Outdoor games in kindergarten. Recall childhood Russian folk games outdoor games. Games with light

Let's remember childhood?

on the fresh air.

Funny outdoor games are our childhood. Who does not remember the constant hide-and-seek, hide and seek, catch-up, bastards? When did these games originate? Who invented them? There are probably no definitive answers to these questions. These games, like songs and fairy tales, were created by the people. They perfectly temper the body and soul. These games make you move a lot and require resourcefulness, ingenuity, dexterity and perseverance. They are usually held outdoors in an open area. Children of the most different ages from preschoolers to high schoolers. Their rules are simple and clear.

The plot of the game is very simple: one driver is chosen, who must catch up and knock down the players who have scattered around the court. But this game has several complicating options. 1. The tagged player becomes the driver, while he must run, holding on to the part of the body for which he was tagged. The first player the driver touches becomes the leader himself. 2. The salted player stops, stretches his arms to the sides and shouts: "Tea-tea-help out." He is "bewitched". Other players can “disenchant” him by touching his hand. The driver must "bewitch" everyone. To do this faster, there may be two or three drivers.

This game is probably familiar to you, however, it has many different options. The basic rules are: one person drives, while others hide. The driver must find all the players and knock them out before they have time to hide "at home". The driver, selected with the help of a rhyme, stands in the agreed place with eyes closed. This place is called "kon". While the driver is loudly counting up to 20-30, all the players are hiding in a certain area. After the end of the count, the driver opens his eyes and goes in search of those who have hidden. If he sees one of the hidden players, he loudly calls his name and runs to the horse. As a sign that the player has been found, you need to knock on the horse against a wall or tree. If the found player runs to the horse and knocks there before the driver, then he is not considered caught. He steps aside and waits for the end of the game. The driver must "catch" as many hidden players as possible. The next time the driver becomes the player who was found and “caught” last (or, according to the decision of the players, the first). Every time the driver moves far away from the horse, the hidden players can sneak up to the horse and knock. In this case, they will not be considered detected.

Two lines are drawn on the site at a distance of 10-15 meters - two "houses". In one there are geese, in the other their owner. Between the "houses", "under the mountain", lives a "wolf" - a driver. The “master” and the “geese” conduct a dialogue between themselves, known to everyone from early childhood: - Geese, geese! - Ha-ha-ha! - Do you want to eat? - Yes Yes Yes! - So fly! - We can not. The gray wolf under the mountain does not let us go home! After these words, the "geese" try to run across to the "owner", and the "wolf" catches them. The caught player becomes a "wolf".

The players line up in pairs, holding hands. The driver stands in front of the column a few steps away, with his back to the players. He says: Burn, burn bright, To not go out. And one, and two, and three. Last couple run! On the word “run”, the last couple should quickly run around the column and stand in front. And the driver seeks to get ahead of them and take one of the places of the first pair. The one who did not have enough space becomes the leader. Instead of the words “last pair”, the driver may say: “Fourth pair” or “Second pair”. In this case, all players need to be very careful and remember what they are in the column in a row.

Two lines are drawn on the site at a distance of 6-8 meters from one another. Behind one line is the driver - "bear", behind the other is the "house" in which children live. Children go out of the "house" to the "forest" to pick mushrooms and berries. They come to the bear's lair with the words: In the bear's forest Mushrooms, I take berries. And the bear does not sleep, Everything looks at us. On the last words, the “bear” jumps out of the “lair” and tries to overpower the children running away to their house. A player tagged with a "bear" becomes a "bear".

The leader is chosen - "monk" and the leader - "seller". All other players think in secret from the “monk” of the color of paints. Colors must not be repeated. The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, came to you for paint.” Seller: "For what?" The monk names any color, for example: "For blue." If there is no such paint, then the seller says: “Go along the blue path, you will find blue boots, wear it and bring it back!” "Monk" starts the game from the beginning. If there is such a paint, then the player who guessed this color tries to escape from the "monk", and he catches up with him. If you caught up, then the “paint” becomes the leading one, if not, then the colors are guessed again and the game is repeated.

The game takes place on a small limited area where there are no dangerous obstacles. The driver is blindfolded, or he just closes his eyes. He must, with his eyes closed, touch one of the players. The players run away from the driver, but at the same time they do not go beyond the site and be sure to give a voice - they call the driver by name or shout: "I'm here." The salted player changes roles with the leader.

Alyonushka and Ivanushka are chosen, they are blindfolded. They are inside the circle. The players stand in a circle and hold hands. Ivanushka must catch Alyonushka. To do this, he can call her: "Alyonushka!" Alyonushka must necessarily respond: “I’m here, Ivanushka!”, But she herself is not in a hurry to meet Ivanushka and, sensing his approach, runs off to the side. The movements of the drivers are comical and sometimes unexpected. It happens that Ivanushka takes one of those standing nearby for Alyonushka and rather grabs him. They explain the error to him. As soon as Ivanushka caught Alyonushka, other guys take their place and the game starts all over again.

The players are divided into two groups. One depicts the Cossacks, the other - the robbers. The Cossacks have their own house, where during the game there is a watchman. His duties include guarding the captured robbers. The game begins with the fact that the Cossacks, staying in their house, give the robbers the opportunity to hide. At the same time, the robbers must leave traces: arrows, conventional signs or a note indicating the location of the next mark. Traces may be false, in order to intimidate the Cossacks. After 10-15 minutes, the Cossacks begin searching. The game ends when all the robbers are caught, and the one who was seen by the Cossacks is considered to be caught. The game is best played on a large territory, but limited by any signs. At the end of the game, the Cossacks and the robbers change roles.

A fishing rod is a jump rope. One of its ends is in the hand of the "fisherman" - the driver. All players stand around the "fisherman" no further than the length of the rope. The "fisherman" begins to spin the "fishing rod", trying to hit the legs of the players with it. "Fish" must protect themselves from the "fishing rod", jump over it. So that the "fish" do not interfere with each other, there should be a distance of about half a meter between them. "Fish" should not leave their seats. If the "fisherman" managed to catch the "fish", that is, touch the "fishing rod", then the place of the "fisherman" is taken by the caught "fish". The following condition must be observed: the rope can be twisted in any direction, but it cannot be lifted from the ground higher than 10–20 centimeters.

Two people are selected for the game: one is a “cat”, the other is a “mouse”. In some cases, the number of "cats" and "mice" is even greater. This is done in order to spice up the game. All other players stand in a circle, holding hands, and form a "gate". The task of the "cat" is to catch up with the "mouse" (that is, to touch it with your hand). In this case, the "mouse" and "cat" can run inside the circle and outside. Those standing in a circle sympathize with the "mouse" and help her in any way they can. For example: having passed the “mouse” through the “gate” into the circle, they can close it for the “cat”. Or, if the “mouse” runs out of the “house”, the “cat” can be locked there, that is, lower your hands, closing all the “gates”. This game is not easy, especially for the "cat". Let the “cat” show both the ability to run, and its cunning, and dexterity. When the "cat" catches the "mouse", a new pair is selected from among the players.

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5-6 meters from each other. The task of the players is to reach the driver as quickly as possible and touch him. The one who did this becomes the leader. But it is not easy to reach the driver. The players move only under the words of the driver: “You go quieter, you will continue. Stop!" At the word "stop" all the players freeze. The driver, who had previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also goes back to hell. And then the game continues.

The players are divided into two teams and stand, holding hands, facing the opposing team, at a distance of 5-7 meters. One of the teams starts the game with the words: "Ali Baba!" The second team answers in chorus: “About what, servant?” The first team speaks again, naming the name of one of the players of the opposing team, for example: “Fifth, tenth, Sasha here for us!” The named player leaves his team and runs to the opposing team, trying to break the chain with a run, that is, to disengage the hands of the players. If he succeeds, he takes the player who unhooked his hands to his team. If the chain is not broken, then he remains in the opposing team. The teams start the game in turn. The team with the most players after a certain amount of time wins.

This game requires a plank and twelve sticks. The plank is placed on a flat stone or a small log to make it look like a swing. Twelve sticks are placed on the lower end of the board, and one of the players hits the upper end so that all the sticks scatter. The driver collects sticks, and the players at this time run away and hide. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. The found player is out of the game. Any of the hidden players can sneak up to the "swing" unnoticed by the driver and scatter the sticks again. At the same time, hitting the board, he must shout out the name of the driver. The driver collects the sticks again, and all the players hide again. The game ends when all the hidden players have been found and the driver has managed to save his wands. The last player found becomes the leader.

This game is also a good mindfulness test. It is very simple, its rules are easy to explain. With your right hand, point to the floor and call: "Gender." Then point to your nose (it's better if you touch it), say: "Nose", and then raise your hand up and say: "Ceiling." Do it slowly. Let the guys show with you, and you will call. Your goal is to confuse the guys. Say: "Nose", and show yourself at this time to the ceiling. The children must listen carefully and show correctly. It’s good if you cheerfully comment on what is happening: “I see someone’s nose has fallen to the floor and is lying there. Let's help find a broken nose." The game can be repeated many times with a faster pace. At the end of the game, you can solemnly invite the owner of the "highest nose in the world" to the stage.

Take small sheets of paper, write the name of the animal on each. Distribute the sheets to the children and ask them to draw the animal they received. While they are doing this, arrange chairs in a circle, one chair less than the children. Children take chairs, and one of the players becomes a tamer of wild animals. He slowly walks in a circle and names all the animals in a row. The one whose animal is named gets up and begins to walk slowly after his tamer. As soon as the tamer utters the words: “Attention, hunters!”, All players, including the tamer, try to take empty chairs. The one who did not have enough space becomes a tamer of wild animals.

The game requires a large basin of water. Several apples are thrown into the basin, and then the player kneels in front of the basin, holding his hands behind his back, and tries to catch the apple with his teeth and get it out of the water. Since children will almost certainly splash water and splatter themselves during play, it is best to play outdoors and dress the children in something that does not shed or get wet.

This is enough old game, it traditionally uses an object that children may have never seen before. A clothespin can be replaced with a coin, candy, or other small item. Children take turns kneeling on a chair and trying to throw a small object (which you choose to play) into a box or basket. The one who was able to throw more items into the basket won. If candy is used in the game, the child takes everything in the basket as a prize at the end of the game.

This game is best played outside, in a spacious and level place, and it is desirable that more people play. Children choose a leader, and the rest sit on the ground in a circle. The leader begins to walk slowly from the outside of the circle, touches each player with his hand and says the word "duck" or "goose". If the player was called a duck, he continues to sit quietly, if a goose, he jumps up and catches up with the leader until he has time to take the free place of the goose. If the leader succeeds, the goose leads the next horse.

As a preparation for the game, take a button, thread a fishing line or wire through it, and make a ring large enough for the children to sit around this ring and grasp it with their hands. One of the players is the leader, he is outside the circle. On a signal, the children begin to pass the button to each other along the wire in such a way that the presenter does not guess who has it in this moment. Whoever is caught with a button in his hand - he leads the next horse.

The children choose a leader, he leaves the room for one minute, and at this time the children appoint a “chief”. When the leader returns, at his command, the "main" begins to do various movements, for example, shake your head or stomp your foot, and the children must repeat these movements after the “main”. They must do it in such a way that the leader does not guess who is inventing these actions. The leader's task is to try to quickly guess who is the "master", and if he succeeded, then the "master" becomes the leader in the next round.

This is a relay race, it is similar to the game "Collect the box." Children are divided into two or more teams, each team is given a plastic cup of water. At a certain distance from the start is set large saucepan or a bucket. On a signal, the participants of both teams start the relay. They run with a glass of water in their hands to the pan and pour water into it. The players then run to their teams as quickly as possible and pass the cups to the next player. The cup is filled with water from a hose or other source (both teams use the same hose for more fun) and the player runs back to the pot. The first team to fill the bucket with water wins.

The game is designed for kids, it is better to play it outside, where there is a lot of space. Children choose a leader. His task is to come up with and perform actions that would be difficult for the rest of the players to repeat, for example, jump over something, jump 50 times on one leg, etc. Whoever failed to repeat after the leader is out of the game . You can also introduce a rule that children take turns driving, then no one leaves the game, everyone plays just for fun.

Children sit in a circle. One of the players receives a piece of paper with a sentence written on it, or one of the adults says this sentence in his ear (if the child cannot read). Next, the player whispers in the ear of the neighbor what he heard or read, he whispers to the next, and so on, in a circle. The last player says the sentence aloud, and then you read the original version. What happens to children is usually very different from your version!

This is very simple game, and, most importantly, no one loses in it. The task of the players is not to laugh. Children sit or stand in a circle, and one of the players says, as seriously as possible: “Ha!”. The next one says “Ha ha!”, the third one says “Ha ha ha!” and so on. Anyone who says the wrong amount of "Ha" or laughs is out of the game. The game continues, and those who have dropped out are trying to do everything to make the remaining players in the circle laugh (but without touching them). Whoever laughs last wins.

The players stand opposite each other, feet shoulder-width apart, the right foot of one participant is next to the right foot of the second participant. They then clasp their right hands and, on cue, start pushing or pulling each other in an attempt to make the other lose balance. Who first moved from the original position - lost.

This game is played by 8 or more people. You must have 1 coin of 10 rubles or 1 ruble (for small ones). Children are divided into two teams and sit opposite each other at a long table. One team receives a coin and the children pass it to each other under the table. The commander of the opposite team slowly counts to ten (you can do it to yourself), and then says: “Hands up!” The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists. The leader then says "Hands down!" and the players must place their hands palm down on the table. The one who has the coin tries to cover it with his palm. Now the players of the opposite team confer, decide who has the coin. If they guessed correctly, the coin goes to them, if not, it remains with the same team. The team that wins more once correctly guessed who has the coin.

There are many variations of this game. Give the kids five playing cards, shelled nuts, straws for drinking water, etc. and ask them to hit the hat with these items while standing at a certain distance from the target.

Three circles with a diameter of 1, 2 and 3 steps are drawn from one center on the floor. In circles write the numbers 10, 5 and 3; the smaller the circle, the larger the number. The player becomes the smallest circle. They give him a matchbox and blindfold him, placing a strip of clean paper under the bandage. The player walks in any direction for 8 steps and, turning around, takes the same number of steps back. Stopping, he places the box on the floor and removes the bandage from his eyes. What number indicates the circle in which the box is placed, so many points are given to the player. The box may be on the line between the circles, then the winnings are equal to the smaller of the two numbers. If the player, returning, strongly deviates to the side and puts the box outside the circles, 5 points are reset from his account. Each participant in the game, when his turn reaches him, if he wishes, has the right to indicate in advance in which circle he will put the box. Under this condition, in case of luck, the player is credited with a number of points twice the number that indicates the circle; if the player makes a mistake and puts the box in the wrong circle that he indicated, then not a single point is counted to him.

Five or six bags 6 × 9 cm in size are sewn from dense matter. The bags are tightly stuffed with uncrushed peas and sewn over the edge. A stool is placed on the floor and a line is marked 4–5 steps from it. From the line, the player throws three bags, one at a time, so that the bag falls on the stool and remains on it. Each time the player manages to do this, he gets 1 point. The organizer of the game stands near the stool and, if there is a bag left on it, immediately removes it. The player who scores 10 points first wins.

Keeping their hands behind their backs, the players become shoulder to shoulder in a circle. One of them is holding an "invisibility cap" - a cocked hat folded from a sheet of paper. The driver is in the middle of the circle. On a signal, the participants in the game begin to pass the hat behind their backs to each other, trying to do this so that the driver does not know who has it. The driver walks in a circle and vigilantly follows the movements of the players. From time to time he stops and, pointing to one of the players, says loudly: “Hands!” The one to whom the driver is addressing should immediately stretch his hands forward. If at the same time the player has the hat, he replaces the driver. In a moment of danger, you can not throw your hat on the floor. Anyone who breaks this rule is out of the game. Any participant in the game, when a hat gets to him, can put it on his head, unless the driver pays attention to him or is not very close. After showing off in a hat for a second, you need to take it off and let it go in a circle. If the driver gets dirty when the hat is on his head, you will have to give him your place, and drive yourself.

Traditionally, the game used a real potato, but it can be replaced with a tennis ball or a volleyball. Children sit in a circle, the leader is in the center. He throws a "potato" to one of the players and immediately closes his eyes. Children throw it to each other, wanting to get rid of it as soon as possible (as if it were a natural hot potato). Suddenly, the host commands: “Hot potatoes!” The one who currently has a “hot potato” in his hands is out of the game. When only one person remains in the circle, the game ends and that player is considered the winner.

This game is familiar to everyone, as a rule, two people play it. Each of the players on the count of "three" depicts with his hand a figure - a stone (clenched fist), paper (open palm) or scissors (two fingers extended by a letter). The winner is determined as follows: scissors will cut paper, paper will wrap stone, stone will blunt scissors. For each victory, the participant receives one point, the winner is the one who scored the most points.

This game, like other outdoor games, is best played on the street, with a large number of players. Children stand in a circle, hold hands, and the leader slowly walks inside the circle. Suddenly, he stops at any two players, unclenches their hands and says: “Run, otherwise you will be left without dinner!” Two players start running around the circle of children in opposite directions, and the leader becomes in the circle instead of one of the players. Whoever fills the empty space in the circle first wins, the second player becomes the leader.

This game is the opposite of hide and seek. The players close their eyes and count to 10 while the leader runs and hides. After some time, one of the players goes in search of the leader and if he does not find him in one minute, he is eliminated from the game. If he found the leader, then he hides with him. Then the next participant goes in search of the leader, and if he finds him, he also hides, if not, he leaves. The game continues until the last person leaves the game or until everyone hides with the leader, like herring in a barrel. The main thing is not to laugh!

Players are divided into two teams, each team receives a sealed envelope with a "secret" task - to find another package, it contains instructions on how to find the next one, etc. (Each group is given different tasks and envelopes). If the children are younger, the envelopes can be hidden at home or in the yard. For older children, the task can be made more difficult by hiding all but the last envelope outside the home. At the same time, the penultimate package will contain instructions on how to find the last “secret package” in the apartment.

All the guys know Yulu. With Yula, you can start a fun game. 5-6 guys become in a circle. One takes plywood as large as a notebook, launches a spinning top on it and quickly says: “I had a spinning top, spun and left.” Having said this tongue twister, you must immediately pass the plywood with the spinning top to the neighbor on the right. So the top moves from one player to another; You can pass it on only when you say a tongue twister. At one of the guys, the whirligig will fall sideways on the plywood and “freeze”. Then everyone shouts: “Yula froze!” The one who freezes the top in his hands is considered a “onlooker”, - he passes the top along with the plywood to his neighbor, and he jumps in a circle on one leg. When the onlooker gets to his place, his neighbor launches the top, and the game continues. Look, as if, passing the plywood, do not drop the top on the floor: whoever drops the top, also becomes an onlooker - he will have to jump on one leg

Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization collective games is of particular importance for teachers, educators and parents seeking to provide children with a good rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions in relation to each other, and this contributes to the development of mutual respect.

Returns

You need a whistle to play. The game is best played on a halt. An adult asks the children to line up, and then explains the rules of the game: at the signal of the leader, the participants scatter in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and line up again. The game is repeated 3 times.

Third wheel

This game is best played in a meadow, wasteland, a large clearing in a forest or grove. The number of players must be sufficient so that, holding hands, they form a large circle. Then the participants rebuild, breaking into pairs. One of the players in a pair stands behind the other, and the last one looks at the center of the circle. The distance between the pairs is about 3 m. Then one pair is selected, and at the signal of the leader, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside it they can only run around the players (no more than 2 pairs in a row). Both the one who runs away and the one who catches up at will and at any moment can change roles with standing couples who are carefully watching the game. Those standing in the inner circle run away, those in the outer circle catch up. When the escaping player feels that he is tired or cannot escape from a stronger and more agile catching up player, he stands behind any pair, and immediately the one who is in the inner circle of this pair is considered the third and becomes the evader. Similarly, a chasing player can transfer his functions to another by standing in front of any pair, then the player of the outer circle, becoming third, and therefore extra, becomes chasing.

The game requires dexterity, speed of reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as observers, and catching up, and running away. If the chasing player has caught the player, then the caught player is eliminated from the game, and with him (at the choice of the chasing one) another player. The vacated place in the pair is occupied by the chasing one.

The next pair is selected, the circle narrows, the game continues until 2 pairs of players remain. They are considered winners. Since the rules of the game are quite complex, it is better to play it with middle and older children. school age.

Silent game

You will need an eye patch to play. Such a game is best played in a grove, park or sparse forest - where there are a lot of dry branches. One of the players - the leader - stands near a tree, a large stone, a small bush or stump. He is blindfolded. The rest of the players diverge in different directions at a distance of about 25-30 m. The leader (adult) is near the leader. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The task of the players is to get closer to the driver and touch him or the object near which he is standing with his hand. Whoever succeeds is considered the winner and becomes the leader. The host gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: “I hear you!” and shows with his hand the direction from which the sound is coming. If the direction is generally correct, the facilitator signals the participant to leave the game, stand next to him and be very quiet until it ends. Until the eliminated player approaches the leader, the rest of the players do not move, the violators of the rules are also eliminated from the game. The game ends if someone got to the driver or if the driver heard all the players, or after a certain time, for example 15 minutes. In this case, the driver is considered the winner (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out, you will need some object (you can use a toy, a bag of sweets, a ball or other sports equipment for collective games).

The organizer carries out preliminary work, which consists in the preparation of pointers-signs. Their number and complexity depend on the size of the site and the age of the players.

For younger students, 3-5 simple signs are enough; for older children, it is desirable to use a larger number of signs, they should be more complicated. A pointer is any object that gives information about what to look for in this particular place (“search here”). If the game is played outside the city, then the indicator can be a broken branch stuck in the ground, a bunch of grass uprooted and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of cloth on a branch, etc.

Pointers should stand out from the surrounding space. For younger students, it is better to make them more visible than for children of middle and senior school age.

If the game is played in a yard or park, signs can be signs drawn with chalk on the pavement, a newspaper or magazine supposedly forgotten on a bench, pieces of colored paper pasted with adhesive tape, etc. It all depends on the imagination of the one who hides the object.

The area where the players will look for the treasure is determined in advance. Before the start of the game, the item must be hidden, after which pointers should be placed on the site.

In the immediate vicinity of the sign or on it, there should be information on how to find the next or, if this is the last sign, where to look for the treasure. For example, under a pyramid of stones there may be a note: "30 steps, direction to a tall oak." Treasure seekers take 30 steps in the indicated direction and begin to look around in search of a new pointer, find a piece that is tied to a branch of a bush, and on it is the inscription: “Treasure”. In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from the site, which is determined in advance - they are looking for the first pointer on it.

Older children can be divided into two teams: one hides the treasure, the other looks for it.

At the end of the game, an adult, together with the children, puts the site in order, be sure to give a positive assessment of the work done.

hare houses

The players pretend to be bunnies. Everyone has his own house, but one (leader) does not have a house. He approaches the house of any participant in the game and asks: "Please give me the house." The bunny does not intend to give up his house to a stranger. He runs in a circle to the right, the driver - to the left. They run around all the participants, touching everyone. The player who was touched must occupy a free house. At the command of the host, the game stops. The bunny, left without a house, drives.

hide and seek

The game is played in a grove, a park, a sports field or a yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, a whistle may be needed to play. The driver is selected and the place from where he will start the search and where he will “catch” the found players. The driver’s seat should be located approximately in the center of the site, preferably near a tree, a large stone, a stump, a park bench, etc. He whistles a whistle or shouts: “Hide!”, closes his eyes and counts to 10 (or up to 20). During this time, the players must hide. Having counted to the end, the driver again blows the whistle or shouts: “I’m going to look!”, opens his eyes and starts searching for players. He can move away from the place of the driver, but when a hidden driver is found, the driver must return to his place and name the found participant in the game. If the name is correct, the one found is out of the game. In the event that the driver makes a mistake, the player does not leave his place and, in turn, can be caught, that is, run to the driver’s place earlier and give his name, securing a victory for himself. The game continues until all players have been found. Then the first of the found players becomes the driver. Children of different ages can play such a game, with the kids it is organized by an adult who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or more participants in the game. Or the game continues until the driver finds the first of those hiding, then the driver blows a whistle or shouts: “Found!”. Then all the players come out of their hiding places, the found one becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, with the whole family.

The one named Vigilant Eye

The game is best played on a playground, in a park or forest, where there are many trees, shrubs, as well as various items and places to hide.

One of the participants is assigned as a driver, and all the other players, together with an adult, hide nearby. After that, the leader returns.

He stops not far from the driver and gives a signal to start the game. The participants try to quietly approach the driver, but the latter carefully observes their every action, turns in different directions. At this time, the participants run across or crawl towards other shelters. If the driver noticed the player, then he calls his name, and the latter approaches the leader and continues to watch the game with him.

However, the participant does not respond if the driver did not guess it.

After the set time has elapsed, the leader gives a signal to end the game, after which all players leave their shelters. The participant who is closest to the leader is considered the winner.

Hidden Cubes

To play, you will need a set of children's cubes (with pictures drawn on them or written letters, numbers). Having determined the playing field in advance (usually a playground), the adult hides the cubes in various places, but in such a way that it is not difficult for the kids to find them. Then the facilitator asks the children to divide into two teams, which take their places on opposite sides of the facilitator.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most cubes wins. At the end of the game, the adult, together with the children, examines the cubes and asks to name what is depicted on them or what letters or numbers are written, after which he rewards all the participants who took part in the game with small prizes - sweets, miniature figures cut out by older children from colored cardboard.

Do not go, hares, to the garden!

Needed to play wooden stick or chalk. The game involves at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a pre-selected site. This is a garden. A leader is selected from among the participants with the help of a rhyme. He will be the caretaker.

The watchman stands in a circle, the rest of the players are hares who want to get into the garden. At the signal of the leader, the hares begin the “offensive”, diverting the watchman’s attention to themselves in every possible way, so that those participants who are behind the driver’s back can penetrate the “forbidden territory”. The one whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will be a great entertainment for children during their holidays not only in the park or forest, but also on the summer playground.

Magic balloons

For the game you will need balloons (according to the number of participants in one of the teams). The game is best played outdoors. The leader (adult) asks the children to divide into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They hold hands and spread them apart, after which they disengage. As a result, a distance is formed between the players in the chain.

Each member of the first team picks up one balloon. The task of the players is to penetrate the chain formed by the members of the second team without allowing themselves to be overpowered.

As soon as all participants take their places, the leader gives a signal to start the game. Participants with balls run up to the chain, after which they try to slip into the free space. The players of the second team do their best to detain the participants with the balls. The one who was taunted gives his ball to the host and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all the children to stand in a circle. Participants with balls in their hands throw them to those who are standing opposite, saying: “Thank you for playing!”. Those who caught, in turn, throw the balls to those who are standing opposite, with the same words, after which the host with a bunch of balls in his hands addresses all the participants: “Thank you guys for the game!”. If possible, exchange balloons can be replaced by launching them into the sky.

Fishermen and fish

To play, you will need a wooden stick or chalk. An adult draws a circle with a diameter of 4-4.5 m on the site. Two children are chosen from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.

At the command of the leader, the fishermen run into the lake, trying to catch the fish, they run in pairs without disengaging their hands. Caught fish stand between the fishermen. Thus, with each participant caught, the net expands, and the fish become smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen hold hands, forming a circle, then the fish inside the circle are considered to be caught.

Fish can break out of the net if one of the fishermen (they are always on the edges of the net) releases the hand of the player next to him while moving. The fisherman must, as soon as possible, take the hand of the player who has not yet unhooked from the net. The game continues until the fishermen have caught all the fish. The last player caught is the winner.

At the end of the game, the extreme participants of the network join hands, and the children begin to dance, sing any cheerful song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A leader is chosen from among the players, who stands next to the leader. The remaining participants, at the command of an adult, line up and count in threes. The first numbers are nuts, the second are cones, and the third are mushrooms. The adult then says, "Put your hands up, nuts." The first numbers raise their hands. The host continues: "Raise your hands, mushrooms." The third numbers raise their hands. "Raise your hands, bumps." The second numbers raise their hands.

After that, the leader asks the children to form triplets (nut, cone, mushroom). Each trio joins hands, forming a circle. An adult with a driver stand in the middle of the site. After the host exclaims: “Cones!”, All participants named cones change places. The driver at this time seeks to take any vacant seat.

If he succeeds, then he becomes a bump, and the one who is left without a place becomes the driver. On command "Mushrooms!" or "Nuts!" other players change places. In the midst of the game, the adult exclaims: “Mushrooms! Nuts! Bumps! Participants must have time to change places.

The game can be made more difficult by introducing a competitive element: the host notes how quickly the participants changed places, who turned out to be the fastest - nuts, cones or mushrooms.

miraculous transformation

This game is best played with children of senior preschool or primary school age. In sunny summer weather, an adult and children go for a walk in a park or forest. During the rest, the leader asks the children to get comfortable and starts the game. He chooses the most modest and shy child and asks him to come. Having established friendly contact with the participant (an adult can put his hand on the child’s shoulder, take the participant by the hand, etc.), the leader addresses the other players: “Guys, now we will play with you. Listen to the story." After that, the facilitator tells the following story.

Fairy tale text

Sasha (Dasha) (an adult calls the name of the child who stands next to him) - a worm (caterpillar). He (she) is green (green), like leaves on trees and grass. Such a beautiful color! But look, Sashenka (Dashenka) is sad (sad). He (she) is sad because he (a) fell into a stream that took him (her) far, far away from home. And now he (she) is all alone (alone).

Then the host invites the children: “Let's, guys, cheer up Sashenka (Dashenka). I will say the magic words, and you repeat. The children agree with the adult, dance around the leader and repeat the following in chorus after the leader: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and beetles (butterflies) are friends. Amazing summer! How wonderful to live in the world! Sasha (Dasha) is a bug (butterfly). After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our worm (caterpillar), Sashenka (Dashenka), has turned (turned) into a bug (butterfly)! The host continues: “Sasha (Dasha) is no longer a worm (caterpillar), but a bug (butterfly), and we are flowers. Flowers and butterflies are friends!

At the end of the game, an adult organizes an observation lesson for plants and insects with the children, in which the kids learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, and conducts a conversation.

mother hen and kite

The game involves 10-12 people. One of the participants, leading, depicts a kite, the other - a mother hen. All other players are chickens. The leader asks the children, representing chickens, to stand in single file behind the hen and hold on to each other. The kite stands 3-4 steps from the column.

The game begins at the command of the host (adult): the driver tries to grab the chicken that is the last in the column. To do this, he must cling to the column behind.

However, this is not so easy to do, since the mother hen constantly turns her face to the kite, thus blocking his path. She stretches her arms to the sides - and the whole column deviates in the opposite direction from the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is chosen, after which the game is repeated.

Grasshoppers

Chalk is required for the game. An adult draws a circle on the site of such a size that all participants can fit freely around the circumference. One of the players is appointed as the leader, he stands in the center of the circle. The rest of the players - grasshoppers - stand at the very edge of the circle. At the command of the host, the grasshoppers begin to jump inside the circle, and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes the grasshopper, after which the game is repeated.

The game can be made more difficult by changing its rules: jump in, and also jump in on one leg, or jump out only after clapping your hands.

Circular tags

This game is best played on the playground. Players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner circle - counterclockwise. At the signal of the leader (adult), the children stop. The participants in the game, who form the inner circle, try to touch the players of the outer circle (touch with their hands) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

Chalk is required for the game. Two forests are marked on opposite sides of the playground. From among the players, the driver is selected - the Wolf. It can be the eldest of all participants. The remaining players - hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the site, after which the leader gives a signal to start the game. The wolf catches them.

The participant who manages to be stained is considered the assistant of the Wolf. He stops at the place where he was caught, and with his arms outstretched, blocks the way for the players on their next dashes. When there are too many assistants of the Wolf and after that the adult tells the children that they were visiting the Wolf on the occasion of his birthday.

The host invites all participants to stand in a circle, and the Wolf - in the center of this circle. Children join hands, dance around the Wolf and sing a cheerful song, and the Wolf dances.

Reflections

You need a whistle to play. It is best to play it on the playground or in the park. A leader is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. An adult explains the rules of the game to the children: he will name the actions, and the participants will perform them, but as if they are looking in a mirror and see their reflection in it. Then the leader says: “We are looking at each other!”

Participants in each pair turn to face each other. Then the leader says: “We raise our hand!”.

Children raise their free hand up. “We smile,” the host continues.

The players smile at each other. After that, the adult suddenly gives the command “Change places!”, And all participants begin to run around the driver, and at the signal of the leader, they form new pairs. The task of the driver is to stand with one of the players in a pair. The participant left without a pair becomes the leader.

If the game is played with children of middle school age, then the same participant can be the driver and leader.

One, two, three - freeze!

For the game you will need an inflatable ball. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. Players pass the ball until one of them hits it. This participant becomes the leader. All players run around the court. The driver picks up the ball as soon as possible and shouts: “One, two, three - freeze!”. All participants immediately stop at the place where they ended up when they heard the driver's command. He throws the ball at one of the players. The participants do not leave their seats, but they can dodge - squat, bend over, etc. If the driver succeeds in getting into someone, everyone returns to their places, after which the game continues. In the event that the driver misses, he runs after the ball, and at that time everyone scatters. Taking the ball in his hands, the driver again gives the command "One, two, three - freeze!". Then he tries to taunt one of the participants. The salted player becomes the driver, and the game is repeated.

Living maze

You need a whistle to play. Two participants are selected from among the participants - the escaping and catching up. The rest of the players stand in a column of 4-6 people and move away from each other at arm's length. At the leader's signal, the escaping participant finds himself in one of the corridors. The pursuer pursues him. These participants move along the corridors. The facilitator agrees in advance with the players that whenever they hear a signal, they join hands. Thus, the escaping and catching up at this moment find themselves in different corridors. Then, at the signal of the leader, the players unhook their hands again, and the game continues.

The evader can move to the next corridor by running into it from the edge of the labyrinth at the moment when the other players join hands and block the path of the chasing one. If the pursuer manages to catch the evader before the latter gets out of the maze, they switch roles and the game continues.

Predator and herbivores

To play, you will need a wooden stick or chalk. A participant is selected from among the players, who acts as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The rest of the participants (herbivores) scatter in different directions around the site.

The predator is chasing them, trying to catch someone. Caught players are taken to the circle - they will be guarded by the leader. Herbivores can help each other out: for this, it is enough to touch the outstretched hand of a person standing in a circle. However, if the leader or the predator tarnishes the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, having joined the rest, become rescuers. The game continues until there is no player left in the circle.

Animals - in the houses!

This game is played with children. preschool age. Children stand in a circle, holding hands. The adult walks in a circle and separates it in several places.

The participants of the formed links create small circles-houses of hares, hedgehogs, frogs, etc. The leader passes by the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a general circle, all participants dance and sing a cheerful song.

Unexpectedly, an adult gives the command: “Everyone in the houses!”. The animals rush to take their places, to form houses as quickly as possible. The group of children who do it faster than others wins.

Owl Owl

This game can be played by children of all ages. The players form a circle. One of the players, the driver, stands in the center of the circle, depicting an owl, and all the other players are birds and insects. The host exclaims: "Wake up - the day has come!". All participants, except the driver, run in a circle, waving their arms like wings. The owl is dozing at this time - it stands, closing its eyes, in the middle of the circle. When the host says loudly: “The night is coming - everyone is falling asleep!”, Birds and insects stop and freeze. Here the owl goes hunting. She looks for those who laugh or move, carries these participants to her nest in the center of the circle. Caught insects and birds become owls, and they all go hunting together.

In spring, summer and autumn it is very convenient to organize various outdoor games and exercises in the fresh air. Physical exercises in nature are extremely favorable for the improvement of many movements of children, the development of their motor qualities. Wide space allows you to move actively, freely, naturally, which contributes to the development of dexterity, dexterity, endurance of the child. On open lawns, children can move freely.

Every time you are going for a walk or planning a field trip, consider what games your child will play and take everything you need: balls, ribbons, hoops, etc.

Some of them:

1. We ride a bike, a scooter

For the development of coordination, a bicycle or a scooter is very suitable for a child. It should fit the baby in size and age. Cycling strengthens the muscles of the child's legs. You can draw a pedestrian crossing with chalk, where a pedestrian mother will walk, draw a traffic light. So the child will learn the rules in an interesting way traffic. And if you organize bicycle races with friends, then an interesting competition

you are guaranteed!

2. Playing in the sand

Not one child will miss the sand. And it is very useful for hand motility. What just doesn’t happen in the sandbox: castles, tunnels are built, cars drive by, pies are molded, giant towers are erected. Sand games can develop not only little fingers, but also logical thinking, memory, attention. When we make Easter cakes, we find the largest, the smallest.

3. Play with the ball

Take a ball with you for a walk. Ball games develop hand-eye coordination in children. The ball can be thrown to each other, rolled down a hill, rolled on the ground, thrown at a target or a basket. Show your baby that you can kick the ball with your foot - maybe you will grow up a future football player! Teach your baby to kick the ball with both the right and left foot.

4. We play with a hoop.

The hoop can not only be used for its intended purpose. Play with him Interesting games: Place the hoop on the floor and throw objects at it.

The hoop can turn into a steering wheel - the child will come up with a fun ride by train, car or plane. If you put several hoops on the path, you can jump over them, like over bumps, depicting a frog. The hoop can be a house in which the mouse will hide, running away from the cat. Put a few hoops on edge - you get a great tunnel for a child. Invite him to crawl inside it.

7. We play with a skipping rope.

The child will not learn to jump over the rope right away, but closer to school. But this does not mean at all that it is impossible to come up with a lot of interesting educational games with it. Put the rope on the floor, invite the child to jump over it. Gradually raise it higher and higher - you can crawl through it below, so as not to hurt, step over. From the rope you can add interesting objects - a cup, a typewriter, a square, etc.

8. Outdoor games.

When the child gets tired of sculpting Easter cakes or riding a bicycle, you can play outdoor games with him in the fresh air:

Cossack robbers.

Children are divided into two teams. The robbers run away, and the Cossacks catch up with them. While running and hiding, the robbers draw arrows with chalk in the direction they are running. The task of the Cossacks is to find the robbers by the arrows.

Brook.

Children line up in pairs. The last one goes through

"tunnel" and becomes the first. Thus, we are moving forward.

1-2-3- stop.

The leader, standing with his back, says - 1-2-3-stop. Members

moving towards him at a rapid pace. They stop at the word "stop". The leader turns and guesses how many steps to each player.

Fisherman game

With the help of a counting rhyme, choose a "fisherman" from the players. Blindfold him. All other children are fish players. They should, clapping their hands, walk or run around the "fisherman". He will try to catch them. If there is any obstacle in the way of the "fisherman", a wall, a bench, etc., the children must warn the "fisherman": "Small".

When the "fisherman" catches any "fish", he must guess who it is. If he guesses correctly, then the unlucky "fish" becomes the "fisherman", and the game continues. If he does not guess correctly, then he releases the victim and begins to catch again. If the "fisherman" failed to guess three times, you must define a new "fisherman".

ball game

This outdoor game is for two kids. To play, you will need a small ball and a metal or plastic can. The playing field must be drawn, placing the lines at a distance of about thirty centimeters from one another. A bank is placed in the middle. The player who hits the jar with the ball moves it one line closer to himself. The one of the children who moves the jar closest to himself in this way becomes the winner.

Push out of the circle

Draw a circle on the street with a diameter of three meters. Two children should enter it and take the starting position for the game, standing on one leg, the right hand holds the left leg, and the left hand is bent in front and pressed to the body. The task of the players is to push the opponent out of the circle or make him stand on two legs, pushing him with his shoulder.

drag game

This outdoor game is for two kids. Draw a line on the pavement or on the sand. On both sides, at an equal distance half a step away from each other, holding hands, two players should stand up, each of whom tries to force the opponent to step on the line with his foot or cross it. Jerks in the game are not allowed, tugging must be smooth.

Salochki or tags in a circle

This game is suitable for two children aged four and over. Draw a circle with a diameter of one and a half meters on the sand or on the asphalt.

Two players must stand on opposite sides of it. At the signal "One, two, three!" they begin to jump around on the right foot or on the left in a clockwise direction, trying to catch up and spot each other.

Almost classics

Draw on the sand or on the asphalt eight ten circles at a distance of thirty to fifty centimeters from one another, arranged in a closed circle.

Ask the child to jump from one circle to another on one leg straight or sideways. If two or more children take part in the game, then the one who lasts the longest on one leg wins.

The game is going in circles

This game is played outdoors or in a spacious room with a large number of players, because they must form two circles - external and internal. The outer circle is large, the inner circle consists of only three or four people. The guys, who make up a large circle, stand in place. The host stands in a small circle and, together with the players, walks in a circle, saying: "We walk in a circle and carry sweets with us." In response to this, the large circle players must quickly name something sweet, such as sugar. The one who first named the desired item goes to the inner circle, and the game continues.

The host and the players of the small circle pronounce its different variants “we take with us soft, liquid, sour, hard”, etc. Gradually, all players move into a small circle. And the one who was the last in the former large circle becomes the loser and must complete some "fant" task.

Merry, healthy summer to you and your children!

All that remains of our childhood is a few old toys, a battered diary and countless treasures in the form of badges or wrappers from Turbo and Donald Duck chewing gum. When you look at them, you feel a slight sadness. Is it really all gone and nothing can be returned? .. No matter how! There are also games that we played as children.

Yes, the rules are slightly forgotten. Well, let! Going to barbecues or just to nature, you can (and even need to) allow yourself to fall into childhood. For you and your kids - the best outdoor games for children in the fresh air of the 1980-90s!

rubber bands

Now this game is not so popular among girls. And in our time, everything was different. Let's remember? So, the main and only inventory is an ordinary linen elastic band about 2.5 meters long, tied into a ring. However, now sold and specially designed for jumping. At least three people participate in the game. Two pull the elastic band, putting it on their feet, and the third performs various combinations of jumps through it.

Start the game with the simplest and gradually complicate them. Each combination is worked out at several levels: on the bones, on the ankles, on the knees, on the buttocks. If the participant made a mistake, it's the turn of another. Some jumps have names - "pedestrians", "bows", "birch". The simplest exercise is as follows: you need to jump with both feet over one rubber band, then over the other.

beat out

For this fun, you need a light soft ball, otherwise, getting into the kids, it can simply knock them down. So, for starters, they choose two knockouts, which stand along the edges of the clearing against each other. The rest of the players are in the center. Their task is to dodge the flying ball. If the beater manages to hit someone, he is out of the game. But even if this happened, his comrades can save him. To do this, you need to catch the ball on the fly and give it to any retired. The game is considered over when all players are "knocked out".

This is a very useful fun for adults (they lose hated kilograms) and for kids (improves coordination).

Brook

The number of players must be odd. Everyone breaks into pairs and stand one after another, holding hands and raising them high. The driver enters this living corridor, chooses one of the players for himself and stands at its end. And the released player becomes the driver. The faster the stream "flows", the more fun.

Such a simple game is also very funny. After all, it is not easy for adult uncles and aunts to pass under the bridge from small children's hands. This fun unites the participants perfectly

Kvach

This game is also known as catch-up, tags, sorcerers. In order for the strengths of the participants to be equal, it is better to play it either only for adults, or exclusively for children. First, a leader is chosen. He counts up to the agreed number (usually up to 10), and the rest of the players scatter in different directions (not too far). The leader's task is to catch up and touch each of them. Those he touches freeze in place. When all players are "tagged", the last one is declared the leader.

There is also an easier version of the game. But it is much more dynamic. The leader becomes the one whom the sorcerer caught up with and touched first.

If you see that the baby cannot “bash” anyone for a long time, then you should intervene and change the leader. Sometimes the little ones break the rules: they run, although they have been touched; hide behind trees so that they cannot be seen; pushing comrades. Adults should explain to their sons and daughters that this way the game turns into a mess and after a while everyone will become uninteresting.

The sea is worried

The leader pronounces a magic spell: “The sea is worried - one, the sea is worried - two, the sea is worried - three”, and then calls which figure should freeze in place. For example, sea. If he guessed all the figures, a new leader is selected, and if not, he will have to drive again.

Fishermen and fish

Are the kids frolicking with might and main? Give the adults a little rest, and invite the kids to play fisherman and fish. Take one end of the rope in your hand, bend over and start spinning in place so that the rope sweeps low above the ground. The kids have to jump over it. Whom she touched is caught. The winner is the last "fish".

edible - inedible

Everyone becomes in a circle. The host (in the center) throws the ball to one of the players, saying a word. If it means something edible, the ball should be caught and returned. If the named object cannot be eaten, the ball, accordingly, does not need to be caught. The game can be made harder or easier. For example, name only flowers, trees or animals.

It's like this fun Hot potato". Let one of the adults begin to sing any children's song. At this time, the participants will throw the ball to each other. When the song stops, whoever has the "hot potato" is out of the game. If the kids are very upset about being eliminated, do not take them out of the circle. Just have fun all together by throwing the ball. By the way, not only adults can sing a song ...

frisbee

There are many games that use a plastic flying saucer. It can shoot down objects at a distance (like towns), or throw it between all participants. If you take two plates, you can practice your dexterity by quickly throwing them to each other one after the other.

Leader, leader, give me a pioneer!

If adults participate in the game, then they will have to succumb to the kids. After all, the forces are unequal. The rules are as follows: players are divided into two teams and line up against each other. The distance between them should be at least 4-5 m. Team members join hands. It is better if at least one hand of the child is held by one of the adults. For safety!

The first team shouts: “Counselor, counselor, give a pioneer!” The second in response: "Whom?" First: "Vasya!"

The boy leaves his line and runs to the "enemies", intending to break the chain. If successful, he takes either of the two players whose hands he broke. If the attempt was in vain, then he remains in a strange team, lengthening the row. The game ends when there are no more players left on one of the teams. The children may ask who the pioneers are and why the leaders should serve them. Get ready to answer!

Kite

Is your company located in an open space? You can please the kids by flying a kite. It is better to do this together. Place yourself so that the wind blows in the back of the one who holds the rope, and, accordingly, in the face of the assistant. When unwinding the rope, move away from your friend by 20-25 meters. Having taken a position, pull it. Pull on it when you feel a gust of wind, and the assistant at this time should release the kite, slightly tossing it up with its nose.

If the launch was successful, the toy will rise into the sky and soar there. Does the wind weaken and the kite starts to fall? Pull the rope towards you. In order to lower the kite, you just need to wind it on the coil.

tug of war

Again, you need to split into two teams. It is desirable that the forces in them are approximately equal. Players of both groups grab hands at opposite ends of a long rope or rope. Those who manage to pull the opponent over the line passing in the middle of the rope win. This game also has restrictions. So, it is not allowed to wrap a rope around the body or make it easier for yourself by squatting. It is better for crumbs not to participate in this fun - there is a risk of injury. Suddenly, someone falls on the child or steps on it?

Adults love to pull the rope. Play this game "at will". Which? For example, the losing team together depicts chickens. Here the kids will have fun!