and content. Children attending nurseries preschool institutions are already familiar with the main road signs, they know what the gestures of the traffic controller mean. We have already learned how to cross the road at a traffic light, which side to bypass the bus on the road.

The theoretical knowledge gained in the senior group is fixed in memory in game form. Exercises to memorize the rules of traffic rules should be carried out regularly, and preschoolers should understand the importance of such knowledge.

Mobile games are combined with didactic material. The teacher must conduct a survey of what road signs are, how to behave at different colors of traffic lights. Consolidation of knowledge is carried out in the form of a game.

"Traffic light"

The goal is to consolidate knowledge about the traffic light, the rules of behavior on the road.

Choose a leader who depicts a traffic light. A red, green circle cut out of paper is hung on the chest and back. The presenter takes a paper yellow circle in his hands. The rest of the kids play the role of pedestrians.

On the floor or on the pavement, pedestrian crossings, an intersection with a traffic light are depicted in chalk. All pedestrians stand on different sides of the intersection. The traffic light turns and shows who can and cannot cross.

"Who is first"

The goal is to develop mindfulness, to consolidate knowledge about the colors of the traffic light.

The leader with 3 green, red and yellow flags stands in front of a line of preschoolers 10-15 meters away, then turns away, raises a green signal - the children run to the traffic light. Turns and raises a red signal - pedestrians must stop. Who did not have time, he is out of the game.

"Who will draw a zebra"

The team that knows more road signs and can tell what they mean wins.

How to play. Organize 2 teams. Each is given sheets of white paper, the future pedestrian crossing - zebras. The player of each team must name a road sign and tell what it means. For a correct answer, a white transition strip is spread out in front of the team. The team that knows more signs wins.

"Cars"

With musical accompaniment game process will be more interesting. A leader is chosen, and all the children will take their role in turn. The leader is given green and red flags. The rest of the players get car steering wheels.

At the green signal of the traffic light, the leader raises the green flag up - the cars have left the road. It is necessary to ensure that they do not collide and do not interfere with the passage of other cars. The host showed a red flag - the cars stopped. Cars that do not have time to stop go to the garage.

Outdoor games for the senior group

Walking and running games

  1. Sly Fox

Target: improve the skills of running in all directions with catching and dodging; develop dexterity, speed of reaction to a signal.

Stroke: The players sit in a circle at a distance of one step from each other.
The teacher invites the players to close their eyes and, going around the circle behind the backs of the children, touches one of the players, who becomes " cunning fox". Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away in some way? The players ask in chorus 3 times, first quietly, and then louder: “Cunning fox, where are you?”. The cunning fox quickly comes to the middle of the circle, raises his hand up and says: "I'm here." All the players scatter around the site, and the fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”. The children form a circle again and the game is repeated.

  1. Swan geese

Target: improve the skills of walking and running in all directions, develop the skills of running with catching and dodging; teach children to listen to the text and quickly respond to the teacher's signal.

Stroke: A wolf and a shepherd are selected from among the players. The rest of the children are geese. On one side of the site, a line is drawn, beyond which there are geese. This is their home. On the side of the site, a place is outlined - the wolf's lair. The "shepherd" drives out the "geese" to graze on the meadow. "Geese" walk, fly across the meadow.

Shepherd: Geese, geese" Geese: (stop and answer) Ha-ha-ha!

Shepherd: Do you want to eat? Geese: Yes Yes Yes!

Shepherd: So fly home! Geese: The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you like, just take care of the wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them. Caught geese go to the lair. After several runs, the number of geese caught by the wolf is counted. Then a new wolf and a shepherd are chosen.

  1. We are fun guys

Target: continue to teach children to act only on a signal; to consolidate running skills with catching and dodging; develop endurance, speed, agility.

Stroke: Children stand on one side of the playground or room. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, approximately in the middle between the two lines, is a trap. Children in chorus pronounce the text:

We are funny guys

We love to run and play.

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 them. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, a count of those caught is carried out and a new trap is selected.

  1. Mousetrap

Target: to consolidate the skills of running in all directions, without interfering with each other; coordinate their movements with the text of the poem; develop dexterity, quick reaction to a signal.

Stroke: The players are divided into two unequal groups. The smaller group forms a circle - a mousetrap. The rest are mice. They are outside the circle. Children, depicting a mousetrap, hold hands and walk in a circle, now to the left, then to the right, saying:

Oh, how tired the mice are,

They chewed everything, ate everything.

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's catch them all at once!

At the end of the poem, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. According to the teacher "clap!" children standing in a circle lower their hands and squat - the mousetrap is considered to be slammed. Mice that do not have time to run out of the circle are considered to be caught. They also become in a circle. When most of the mice are caught, the children switch roles and the game resumes.

  1. Carp and pike

Target: continue to teach to run in all directions in a limited space, without interfering with each other; develop the ability to quickly respond to a signal.

Stroke: One child is chosen to be the pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucians that swim inside the circle. The pike is behind the circle. At the signal of the teacher "pike!" she quickly runs into the circle, trying to catch crucians. Carp are in a hurry to take a place behind one of the players and sit down (hide behind the pebbles). The pike catches those carp that did not have time to hide. Those caught leave the circle. The game is repeated 3-4 times, after which the number of carp caught is counted. Then choose a new pike. Children standing in a circle and inside it change places, and the game is repeated.

  1. Whose link is more likely to gather

Target: improve the ability to walk and run in all directions, changing the rhythm and pace of movement; develop orientation in space, the ability to quickly respond to a signal.

Stroke: Children are divided into 3-4 groups with the same number of players: each group is given flags of any one color. At different ends of the site, 3-4 flags of the same colors are placed on stands. Each group is built in a column in front of a flag of its color. The teacher hits the tambourine and the children begin to walk, run around the playground in different directions. Movements change depending on the rhythm and pace that the teacher gives. At the signal "to the place!" children run to their flag and line up. The teacher notes which group lined up first.

Game instructions. After 2-3 repetitions, the game can be complicated. At the moment when the children are running, the teacher changes the places of the flags and says “to the places!” Children rush to line up in a column against their flag. The teacher notes which column was built first.

  1. Fifteen

Target: to consolidate the ability to run in all directions throughout the site, without interfering with each other, dodging the tag; develop speed, agility; teach children to "stain" correctly.

Stroke: Children are in different places of the playground (its boundaries are marked with flags). The selected tag, having received a colored bandage (ribbon), becomes in the middle of the site. At the signal of the educator, “catch!” all the children scatter around the playground, and the tag tries to catch up with someone and touch him with his hand. The one he touched moves away. The game ends when the tag catches 3-4 players. When the game is repeated, a new tag is selected. If the tag cannot catch any of the players within 30-40 seconds, another driver should be chosen.

  1. cat and mouse

Target: to consolidate the ability to walk in a circle, coordinating movements with the text of the poem; develop running skills with catching and dodging.

Stroke: The players stand in a circle. Choose a cat and a mouse. The mouse becomes in a circle, the cat behind the circle. The rest of the children walk in a circle and say:

Vaska walks white,

Vaska's tail is gray,

And the arrow runs.

The eyes are closed.

Claws straighten out

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

With the last words, the children stop, and two children in the agreed place raise their hands,

leaving the passage - the gate. The mouse, running away from the cat, can run through the gate and crawl under the arms of those standing in a circle. The cat, trying to catch the mouse, can only run through the gate in the circle. When the cat catches the mouse, other children are selected for these roles, and the game is repeated. If the cat cannot catch the mouse for a long time, the teacher arranges an additional gate.

jumping games

  1. Fishing rod

Target: improve the skills of jumping in place, achieving a soft landing on toes; develop mindfulness, dexterity.

Stroke: Children stand in a circle. In the center of the circle is the teacher. 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 above the ground itself, and the children jump up, trying so that the bag does not touch their legs. Previously, the teacher shows and explains to the children how to bounce: push off strongly and pick up their legs. Pauses should be taken from time to time to allow the children to rest.

  1. Don't stay on the floor (on the ground)

Target: continue to teach children to jump from objects of different heights, landing on their toes; to consolidate the ability to walk and run in all directions, quickly respond to a signal.

Stroke: On all sides of the site (room) there are objects 25-30 cm high: stairs with steps, low boxes, benches, etc. A trap is chosen. They put a bandage on his hand. Children are placed on objects in different areas of the playground. To the beat of the tambourine, the children jump off and run around the playground. The trap takes part in the general movement. At the signal of the teacher "Catch!" all the children again climb up the placed elevations. The trap catches those who did not have time to jump on the dais. Those caught sit aside. After 2-3 repetitions, the catches are counted, a new trap is selected and the game resumes.

The teacher makes sure that the children jump off the objects with two legs and land on their toes; so that they scatter all over the site, away from the objects on which they must climb.

  1. Rope jumping

Target: exercise children in jumping over a swinging rope on two legs, achieving a soft landing on their toes.

Stroke: Two children hold both ends of a thick rope, cord or long rope. Slowly and evenly, they begin to twist it towards the standing children, and they in turn jump over the rope, trying not to hit it. The one who touches changes one of the twisters of the rope.

  1. "Hunter and Hares».

Target: teach children to choose a target, follow the movement of the ball and evaluate the result. To consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging.

Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. In each house there are 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal, the hares run out of their houses into the clearing and jump on two legs, moving forward. According to the teacher "Hunter!" hares run to the houses, and a child, representing a hunter, throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to him. After 2-3 repetitions, the number of hares caught is counted, a new hunter is selected and the game is resumed.

  1. homeless hare

Target: to consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging; develop speed and agility.

Stroke: There are hoops on the floor one less than the number of players. Children run and jump around the hall to the words: Bunnies run through the meadow, through the woods.

Collecting strawberries -

Juice yes lope, juice yes lope!

Here the clearing is softer than silk.

Look around, look around!

Beware of the dashing wolf!

Beware, beware!

After the words "Beware!" each of the children tries to take a free hoop. To the one who was left without a hoop, they say: Bunny, bunny, don't yawn!

Get the house fast!

  1. Don't get caught

Target: raise motor activity children, to consolidate the ability to jump on two legs back and forth; develop speed, agility, dodge.

Stroke: A circle is drawn or a cord is placed in the shape of a circle. All players stand behind him at a distance of half a step. The leader is chosen. He becomes inside the circle anywhere. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside the circle. When the driver approaches, the players jump out of the line. The one touched by the driver is considered the loser. After 30-40 seconds, the losers are counted, a new driver is selected.

  1. "Frogs".

Target: Teach children to jump by pushing off with both feet and landing on the toes of both feet. Develop jumping ability, agility.

Stroke: The frog teaches the frogs to jump. She stands to the right of the pond, the frogs to the left. Each frog gets into the house and, listening carefully to the commands, jumps, pushing off with both legs and landing on both legs. The frog clearly gives the command: “Bump, leaf, leaf, house, leaf, bump, bump!” One frog is jumping, the rest are watching to see if he is doing it right. If the frog jumped high and did not mix up any commands, he learned to jump and stands next to the frog, and if he made a mistake, he returns to the frogs.

throwing games

  1. ball school

Target: develop ball skills in children: throw up, hit the ground with different tasks, catch the ball with both hands, without pressing it to the chest; develop dexterity.

Stroke: A small ball is given for the game. I play children one at a time, two at a time and in small groups in turn. During the game, the child who made a mistake passes the ball to another. When the game continues, he starts with the movement on which he made a mistake. Types of movements:

throw the ball up and catch it with both hands; toss the ball, clap your hands in front of you and catch the ball;

hit the ball on the ground and catch it with both hands; hit the ball, clap your hands and catch the ball;

stand facing the wall at a distance of 2-3 steps from it, give the ball about it and catch it with both hands;

throw the ball against the wall, let it fall to the ground and bounce off it, and then catch the ball;

hit the ball on the ground up to 5 times with the right and left hand.

  1. "Throw the flag."

Target: exercise in throwing at a horizontal target; teach children to choose a target, follow the movement of the ball and evaluate the result. Develop accuracy, eye.

Stroke: Children stand in two lines one after another, in the hands of the first line are balls, sandbags. Ahead, at a distance of 4-5 m, there are several flags at the same level, Children simultaneously throw sandbags over their heads with both hands or one, trying to throw them over the line of flags, The teacher counts how many children threw the bags over the flags. Then the children pick up the bags, run and pass them to their partner. Rolls the next rank, then compares the results.

  1. fox hunting

Target: exercise children in rolling balls, develop strength, accuracy.

Stroke: Children are divided into two teams: "Hunters" and "Foxes". In the hands of hunters are balls on a string. The foxes run all over the place. At the signal "Hunters!" children with balloons roll them and take them back, pulling the rope. If the ball hit someone, then the children change roles. Children depicting foxes stand motionless at this time. At the end, they count how many times who has been a fox.

  1. Skittles

Target: exercise children in rolling balls, develop strength, dexterity.

Stroke: Skittles standing in a row at a distance of 3-5 cm from one another. At a distance of 1.5-3 m from them, a line is drawn - “kon”. The players, in order of priority, go to the line and roll the ball with a throw, trying to knock down the skittle. Knocked down skittles are picked up. The winner is the one who knocks down more pins due to the specified number of balls. The distance between the pins, as well as from the pins to the Kona line, increases gradually.

  1. White bears

Target: exercise children in loose walking on the outside of the foot, in throwing bags at a moving target; develop an eye.

Stroke: Children are divided into two teams: bears and hunters. Bear children walk around the site like a bear to the words: A bear walks in the Arctic,

Wandering white in the snow.

Looking for food here and there.

The wind blows, blows, blows

Sows with fine snow, sows.

On a signal from the "Hunters", the bears run away, and the hunters throw sandbags at the feet of the fleeing bears. After counting, the children switch roles.

  1. Put on a ring

Target: exercise children in throwing rings on pegs; develop accuracy and dexterity.

Stroke: Plotted or plotless ring throws are used: 2-6 pegs on stands of various shapes. Children throw rings from a distance of 1.5-2.5 m. The game can be played with a group of children (4-6 people). Children receive three rings and take turns throwing them, trying to hit any peg. The teacher notes which of the children throws more rings.

  1. rushes

Target: exercise children in throwing snowballs at a moving target, develop accuracy; to consolidate running skills, develop speed, dodge.

Stroke: On one side of the site, a house is separated by a line, a second line is drawn at a distance of 5-6 m, behind which there is another house. Another line is drawn along one of the sides perpendicular to the houses. The players are divided into two groups - two squads (no more than 6-8 people in each). Children of one detachment stand along the line of any house. Another unit is placed along the sideline; Each child has two snowballs at their feet. At the signal of the teacher, the first detachment runs from one house to another. The children of the second detachment take one snowball at a time and throw them at the runners. Those who are hit by a snowball step aside. On a new signal, the dash occurs in the opposite direction; children standing at the sideline throw a second snowball at those running. The salted ones also step aside this time. The teacher notes which of the children of one and the other detachment was more dexterous, bold, well-aimed. The squads change places and the game resumes.

  1. Edible - inedible

Target: exercise children in throwing balls to each other and catching it with both hands, without pressing it to the chest.

Stroke: On the ground, a short line indicates the con, where the driver stands with a medium-sized ball in his hands. A long line indicates the starting line for the players. The players line up behind the starting line. The driver in turn throws a ball into the hands of each player, calling

objects and phenomena living and inanimate nature(cloud, birch, cake, crocodile, compote, etc.) The player, having figured out while the ball is flying, whether it is edible or not, must catch or not catch (beat away) the ball. If true, the player takes a step forward towards the horse. If incorrect, it stays where it is. The driver throws the ball to the next one. The one who gets to the end first wins and becomes the leader.

Crawling and climbing games

  1. Bears and bees

Target: to fix different climbing methods in children: along the gymnastic wall, crawling under an arc or a rope; develop resourcefulness, ingenuity.

Stroke: The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. Away from the bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into two unequal groups. Most of them are bees that live in the hive. Bears in the den. On a signal, the bees fly out of the hives (get down from the gymnastic wall), fly to the meadow for honey and buzz. At this time, the bears run out of the den and climb into the hive (climb the wall) and feast on honey. As soon as the teacher gives the 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 (touch by hand). Then the game resumes. Stung bears do not participate in the next game. After two repetitions, the children switch roles.

The teacher makes sure that the children do not jump off, but get off the stairs, provides assistance.

  1. Firefighters in training

Target: to exercise children in climbing the gymnastic wall in a convenient way.

Stroke: Children become facing the gymnastic wall in 3-4 columns (according to the number of spans). The first in the columns stand on the line (distance 4-5 steps from the wall). On each span of the gymnastic wall, bells are hung on the rail at the same height. At the signal of the teacher "One, two, three - run!" the children standing in the columns first run to the gymnastic wall, climb on it and ring the bells. Then they descend and return to the end of their column. The teacher notes the one who called first. Game continues. The column that wins more players who managed to call first.

The teacher makes sure that the children get off, and not jump off the rails, if necessary, helps. Those who break the rule will not receive any winnings.

  1. Bring the pouch

Target: exercise in crawling on the bench on all fours with a bag on the back; develop posture.

Stroke: 3-4 children stand on benches, put a bag of sand on their backs. Crawl on all fours to the end of the bench. The one who comes first wins.

When moving, do not drop the bag; if he fell, pick him up, put him back on his back and crawl on; at the end of the bench, take the bag from the back, also without dropping it.

  1. flight of birds

Target: to consolidate the skills of running in all directions, to continue to learn how to climb the gymnastic wall and go down from it.

Stroke: Children stand scattered at one end of the playground (room). They are birds. At the other end of the site, a climbing tower or a gymnastic wall with several spans is placed. At the signal of the educator “The birds are flying away!” - the birds fly, spreading their wings (children, raising their arms to the sides, run around the entire site). At the signal "Storm!" birds fly to the tower - hiding from the storm in the trees. When the teacher says: “The storm has stopped,” the birds descend from the tower and fly again.

The teacher should be near the climbing equipment to help the children if necessary. If the gymnastic wall has few spans, children can climb onto benches, boards placed on chairs, or other climbing equipment.

  1. Who is more likely to his flag

Target: to exercise children in running at speed, in crawling under the arc in a convenient way.

Stroke: Children are divided into 3-4 equal groups and stand in columns a few steps from one another at the line beyond which they should not go. At a distance of 4-5 m from this line, gates are placed in front of each column. There are still flags ahead on the line. At a prearranged signal, those standing first in the columns run to the gates, crawl under them. Then they run to the flags, raise them over their heads and wave them. Then they calmly put the flags on the floor and each run back to the end of their column. The one who runs first wins. The next ones run to the checkboxes.

  1. Squirrels in the forest

Target: to improve children's climbing skills on various physical training equipment in various ways that are convenient for completing the task.

Stroke: The game is played on the court or in a room where there is a gymnastic wall. In addition to it, portable climbing devices are placed: a double ladder, a pyramid with trailing boards and ladders, benches, boards laid on large cubes, etc.

The driver is chosen - the hunter. He becomes a house - a circle drawn in the opposite part of the site or room. The rest of the players are squirrels, they are placed on the trees. At the signal of the educator "Beware!" - or by hitting a tambourine, all the squirrels change places: they quickly get off, jump off the devices and climb onto others. At this time, the hunter catches them - touches them with his hand. Squirrels are considered caught, which the driver will touch with his hand while they were on the floor, as well as those that remained in their original places. They go to the hunter's house and miss one game. A new hunter is selected after 1-2 games. At the end of the game, the teacher notes those squirrels that were brave and dexterous.

During the game, the teacher makes sure that the children use different devices and do not jump from an unauthorized height.

Games - relay races

  1. obstacle course

Target: to activate the motor experience of children, to improve the movements familiar to them; develop dexterity, speed, ingenuity.

Stroke: Children are built in two columns. Against each at a distance of 6-7 m put flags of different colors (according to the number of children in the team). Not far from the children, a conditional line is drawn, from which they run one by one from each column to the flags. On the way, children must overcome such obstacles: run along the gymnastic bench, crawl into the hoop in any way, jump over the rope stretched at a height of 30 cm. Having overcome all the obstacles, the child takes the flag and runs sideways, bypassing the obstacles, to his column. Having run up, he must give a signal with a clap of his hand to a comrade who will run next. The teacher notes the detachment that quickly and well completed all the exercises. Children from this squad raise flags up.

  1. Pair relay

Target: exercise children in throwing and catching the ball to each other in motion; develop speed, agility, accuracy.

Stroke: The players in each team are divided into pairs. The team from the team is located 6-7 meters. The distance between the players in pairs is 2-3 m. The pairs run at the same time, throwing the ball to each other. You cannot take more than two steps with the ball in your hands. Having reached the flag, they return in the same way back and pass the ball to the next pair standing at the start.

  1. Throw the ball into the ring

Target: exercise children in throwing balls at a vertical target in different ways; develop accuracy, eye.

Stroke: Teams are built in columns one by one in front of the basketball backboards (you can also use a rack with a basket) at a distance of 2-3 meters or more. On a signal, the first number throws the ball around the ring, then catches the ball and passes it to the second participant, who performs the same task, etc. Players alternately throw the ball in the agreed way (two hands from the chest, two hands from below, one hand from the shoulder). The team that gets more hits.

  1. Bring the ball

Target: improve the skills of running at speed with the performance of tasks; develop speed.

Stroke: Teams are built in columns one by one or in a line in front of the starting line. On the opposite side of the court, against each team, there is a box of tennis balls in the amount corresponding to the number of players in the team. On a signal, the first number runs to the box, takes one ball and runs back to his place, clapping on the shoulder of the next player;

the second number repeats the same, and so on. The relay race ends at the moment when the last player brings his ball and gets into line.

  1. forest relay

Target: teach children to run fast, navigate in space; develop motor activity, speed.

Stroke: The players are divided into 2-3 teams, stand in columns on one side of the clearing. On the other side of the clearing, 2-3 trees are selected, located at the same distance from the players. At the whistle or other signal of the teacher, those standing in the teams are the first to quickly run, crossing the clearing, run around their tree and return back. The next players stand ready with their left hands outstretched, palm up. When the first come running, they pass the baton with a touch of the hand, and then the children who are second run. The team whose players complete the task first and accurately wins.

Relay options: *

Each player runs around the tree 2-3 times;

Each player runs around the trees 2 times, describing the eight around them;

Do the task in pairs, holding hands.

Games with different movements

  1. Tiger and hares

Target: exercise children in running in a limited area, in climbing and jumping off a snowdrift; develop dexterity, speed, dodge.

Stroke: The game is played in a small area. There should be a snowdrift or any other snow-covered elevation on the site, open from all sides. Draw a circle 2 meters around the snowdrift. According to the counting rhyme, the driver is selected - "tiger". He stands on a snowdrift, and "hares" run in a circle. The task of the tiger is to jump on the hare and grab it. If the tiger only touched the hare, then this is not considered a win. When the tiger grabs the hare, they switch roles. Hares can dodge, run in circles, climb a snowdrift when there is no tiger there.

  1. Animals, prick up your ears

Target: to consolidate the ability to quickly, at the signal of the educator, rearrange from the general circle into several circles; improve skills different ways walk.

Stroke: Children stand in a circle. The teacher disconnects it in several places. Small circles are created from the formed parts - houses of bunnies, squirrels, foxes, bears, frogs, etc. The teacher passes by the animals and invites them to follow her. Squirrels move, quickly mincing with their feet, hares - in small jumps, bears - roll over, foxes - with a soft step on their toes. Having formed a general circle, the children dance, spin, make any movements. At the signal "Hunters are coming!" animal children scatter and try to form circles-houses as soon as possible. The groups that do it first and fastest win.

  1. Entertainers

Target: activate the motor experience of children, improve familiar movements; develop attention, imagination, creativity.

Stroke: One of the players is chosen as an entertainer, he becomes in the middle of the circle. The rest of the children, holding hands, walk in a circle and say:

In an even circle, one after another

We go step by step.

Stand still, stay together

Let's do it like this...

Children stop, lower their hands. The entertainer shows some kind of movement, and all the children must repeat it. After 2-3 repetitions of the game, the entertainer chooses one of the players to take his place, and the game continues. Entertainers come up with a variety of movements, not repeating those shown. The game is repeated 3-4 times.

  1. cap and wand

Target: improve the skills of walking in a circle; develop attention.

Stroke: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to the very nose, covering his eyes. The rest of the children hold hands, forming a circle. They go in circles, saying: One, two, three, four, five -

The stick will knock.

A child in a cap knocks with a stick. With the end of the words, everyone stops, turns to the middle. A child in a cap holds out a stick. The one she points to takes the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him. If he guessed correctly, he chooses who will go to the middle.

  1. Teteri

Target: to exercise children in performing movements in accordance with the text of the nursery rhyme, in running with catching. Stroke: As in our meadow

It costs a cup of cottage cheese

Two black grouse arrived

They pecked, they flew away.

Two players represent black grouse. They are in one of the corners of the room. Other children (6-8

people) stand in a circle in the middle of the room, holding hands. This is a cup of cottage cheese. The text is read in chorus, slightly crouching springily to the rhythm of the nursery rhyme. On the third line, the black grouse jumps closer to a cup of cottage cheese. On the fourth line, the grouse jumps on two legs near the cup, slightly tilting their heads inside the circle (pecking). With the end of the nursery rhyme, the children, depicting a cup, raise their hands up, shouting “Shu u u!”, As if frightening the grouse, and the grouse fly away to their corner. Children catch them. The black grouse changes places with the one who caught it. The game is repeated.

Running games

  1. Owl.

Target: improve the ability to run in all directions, without interfering with each other, stopping movement at the signal of the teacher; develop endurance.

Stroke: In one of the corners of the site, a nest of an owl is outlined by a circle. All children depict butterflies, beetles. The teacher appoints one of the players as a “owl”. At the signal of the educator "Day!" children run around the playground, waving their arms, imitating the movement of the wings. At the signal "Night!" an owl flies out of the nest. Butterflies and beetles freeze, stopping at the place where the signal caught them. And the owl, slowly flapping its wings, looks to see if someone is moving. The one who moves, the owl takes to his nest. The teacher says "Day!" again. The owl flies to its nest, and the butterflies and beetles begin to fly (run) again. The departure of the owl is repeated 2-3 times. After that, the number of those caught is counted, the teacher chooses a new owl, and the game resumes.

  1. Day and night

Target: improve speed running skills; develop speed, attention.

Stroke: The participants of the game are divided into two teams: "Day" and "Night". Their houses are on opposite sides of the site, beyond the line. Another line is drawn in the middle. At a distance of one step from her, on either side, teams line up with their backs to each other. The teacher says: “Get ready!”, And then gives a signal to the team that should catch. If he said “Day”, then the children from the “Night” team run to their house, and the children from the “Day” team turn around and catch them, but only to the border of the house of the runaways. The number of caught is counted, then the children line up again along the line and wait for the next signal.

The game is repeated 4-6 times. The teacher can name the same team 2 times in a row, but it is necessary that in total each team catches the same number of times. The team that catches the most kids wins.

  1. Two frosts.

Target: exercise while running at speed with catching and dodging.

Stroke: On opposite sides of the site (at a distance of 15-20 m, 2 parallel lines)) are two houses. The players are located in one of them. With the help of a counting rhyme, two "Frosts" are chosen. Both frosts stand in the middle, facing the players and pronounce the text: We are two brothers, well done,

Two frosts are daring.

One(pointing to himself) I'm frost - Red nose,

Another: I am frost - Blue nose.

Well, which of you will dare to set off on a path?

Children: We are not afraid of threats

And we are not afraid of frost!

After these words, the children run across to the other side of the playground beyond the “home” line, and the Frosts try to catch and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run. Frosts again speak words, and the players run back, helping out the frozen ones along the way. After 2-4 runs, the number of those caught is counted, other frosts are selected, the game is resumed.

  1. Skipping rope.

Target: improve running skills with catching and dodging; learn to coordinate your movements with the movements of your comrades; develop orientation on the site.

Stroke: Two children take an ordinary short rope by different handles, run around the playground, trying with their free hand to knock down one of the children running away from them. The first one caught stands between the leaders, takes the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them must catch one player. (do not let go of the rope, coordinate actions in triplets).

  1. Get your couple.

Target: improve speed running skills; develop speed, coordination of movements.

Stroke: Children become pairs one by one at a distance of 2-3 steps on one side of the playground. At the signal of the teacher, the first in pairs run to the other side of the site, the second catch up (each with their own pair). In the opposite direction, the children change places: first

Outdoor games

outdoors

A selection of games for organizing a walk for children.

Prepared by:

Senior teacher Peryakina O.V.

"HELLO".
Everyone stands in a circle, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands with each other and say: "Hello!" You can also give your name (this is discussed in the terms of the game). Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the leader.
"TRAFFIC LIGHT".
On the site it is necessary to draw two lines at a distance of 5 - 6 meters from each other. The players stand in one line. The driver stands between the lines approximately in the middle with his back to the players. He names a color. If the players have this color in their clothes, they freely pass by the driver. If the player does not have such a color, then the driver can knock over the running player. The salted one becomes the leader.
"HARE WITHOUT A LAIR".
The participants of the game stand in pairs facing each other, raising their clasped hands up. These are rabbit houses. Two drivers are chosen - "hare" and "hunter". The "hare" must run away from the "hunter", while he can hide in the house, that is, stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the "hunter". If the "hunter" touches the "hare", then they change roles.
"SANTIKI-FANTIKI LIMPOPO".
The players stand in a circle. The driver moves away from the circle for a few seconds for a short distance. During this time, the players choose who will be "showing the movements." This player will have to show various movements(clapping, stroking the head, stamping the foot, etc.) All other players repeat the movements after him. The task of the driver is to determine who will show the movements. Movements begin with ordinary claps. At the same time, throughout the game, the guys say the words in unison: "Santiki-wrappers lim-po-po ...". At a moment imperceptible to the driver, the one who shows changes the movement, everyone must quickly change the movement too, so as not to let the driver guess who is leading them. The game continues until the showing is found.
"SEINE".
The game takes place on a limited area, the limits of which cannot be left by any of the players. Two or three players join hands, forming a "net". Their task is to catch as many "swimming fish" as possible, that is, the rest of the players. The task of the "fish" is not to get caught in the "net". If the fish could not dodge and ended up in the "net", then it joins the drivers and itself becomes part of the "net". "Fish" do not have the right to tear the "net", that is, to disengage the hands of the drivers. The game continues until the player who turned out to be the most agile "fish" is determined.

"TRAPS".
Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. All the rest join hands, forming a chain. They must move through the traps. At the command of the host (clap, word, etc.), the traps "slam", that is, the guys forming the traps lower their hands. Those players who are caught in traps form pairs and become "traps" themselves. The winner is the one who does not fall into any of the traps.
"WATER".
The driver stands in a circle with eyes closed. The players go in a circle with the words:
"Water, water,
Why are you sitting underwater?
Look out for a glimpse
For one minute
1, 2, 3".
The circle stops. "Vodyanoy" points with his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. "Waterman" can touch the player standing in front of him, but his eyes cannot be opened. If the driver guessed correctly, they change roles, and now the one whose name was called becomes the driver.
"SALKI".
One driver is selected, who must catch up and overpower the players. The tagged player also becomes the driver, while he must run and hold on with one hand to that part of the body for which he was tagged. The winner is the one who is not caught by the driving players.
"CATCH THE DRAGON'S TAIL".
The players stand in a line, holding on to each other's shoulders. The first participant is the "head", the "last - the tail" of the dragon. The head should touch it.
"Zhmurki".
The driver's eyes are closed. One of the participants twists it on the spot. At the same time, you can say a tongue twister: - "What are you standing on?" -"On the bridge". - "What are you eating?". "Sausage". - "What are you drinking?" -"Kvass". "Look for the mice, not us."
After these words, the children run around the room. "Zhmurka" must guess by touch if he catches someone.
"VELcro".
The participants in the game run on the command of an adult. Two drivers, holding hands, try to catch the fleeing participants in the game. At the same time, they say: "I'm Velcro - sticky, I want to catch you!". Each caught Velcro participant is taken by the hand, and he, too, becomes the leader with them. Then the fourth player joins them, and so on.
"GLUES RAIN".
Children stand one after another in a line. Each participant holds on to the shoulders of the person in front. In this position, "snake", they overcome various obstacles, carry out the tasks of the leader,
EG:
- Jump over the bump
- Pass through the log
- Jump over a puddle
- Go around the "wide lake"
When performing tasks, children should not unhook from each other.
"FIND THE HANDKERCHIEF."
All participants stand in a circle. The leader is chosen, he becomes in the center of the circle. One of the players is given a small handkerchief. He passes it to another, standing nearby, but in such a way that the driver does not notice. Whoever the driver notices a handkerchief, he becomes the driver.
"CAT IS COMING".
For the game, a playground is outlined, in the corner of which there is a "cat's house", and on the sides - "holes of mice". The role of the cat is played by the host. The game begins with a saying that the teacher says:
Mice, mice, come out
Play, dance
Come out quickly
Sleeping mustachioed cat-villain!
"Mice" crawl out of the "minks", run, jump, repeat the words in chorus:
Tra-ta-ta, tra-ta-ta
No mustachioed cat!
But the teacher gives a signal: "The cat is coming!". All mice should freeze and not move. The "cat" bypasses the "mice" and takes to his house those who have moved. Bold "mice" behind the cat can move, but should freeze as soon as the cat turns in their direction. The teacher says: "The cat is gone!" and the mice come to life again.
"ICEBERG".
The facilitator draws three circles of different sizes (large, medium, small) on the asphalt or lays out whatman paper on the floor so that all the participants in the game can fit in them. All players move freely and randomly around the court. At the command of the leader "Icebergs" everyone must fit in the allocated space. Who steps on the edge, he is out of the game. As the game continues, the available area is gradually reduced, leaving the smallest circle at the end.