Equestrian athletes. Outdoor games in physical education lessons. "Vegetables fruits"

Outdoor games in elementary school

DEVELOPMENT OF MEMORY IN THE PROCESS OF MOBILE GAMES IN THE PRIMARY SCHOOL

Gracheva Marina Sergeevna, teacher of physical education, MBOU "Secondary School No. 3", Bratsk, Irkutsk region.
Purpose: An outdoor game creates favorable opportunities for training all the functions of the brain, since it simultaneously involves various analyzers, which creates the prerequisites for the successful mastering of the elements and content of educational activities. The use of outdoor games allows you to enhance the possibilities of pedagogical influences, contributing to the successful formation of vital motor skills and abilities, a system of knowledge, mental and moral qualities of a person. Game activity influences the formation of the arbitrariness of mental processes, it is in the game that voluntary attention and voluntary memory begin to develop, in the game children concentrate better and remember more. Conscious activity is distinguished earlier and more easily in play. Compliance with the rules itself requires the child to focus on the content of the game, its actions and plot. The need for communication and emotional reward pushes the child to purposeful concentration and memorization.
This event might be of interest. physical education teachers, additional education teachers, summer camp workers, organizers in kindergartens.
Description: mobile game refers to those manifestations gaming activity in which the role of movements is clearly expressed. An active game is characterized by active creative motor actions motivated by its plot. These actions are partially limited by the rules (generally accepted, established by the leader or the players) aimed at overcoming various difficulties on the way to achieving the goal.
Target: creation of favorable opportunities for training the functions of the cerebral cortex, for the formation of new temporary, both positive and negative connections, and an increase in the mobility of nervous processes.
Tasks:
1. education of will, endurance, discipline;
2. education of the need for games;
3. development of the ability to analyze, compare, generalize and draw conclusions; development of children's ability to act.

The development of memory, perception, imagination, attention can be successfully solved by outdoor games, which, due to their versatility, simplicity, accessibility, high emotional attractiveness, are a universal tool that allows not only to develop the mental sphere of the personality, but also to satisfy the motor needs of the child.
The importance of memory in a child's life is enormous. Memory - the process of remembering, preserving, reproducing and forgetting information by a person, is not an ability given from birth, and like any mental process is formed and developed in the process of activity. Primary school age is characterized by intensive development of the ability to memorize and reproduce. There are long-term memory - the ability to store and repeatedly reproduce information for a long time and short-term memory - designed to store information for a short period of time, until the information is used.
Allocate such types of memory as visual, auditory, motor, emotional, verbal - logical and their combinations. Pure memory types are quite rare, mostly mixed types predominate.
Children of primary school age begin to acquire the ability to think logically, to establish causal relationships and relationships between objects and phenomena. Their thinking is characterized as concrete - figurative, which requires a clear organization of presentation game material.
In children, such a feature of memory as literalness can be traced, which is expressed in the fact that the child literally reproduces what he is asked to remember and perform.
In junior school age Of decisive importance is the organization of methods for memorizing game material, which must fit into a system of connections that naturally guides its retrieval from memory.

Educational purpose of the game: the formation of an auditory type of memory.
Pedagogical value: the game develops memory, imagination, attention, ingenuity, speed of reaction.
Location:
Inventory: blindfold.
Preparing for the game: a leader is chosen, who becomes in the center of the circle, which is formed by the rest of the players, and closes his eyes (or puts on a bandage), the leader of the game becomes next to him.
Content and course of the game: players, holding hands, walk in a circle in a predetermined direction and say recitative:
Here we lined up in a circle, (go in a circle)
They suddenly turned at once (they go in the other direction)
Jump, jump, jump (perform jumps in place and clap their hands at the same time)
Guess whose voice? (the player chosen by the leader pronounces the words one).
Jump, jump, jump(jump in place and clap their hands)
Guess whose voice?(pronounce the words all together, referring to the driver).
All this time, the leader slowly rotates the driver, in the direction opposite to the movement of the players in the circle, and imperceptibly points to one of the players (after pronouncing the words: "Jump, jump, jump"), who must say the words: "Guess whose voice?" and repeat all together: "Lap, hop, hop - guess whose voice?" after which the driver removes the bandage and tries to name the player who said the word.
Rules:
If the driver guessed the player who called the word, then he goes to his place, and the player who previously called the word becomes the driver.
If the driver incorrectly called the player, then he remains the driver and the game is repeated.
Guidelines:
Before starting the game, be sure to learn the words of recitative.
If the driver cannot correctly name the player who said the word for a long time, then change it.
Encourage players who are speaking a word to try changing their voice to make it different from their own.
For more difficulty, you can slowly rotate the player standing in the center in reverse side.
When playing a game with prepared children, offer to guess the voices of several students at once, located in different places in the circle.

1. The game starts without first learning the recitative.
2. The player standing in the center is peeping, but no attention is paid to this.
3. Players are given the task to guess the voice of one participant, and not several at once.

2. "Treasure hunters"

Educational purpose of the game: repetition of orientation skills on the ground.
Pedagogical value:
Location: playground, gym, recreation.
Inventory: a beautifully designed box of medium size - "treasure", blindfolds.
Preparing for the game: four people playing stand in the corners of the basketball court, as indicated in the diagram. Each of them receives a "map" on which the path to the treasure is indicated, which he must study and remember. It is explained to the players in advance that the length of one step indicated on the map is one meter, and all turns to the right and left are carried out at an angle of ninety degrees (an approximate diagram of the map is shown in the figure)
Content and course of the game: at the signal of the leader, the players begin to move from memory, counting the steps. After they complete the route, they must bend down and find the treasure.
Rules:
Team players start moving only after the signal.
The player who finds the treasure first is the winner and receives the "treasure" contained in the box.
If the players "found" the treasure at the same time, both are declared winners.
Guidelines:
Start the game with a very simple tasks eg five steps straight, turn left, two steps straight.
Gradually increase the number and complexity of the map.
Put the treasure in its place after the players have started the game.
Remember, the distance to the treasure should be the same for everyone.
Be sure to make sure that the player does not hit the wall, bench in case he lost his orientation in space.
Put some sweet prize in the box.
Organizational and methodological errors:
1. Players are offered a map that is too difficult from the start.
2. There is no control over the safety of those involved in the process of passing through the map, the players may collide with each other.

3. "I know"

Educational purpose of the game: formation of a system of knowledge about the surrounding world.
Pedagogical value of the game: game develops memory
(reproduction), imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: volleyballs or basketballs.
Preparing for the game: the players, each holding a ball, randomly position themselves on the court facing the leader. Before the start of the game, the leader gives the task, which is to, while performing basketball dribbling on the spot, for each hit of the ball on the floor, say one word, always starting with the words: “I know” and continuing with the task that gives leader, for example, "Seven Names of Boys".
Content and course of the game: at the signal of the leader, the players simultaneously or alternately begin to complete the task, hitting the ball on the floor, uttering one word for each hit. The winners are those players who, without errors (repeating words), completed the task.
Rules:
For each hit of the ball on the floor, one word is pronounced.
You cannot hit the ball with both hands and catch it.
Approximate list of tasks:
Animals.
Fish.
Cities.
Plants (trees).
Guidelines:
Start by having the players just learn to dribble on the spot.
Do not forget, the theme of the game needs to be constantly updated.
Ask the opinion of the players themselves regarding the topic of the game.
Organizational and methodological errors:
1. Players are offered too difficult a task from the very beginning.
2. The interests of children are not taken into account.
3. The game is played with children who do not know how to dribble.

4. "Mathematical relay races"

Educational purpose of the game: repetition and consolidation of counting skills.
Pedagogical value: the game develops memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: paper, pencils.
Preparing for the game: on a board or a sheet of paper, simple examples from mathematics are written in advance, accessible to children (you can use the multiplication table). Children are divided into teams of 5-7 people and stand behind the front line. In front of each team, a piece of paper with written examples and a pencil is placed.
Content and course of the game: at the signal of the leader, the first players run up to their sheets, solve the first example and return back, leading the baton.
Rules:
The team that completes the task first and without errors wins.
When summarizing the results, priority is given to the team that completed the task without errors.
Guidelines:
Remember, examples should be simple and have already been solved before in math lessons.
Examples can be on the rules of mathematics, where the sequence of arithmetic operations is important, for example: 2 + 2 x 2 =
You can give tasks to players in the form of a problem that is solved sequentially and is associated with various arithmetic operations.
Organizational and methodological errors:
1. Players are given too complicated examples from the very beginning.
2. Examples include only one mathematical operation.
3. The examples do not reflect the material covered in the lessons.

5. "Put in the box"

Educational purpose of the game: repetition of Russian words with the ending "ok".
Pedagogical value:
Location: playground, gym, recreation.
Inventory: basket - "body", hoops, small balls (twenty balls)
Preparing for the game: the players are divided into teams with the same number of players and become like during relay races. On the contrary, each team in 10 - 12 meters is placed a basket - "box". Next to the team lies a hoop with small balls (balls can be replaced by any small items).
Content and course of the game: at the signal of the leader, the players who are the first in the teams must take the ball, run up to the box and put the ball into it, while saying the word that ends in “ok” - a lock, a flower, a player, a stocking, a sock, etc.
Rules:
"Words - objects" that are placed in the box should not be repeated.
For prepared children, one should not use diminutive - affectionate words, such as, for example, like a mushroom, a pie etc.
The team that first puts twenty "balls - words" into the container without repetitions wins.
If the player repeated the word and called “ok”, which was already there, the assistant should tell him: “You are mistaken, my friend”, the player should go back and only after that name a new word.
Guidelines:
During the game, use assistants who will write down those “words - objects” that are placed in the box.
The number of words - objects may vary depending on the number of children.
You can give time to prepare for the game by explaining the task.
Organizational and methodological errors:
1. Players are not given time to remember words.
2. When summing up, the teams that were able to name the largest number of words are not marked.

6. "Riders are athletes"

Educational purpose of the game: repetition and consolidation of knowledge about the world around.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: a large circle is drawn in the center of the hall - a “manege”, on one side of the hall there are stalls for “horses”, there should be 3-5 less than the number of players. All players - "horsemen-athletes" stand around the arena.
Content and course of the game: at the signal of the leader, the horsemen move around the arena at a pace or gallop, raising their knees high. At the next signal, everyone jumps to the other side of the hall, where there are no stalls. At the second signal, everyone runs and tries to take a place in the stall.
Rules of the game:
You can start moving in a circle and to the stall only on a signal.
Equestrians who are left without a stall receive penalty points.
Guidelines:
Pay attention to the fact that the players raise their knees high when moving.
To ensure safety, use an elastic band stretched across the hall three to five meters from the wall and draw the stalls perpendicular to it.
Organizational and methodological errors:
1. No attention is paid to how the players move.
2. Too large or vice versa, too small distance to the stalls.

7. "Who has the keys?"

Educational purpose of the game: repetition in game form rules of conduct.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space.
Location: playground, gym, recreation.
Inventory: hoops.
Preparing for the game: the players randomly put the hoops in a circle and stand in the space inside the hoop - occupy their "apartments". One of the players is the driver - a person without an apartment becomes in the center of the circle.
Content and course of the game: on a signal from the leader, the “homeless person” approaches any of the players and asks the question: “Who has the keys?”, The player addressed by the “homeless person” replies: “Look for (player name)!” any hoop (swap apartments), and the bum tries to take the apartment, the name of the owner of which was named.
Rules:
Players must change places, it is impossible to remain in your hoop.
The player left without an apartment becomes the driving "man without an apartment".
Guidelines:
Start playing the game with a preview and trial of the game.
If possible, try to choose not one driver, but two drivers.
Organizational and methodological errors:
1. Too large, or vice versa, too small distance between apartments.
2. An unnecessarily large number of players, which leads to clashes and confusion.

8. "To the flag"

Educational purpose of the game: repetition and consolidation of skills to navigate the terrain.
Pedagogical value: the game develops visual memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: recreation.
Inventory: blindfolds according to the number of players and a flag on a pole or a stick.
Preparing for the game: a flag or stick is placed in the middle of an open field. The players line up in a semicircle at a distance of 20-40 meters from the flag and blindfold themselves.
Content and course of the game: the leader pronounces various commands: “To the right!”, “To the left!”, “Around”, etc., and the players perform them. As soon as the leader gives the command: “To the flag, march!” Everyone begins to move towards the flag, trying, as they think, to get as close as possible to it and stop, after which they must remove the bandages.
Rules:
You can not remove the bandage and peep.
If a player peeps, then he is taken out of the game.
All participants must follow the commands given to them by the leader.
The participant closest to the flag wins.
Guidelines:
Always start the game from a short distance from the flag.
At the initial learning of commands, there should be few.
Remember to make sure that the players play fairly.
Organizational and methodological errors:
1. Players are asked to complete too many commands from the start.
2. Too much distance to the flag.

9. "Make it up yourself"

Educational purpose of the game: repetition and the formation of motor imagination.
Pedagogical value: the game develops visual memory, attention, spatial imagination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: the participants of the game are built in lines on different sides of the hall, facing its middle and are calculated in numerical order.
Content and course of the game: the leader calls any number, after which the player whose number was called goes to the middle of the hall and shows three different movements, then a player from the other team is called, who must also show three new movements that are not similar to the previous ones, etc.
Rules:
If the exercise has already been shown, the team receives a penalty point.
The result of the game is summed up by the sum of penalty points.
Game option:
You can play a game with the elimination of players who have repeated the exercise.
Guidelines:
Do not forget, the game is best played in gymnastics lessons or in gymnastics sections.
Keep in mind that you can show exercises aimed at developing individual motor qualities: strength, speed, flexibility, etc.
Remember that if the level of preparedness is low, you can give the task to show one exercise at a time.
Please note that if the children's motor experience is small, the game will not arouse their interest.
Organizational and methodological errors:
1. The game is offered to children with insufficient motor experience.
2. Before the game, the previous lessons do not mention the need to remember the exercises.

10. "Who came out?"

Educational purpose of the game: formation of memorization skills and improvement of short-term memory.
Pedagogical value: The game develops visual memory, attention.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children stand in one line, several (2-4) leaders are selected from among them.
Content and course of the game: at the signal of the leader, the drivers turn away from the players, turning their backs to them, and the leader points to the player who must run out of the room or hall. On the second signal, the drivers turn around and try to quickly name the player who left.
Rules:
The driver who first gave the correct answer gets a point.
The leader who scores the most points by the end of the game wins.
Guidelines:
Play the game at the end of the session, when the children leave (run away) one by one to the locker room.
Play the game in the classroom, i.e. where you can get out and back quickly.
Remember, the number of players should not exceed seven to eight people.
Use the game to assess (diagnose) visual memory.
You finish each lesson with this game for a long time, changing the drivers.
Organizational and methodological errors:
1. The game is held in the main part of the lesson.
2. Too many players.
3. Not all participants were in the role of drivers.

11. "Hello friend!"

Educational purpose of the game: repetition and formation of rules of benevolent behavior.
Pedagogical value: the game develops memory, attention, intelligence, communication skills.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children (up to eight people) become in a circle.
Content and course of the game: at the signal of the leader, the player standing first runs in a circle and greets everyone along the way, after which the second does the same, then the third, etc., i.e. everyone greets everyone. After everyone greeted everyone, the players are invited to count how many handshakes the participants in the game made.
Rules of the game:
The one who names the correct answer wins.
Players who said many different compliments are noted.
Game option:
The player who runs and shakes hands must say to everyone some kind of greeting that should not be repeated, for example: “Hello, hello, great, good afternoon, etc.”
You can say compliments when shaking hands, for example: “you look great, glad to see you again, haven’t seen you for a long time, how many years, how many winters, etc.”
Guidelines:
You need to start with a small number of players.
The game can be played separately for boys and girls.
Organizational and methodological errors:
1. A large number of children, which causes significant difficulties.
2. The leader did not prepare the correct answer in advance.

12. "Arms, legs, head"

Educational purpose of the game: formation of skills within team interaction.
Pedagogical value: the game develops memory, attention, imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children are arranged in a semicircle, by agreement, each of them represents some part of the body: “stomach, arms, legs, head, neck, back, shoulders), i.e. collectively form a whole. A leader is selected from among the children, who stands in front of a semicircle.
Content and course of the game: the driver touches himself for any predetermined part of the body, and the player who depicts this part of the body runs up to the driver and touches the same part of the body with his hand, after which he quickly returns to his place. The driver touches the next part of the body, after which the next player runs out to him, etc. until all players run out, denoting parts of the body in turn. After that, the driver composes the players in such a way that a whole body is obtained, and the leader will check the correctness of the task.
Rules:
The player must correctly compose the body - first the legs, then the stomach and back, then the arms, then the shoulders, then the neck, and only then the head.
Game option:
You can use and show only the head, for example: ears, nose, mouth, eyes.
Guidelines:
If there are many players, it can be held in the form of a competition between two drivers, then the players depicting body parts run up to two drivers at the same time.
If the players are not prepared, you can limit yourself to the largest parts of the body (arms, legs, torso, head). Summer outdoor games for children of primary school age

Games for the formation of correct posture

Freeze

The student stands straight with his back against the wall; heels are connected and touch the wall; calves, buttocks, shoulder blades touch the wall; arms hang down without tension, elbows touching the wall. At the command of the teacher "Freeze!" the student tries to reduce the space between the wall, neck and lower back, mentally counting to 10, after which he returns to a free position.

Fix your posture!

Students stand in two columns, one at a distance of outstretched arms. Those in front receive a ball and, at the signal of the teacher, they begin to pass the balls over their heads to the students standing behind. When the ball reaches the last one in the column, everyone turns around and the ball is passed in the same way in the opposite direction. The student in front, having received the ball, gives the command: “Correct your posture!”; the team that finishes the ball faster than the others and has the best posture wins. Option 2 - passing the ball between the legs with the body tilted forward

General educational games

All players form a circle. One of the players stands in the middle of the circle and closes his eyes. The teacher points to the one who will sing or say: "Lap, hop, hop."

All participants in the game go in a circle to the right and sing: “We made the whole circle, we will turn around at once!” At these words, everyone turns 360 ° and continues further: “And as we say - lope, lope, lope - guess whose voice it is.”

standing in the center with eyes closed opens them and must guess who said the words "hop, hop, hop" or show the direction from where he heard the voice. The recognized player goes to the middle, and the leader goes to the circle. If the driver does not guess correctly, he continues to stand in the middle of the circle.

To walk

The players stand in small circles outlined by everyone on the site, with the exception of the driver. The driver approaches any player and says: "For a walk." Players follow the leader in a column one at a time. When all the players are called "for a walk" and leave their seats, the teacher says: "It's raining." All the players try to take circles as soon as possible. The player left without a place becomes the driver.

It is forbidden to push a player out of a busy circle, as well as to detain players while searching for circles.

Empty place

All players, with the exception of the leader, stand in a circle no more than half a step from one another and put their hands behind their backs. The driver is around the circle.

The driver runs around the circle, touches one of the players and then runs in the other direction in a circle. The player he touched runs in the opposite direction, trying to run to his place faster than the driver. Meeting on the way, the players greet each other: they give each other hands, squat in front of each other, etc. The one who leads. failed to fill the empty space.

The driver must touch the hands of the player, calling him to a running competition. When the players run around the circle, no one should interfere with them. When meeting, the players must perform a conditional task; the one who does not complete the task becomes the driver.

astronauts

At the corners of the site, 5-8 large circles are drawn - rocket launch sites. Inside each rocket launcher, 2-5 circles are drawn - rockets (you can put hoops).

The total number of rockets should be 5-8 less than the number of players. The students go around

holding hands, and say: Fast rockets are waiting for us To walk around the planets, To whichever one we want, To such a one we will fly! But there is one secret in the game: there is no place for latecomers!

After these words, everyone runs to the rocket sites and takes places on any of the rockets. Those left without a place are eliminated from the game.

catching monkeys

The teacher divides the students into two teams: “monkeys” and “monkey catchers”. Monkeys are placed on one side of the area where there are climbing facilities (for example, gymnastic walls). On the opposite side are the monkey catchers. Monkeys imitate everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them.

Catchers in the middle of the site show the movements and hide, the monkeys climb down from the trees and repeat the movements. At the signal "Catchers!" monkeys run to the trees. Catchers catch those monkeys who did not have time to escape.

Salki - feet off the ground

One of the players is "trail". He takes a bright handkerchief in his hand and stands in the middle of the platform. The rest of the players are all over the court.

“Salka”, at the signal of the teacher, catches up with the players, trying to “tip” them. But you can’t “salt” someone who doesn’t touch the ground with their feet (stood on a bench, climbed onto a gymnastic wall, etc.).

Bears and bees

The players are divided into two teams: "bears" and "bees". At a distance of 3-5 m to the right of the tower or gymnastic wall, a forest is outlined, and at a distance of 8-9 m on the opposite side there is a meadow. Bees are placed on a tower (beehive). At the signal of the teacher, the bees fly to the meadow for honey and buzz. As soon as all the bees have flown away, the bears climb into the hive. At the signal "Bears!", the bees return to the hive and sting the bears.

Animal Relay

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

Centipede running

And the players are divided into 2-3 teams of 10-12 people. Each team receives a long rope. Players are evenly spaced on both sides of the rope they are holding on to. At the signal of the teacher, the teams run to the finish line, all the while holding on to the rope.

The team that runs first wins, if none of its members missed the rope.

Father Frost

white fluff,

snow fluff,

All-all-all in fluff around!

Fluff on hats

Fluff on lips

Fluff on the eyebrows

Fluff on coats

Fluff sprinkled forehead and nose ...

Who did it?

Father Frost! _

All players run around the court. Santa Claus runs after the players and tries to touch any of the players with his hand, to “freeze” him.

"Frozen" stops and spreads his arms to the sides. The game ends when everyone is frozen.

friendship tree

Everyone joins hands. One person is a tree. He stands still, and from the other side the teacher leads the children in a circle, gradually spinning everyone around him.

Two Frosts

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

We are two daring brothers, two young Frosts.

I am Frost Red Nose,

I am Frost Blue nose.

Which one of you decides

To go on a path?

All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the guys run from home to school (beyond the line on the other side), Frosts catch and “freeze” those who run across. The salted ones immediately stop and stand in the place where the Frost froze them. Then the Frosts again turn to the children with the same words, and the guys, having answered, run back to the house, helping out the “frozen” children along the way; touch them with their hand, and they join the other players,

We are fun guys

A new house is opposite the school.

We live in a new house.

We run up the stairs

And count the floors.

Time - floor,

Two - floor,

Three four -

We are in the apartment!

On opposite sides of the site or hall, _va "houses" are marked with lines at a distance of 15-20 m from one another. Between the "houses" in the middle of the site becomes the driver. The rest of the players are on one side of the court, behind the house line.

If the game is played on a large court, it is necessary to limit qc from the sides, drawing lines at a distance of about 8-10 m from one another. The driver, standing in the middle facing the players, says loudly: “One, two, three!”

All players say in unison:

We are funny guys, We love to run and play Well, try to catch up with us!

After that, all students run across to the opposite side of the line of another house. The driver catches those who run.

Those caught move away. When all the players run across, the driver again counts: “One, two, three!” - and everyone, having said a quatrain, runs to the first "house". Caught again step aside. After 2-3 dashes (by agreement), the caught ones are counted, a new driver is chosen from those not caught, and the caught ones are included in the game, and everything starts all over again.

The game is played 3-4 times, after which the guys who have never been caught and the best drivers who managed to catch more students are noted.

You can run across to the other side only after the words: "Catch up with us." It is impossible, having run out from behind the “home” line, to go back; a player who does so is considered caught. To catch means to touch the player. The driver can catch those who run away only to the line of the house, and a player who has been touched by a pin is not considered to be caught.

At the bear in the forest

A circle is drawn at one end of the site - the bear's lair. On the other - a house for playing children. Children go from home towards the den and say: “A bear has mushrooms in the forest, I take berries. And the bear looks and growls at us. ,

After these words, the bear runs out of the den and begins to catch (salt) the players. Children try to run away to their house.

When the bear has caught 4-5 people, a new bear is assigned. Caught (salted) children are in the den until a new bear is appointed.

Carousel

The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The students pick it up from the ground and, holding it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely

The carousels started spinning.

And then around and around

Everyone run, run, run.

The players move slowly at first, and after the words "run" they run. At the teacher's command "Turn", they quickly take the rope with the other hand and run in the opposite direction.

Hush, hush, don't rush!

Stop the carousel.

One and two, one and two

So the game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to get on the carousel again, i.e. grab the rope with your hand, and the game resumes. A latecomer does not ride the carousel.

Equestrian athletes

One two three four,

And ride a horse.

On the floor, 1 m from the walls and the same distance from one another, circles and squares are laid out. They should be less than the number of players by three. Pupils, having become left side to the center, move forward in a circle. The dressage of sports horses is imitated. The teacher gives commands:

“Step of the horse” - the students, bending their arms at the elbows, palms down, raise their knees high, reaching them to the palms;

"Turn" - turning around, continue to move and the opposite side;

"At the trot" - they run;

"Step of the horse" - they switch to walking;

"In places!" - everyone scatters, trying to take a circle or a square, Those left without a place lose.

White bears

Two players (“bears”) become in a circle depicting an “floe”. The rest of the players are located outside the ice floe. Bears go on a "hunt" holding hands. Having overtaken someone, they try to embrace him with their free hands. The one who is caught is taken to the "floe". Then the bears catch the second one and lead him to the same place. Each caught, in turn, becomes a bear and, holding hands, go to catch other players who are still on the court. The last two or three players (depending on the condition) remaining uncaught win.

Typewriter

Each player receives a letter from the phrase "A HEALTHY BODY IS A HEALTHY SPIRIT". All the players move around the hall to the music. When the music ends, the students line up in such a way that these words can be read.

Then the children begin to "type": the first letter calls itself and clap in palms, the second one joins it and so on. When the phrase (Composed, the rest of the children, who did not have enough letters, read it and everyone clap their hands.

Calling numbers

You can run

You can sing

You can blow a pipe,

You can chew bagels

You can inflate the balloon.

One, two, three, four, five.

The players, except for one of them, highlighted by the leader, form a large circle and stand in small circles previously drawn on the floor. The teacher counts the students in fives. The driver becomes in the middle of a large circle drawn up by the players. Then the teacher calls the numbers in any order (from one to five). The players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of the player who ran out of the circle. Left without a place, leads. The winners are those children who have not been driving even once during the 1 time of the game. When taking into account the results of the game, the role of the first driver is not taken into account.

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

Rope games

Mirror

The game is played by 2-6 people. The leader is chosen, the rest of the participants become so that they can see him well (it is most convenient to form a circle with a radius greater than the length of the ropes). The driver jumps with a rope, gradually changing the ways of jumping. Children must, without stopping, repeat all his movements with maximum accuracy (as in a mirror). The driver usually selects exercises increased complexity, for example:

    jump cross-legged;

    jump, raising your knees high;

    jump, crouching upon landing;

    jump, crossing and spreading arms again;

    jump so high or twist the rope so fast that it
    managed to make two turns in one jump.

Depending on the agreement before the game, it is required to repeat all the actions of the driver or only his operations directly with the rope.

Agree in advance on how many movements (1-2 or more) you can lag behind the driver.

Alphabet

The participants of the game (2-5 people) jump with a short rope in turn. With each jump, they should name the next letter of the alphabet: a, b, c, d ... The jumping method is chosen quite complicated. The one who made a mistake when pronouncing the next letter must immediately name a plant with this letter, an animal, a city, etc., which is agreed upon before the game. If this succeeds, the player can start jumping again; if not, passes the queue to the next one. The task of each participant in the game is to "pass" the entire alphabet. The one who did it later than the others loses.

A jumper's error is considered both an unsuccessful jump and confusion when listing the letters of the alphabet.

If you make a mistake, you must pronounce the word with the desired letter very quickly, before anyone around you has time to count loudly to three.

runaways

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

A mistake is considered not only a failed jump, but also jumping curiously has the right to retry.

Cradle

6-8 people take part in the game. The rope is held, swinging above the ground at different heights - from 10-20 cm to 50 cm and above. Participants below (or in pairs) scatter and jump over it or start jumping different ways.

Fishing rod

8-10 people take part in the game. The players stand in a circle, facing the center, the distance between them is 1-2 steps. The leader stands in the center and circles the "fishing rod" so that the bag passes under the feet of the children standing in a circle, slightly touching the ground. Children jump over the "fishing rod" trying not to touch it. If one of the players touches, then the game is suspended, and then the rope is twisted in the other direction. The loser is the one who touches the "fishing rod" during the game (5-7 minutes) more times.

Jump through the rope should be soft, on toes, bending your knees.

During the jumps, everyone needs to stay in their place, not approaching the center of the circle and not moving away from it.

The player who touches the "fishing rod" does not leave the game, but continues to jump over the rope along with the rest.

Games to prepare for the ranks

Alignment

One, two, three, four, five.

Is it Nadya. This is Misha

Nearby - Rita, Vera, Grisha.

Students line up in order of height. The teacher gives them the following tasks:

    Who is the tallest in the class?

    How tall is Sasha?
    (Sasha is the lowest)

Who is your neighbor on the left? on right?

    Between whom and whom do you stand?

    Masha will take a step forward.

Her neighbor on the left will stand next to her. Stand behind each other. Who is ahead of you? who is behind you? behind you? Tanya, take a step to the left. Behind Tanya will be Anya, and in front of Seryozha.

Everyone take a step forward. Children learn to correlate the words "left," right, "behind."

The guys are strict

All students line up in one or two columns and stretch their arms forward, lightly touching the shoulders of those in front of them. At the command of the teacher, "run away!" everyone is running in different directions. On the second command "quickly in places!" everyone should line up in the starting position, putting their hands on the shoulders of those in front. The one who took the last place is out of the game. If two columns play, then the team that lined up before the other wins.

Let's line up

To the music, the students walk around the hall, the leader turns off the music, the children all freeze in place, the leader’s command sounds:

Lined up in order of height!

Everyone performs a team counting up to 10.

Get in line quickly

Pupils scatter all over the site, collect tokens with numbers on the floor. The teacher says the command: “Quickly stand in a column!” Children rush to take their places, according to the numbers that are on their tokens, in order (ascending, descending; left - even, right - odd).

Class, be quiet!

Students line up in one line. The teacher, standing facing the players, gives commands. Students should follow commands only if the word “Class!” is said before the command. If this word is absent, then it is not necessary to respond to the command. The one who makes a mistake takes a step forward and continues to play.

Who will be faster in the circle

The players choose the driver. Players lined up are ranked first, second, third and fourth. Everyone must remember their number. The second, third and fourth numbers form a circle, and the first number is in the middle of the circle. The driver stands between the circles.

The driver says: “The first numbers are for me!” The first numbers run out of the circles and stand in a column one at a time. The column is moving after the driver through the hall in various directions. Players forming circles stand still, rhythmically raising their joined hands up and down. At the leader's signal, the first numbers scatter and try to stand in any of the circles. The driver also tries to get into one of circles. The player left without a circle becomes the leader. The second numbers stand in the middle, and the game starts over; then third, and so on.

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

jumping games

Bump jumping

The players are divided into 2-4 teams equal in number of players, which line up in a column. On the site, 2-4 small circles with a diameter of up to 50 cm are indicated - “bumps” - at a distance of 40-50 cm. There are 5-6 circles in each row. At the signal of the teacher, the first players jump on one or both legs from one circle to another, trying not to step out of the circles with their foot. The team with the fastest and most accurate jump over all the bumps wins.

jumping sparrows

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

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

When the cat catches 3-4 sparrows, a new cat is selected from those not caught.

Jump under the microscope

A student or teacher shows a standing long jump. With the help of a teacher, children name individual actions, for example: “crouch”, “wave their arms”, “push off with their feet”, “fly”, “look”, “breathe”, “brake”, “land”. Count how many actions are named. Remember them. Choose one of the named actions and perform long jumps from a place, focusing on this action. Then choose another.

Wolf in the ditch

One, two, three, four, five,
Nowhere for the goat to jump:
There is a wolf walking everywhere.
He clicks his teeth, clicks!

And we hide in the bushes.
Hide, goat, and you.
You, wolf, wait,

How do we hide - go!

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

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

At the signal of the teacher “goats, in the field!”, the goats run from the house to the opposite side of the site - to the pasture and jump over the moat along the way. The wolves, without leaving the moat, try to kill as many goats as possible. The salted ones step aside, they are counted, and again they

are included in the game. Then, at a signal, the goats run across to the other side of the house again, and the wolves catch them as they jump over the moat.

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

Wolves can only attack goats while in a ditch when the goats
jump over the moat or stand side by side. A goat that runs across the moat, and does not jump over it, is considered to be caught. Goats can run
only at the request of the teacher. If the goat lingered at the moat, afraid of the wolves,
the teacher counts to three, after which the goat is obliged to jump over the ditch, in
otherwise, it is considered tagged. |||

Frogs and herons

Heron-bird, heron-bird,

What do you dream about at night?

    To me? Swamp edges.

More? Frogs!

To catch them - not to catch ...

That's all! You lead!

Four players are located at the corners of a large square and connect the ends of long ropes in their hands, holding them at a height of 25-30 cm from the ground. The place limited by the jump ropes is the “swamp”. The “frogs” live in the “swamp”, which are depicted by the rest of the players, except for one highlighted by the driver. The driver is a "heron". The heron is in his "home", a few steps away from the swamp. At the direction of the teacher, the driver, depicting a heron, goes to the swamp, raising his knees high ("heron's step"), while he raises one arm up, bending the hand (heron's head and beak), and bends the other arm behind (xboci heron). Stepping over the rope, the heron finds itself in a swamp. The frogs, fleeing from the heron, jump out of the swamp and jump over the rope (rope). The heron with its beak (outstretched fingers and arms) “grabs” the frog, which did not have time to jump out of the swamp, and “takes it to its house. (i.e., touches the edge of the clothes of one of the players and, together with him, goes to the place where the conditional house of the heron is indicated). When the heron is at home, the frogs again jump into the swamp, jumping over the rope. The frog caught by the heron is released and returns to the swamp. The game continues in the same order. The most dexterous frogs are those that have never been in the beak of a heron.

A frog that does not jump over the rope when jumping out of the swamp is considered to be caught by a heron. A heron can only grab one frog at a time.

Paratroopers

The class is divided into two, equal in number, teams of "paratroopers". Gymnastic benches are placed in a row in the hall at a distance of 3-4 m between each. These are the "aircraft" from which paratroopers will jump. On the right and left sides of each of the benches, at a distance of 80 cm, four circles with a diameter of 30 cm are indicated.

In front of one of the ends of each bench, at a distance of 1 m, another circle with a diameter of 40 cm is drawn. These are “places for precise landing”. Paratroopers of the first team make "landing on the plane" (6-8 people for each bench). Four stand facing the circles marked to the right of the bench, the other four - to the circles on the left side. At the prearranged signal of the teacher, paratroopers simultaneously jump from airplanes, trying to land accurately and softly in their circles. A skydiver who landed accurately and kept his balance receives 1 point for his team.

Then the first team goes to rest, the second gets on the plane and makes jumps. When the game is repeated, the paratroopers of both teams jump, one after the other, into the circles drawn in front of the ends of the benches. Successful jumps are also marked with points. The team with the most points wins.

Throwing, passing and catching games

Right on target

naughty baloons,

Run out into the yards.

Get to play

Voivode to choose.

Governor - from the people,

Get out of the circle.

And you, good fellow,

Get to the very end.

Two teams are located in lines, one opposite the other, at a distance of 10-12 m. A line is drawn in the middle of the site. 10 "towns" are placed along the line. Players of one team receive a small ball. At the signal of the teacher, the team with the balls throws them into the towns, trying to knock down more chocks. The downed town is placed one step closer to the team that threw the balls. Now the other team picks up the balls and throws them into the towns. Downed towns put one step closer to the team. Each team takes turns throwing the ball four times. The team that managed to bring the towns closer to itself from the middle line to the general wins. more steps.

ball to neighbor

The players stand in a circle facing the center at a distance of one step from each other and pass the ball to the right, then to the left, but always to the neighbor. The driver, who is outside the circle, tries to touch the ball without hitting the players. The one with whom he touches the ball becomes the driver. You can form two or three circles and assign the same number of leaders, respectively. Students who were not driving win.

ball on the floor

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

At a signal from the teacher, the players begin to roll the ball across the floor, trying to hit the legs of the drivers. Drivers run from the ball in a circle, bounce to escape the ball. If one of the players manages to get into the feet of the driver with the ball, he takes his place, and the former driver becomes in a circle. Those who have never been a driver win. The first drivers are not considered losers.

Passing balls in columns

On a signal, players in front pass the ball over their heads to those behind them. Those in the same way pass the ball from behind to those standing. Each time the last player in the column, having received the ball, runs to the right of the column to the teacher, and then becomes the first in his column.

The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants in the game visit the end of the columns and deliver the ball to the teacher. The team with the most points wins.

ball race

Children stand in a circle at a distance of one step from each other facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. On a signal, the drivers begin to throw the ball only to the players of their group, in one direction. The group wins, and to which the ball returned to the driver earlier. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated from 4 to 6 times.

Drivers must start the game at the same time on a signal. If the ball falls, the player who dropped it picks it up and continues the game.

Option 1. Children become in a circle, calculated on the first and second numbers. Two players standing side by side are the drivers, they take the balls and, on a signal, throw them one to the right, the other to the left in a circle to the players with the same number, i.e. through one. The team that gets the ball back to the driver the fastest wins.

Option 2. The participants of the game stand in a circle at a distance of one step from one another and are calculated on the first and second numbers. The bottom of the player standing nearby are the drivers. They take the balls and, on a signal, run in opposite directions around the circle. Having run around the circle, they take their place, quickly pass the balls to the players with the same number, i.e. through one.

The game continues. The team whose players run around the circle first and drop the balls wins. The player is allowed to pass the ball to the player of his team only when he is in his place. Running is allowed only around the circle.

Hunters and ducks

Ducks lived at the pier.

The river shook them with a wave.

One, two, three, four, five,

Children, holding hands, form a circle. By calculating the first - second players are divided into two teams, equal in number of players. One team is "hunters", the other is "ducks". Ducks stand in the middle of the circle. Hunters remain in their places in a circle. To enlarge the circle, the hunters do 1-2 step back. A line is drawn in front of the socks of the players standing in a circle. The hunters try to hit the ducks with the ball. Ducks dodge the ball. The duck that was touched by the ball leaves the circle and does not take part in throwing. When there is not a single duck in the circle, the teams change places. The team that quickly "shot" all the ducks of the other team wins. The game can also be played in such a way that the team wins, which at a certain time (2-3 minutes) “shot” more ducks of the other team.

Hunters must not cross the line. If the ball remains in the middle of the circle, then any player in the circle throws it to the hunters.

Runners and Throwers

The players are divided into two teams, each team is divided into runners and throwers. Throwers have balls of different colors. Groups of runners line up at the start line. Throwers stand behind the runners of each team. On a signal, the players throw the balls as far as possible. Runners collect their team's balls and return to the starting line. The team that runs first wins.

moving target

The players form a large circle and stand at a distance of 2-3 steps from each other. A line is drawn in front of the socks of the players standing in a circle. A dedicated driver enters the circle. Players outside the circle try to hit the driver with the ball. The driver, running inside the circle, dodges the ball. The player who hit the driver with the ball takes his place. Players standing in a circle are not allowed to cross the line. If the driver catches the ball from the summer, then this is not considered a hit .

Passed - sit down

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

On a signal, the captains pass the ball to the first player, who catches it and returns it, immediately assuming a crouching position. The captain throws the ball with the second, third and other players of the team. Everyone who made a return transmission crouches. When the last player gives the ball to the captain, he lifts it up and the whole team quickly gets up. The team that completes the passes first without violating the rules wins.

Climbing and climbing games

Train

Do, re, mi

Fa, salt, la, si!

The cat is driving a taxi

And the kittens clung

And ride for free.

Equipment is being prepared for the beginning of the game: a long cord (10-12 m), a gymnastic bench, 3-4 stuffed balls, 2 red and 2 green flags. Students line up in a column and grasp the cord with their right hand. The first player is a "locomotive", the rest are "cars". At the signal of the teacher, the train starts moving either faster or slower. Students can imitate the movement of the train by saying: “Knock-knock-knock”.

Stops are marked in two or three places - “stations”, at which the duty officer regulates the movement with red and green flags. The train goes either along the bridge (along the gymnastic bench), then along the tunnel (the gates formed by the posts), then the snake (between stuffed balls). The game can be played with music.

climbers

Along the boundaries of the site, obstacles are placed that climbers, advancing in a column one at a time, consistently overcome: they climb the gymnastic wall, climb over the log or crawl under it, cross the pebbles (circles drawn on the floor), through the mountain stream (along the rail of the gymnastic bench ) etc.

The teacher notes those who overcame obstacles better. The game is accompanied by an explanation by the teacher.

Games for the development of attention

Right wrong

One, two, three, four, five,

We want to play now.

"Yes" and "no" do not say -

You still have to drive.

The students sit in a circle, the teacher stands in the center and gives interesting tasks, which need to be shown in motion, if it is correct, we clap our hands, and if the task is not correct, we squat.

We play if the head hurts - it's wrong;

Children are friendly - right;

We jump if the stomach hurts - wrong;

In winter, we go out without a hat - it's wrong.

twelve sticks

Rain, rain, pour -

There will be a loaf of bread

There will be rolls, there will be drying,

There will be delicious cheesecakes.

The hare ran through the swamp,

He was looking for a job

Didn't find a job

I cried and went.

For the game you need a board and 12 sticks. The plank is placed on a stone or on a thick stick, a bar so that one end of it is on the ground, and the other is raised. 12 sticks are placed on the end of the plank lying on the ground.

The leader is chosen. He stands at the plank and kicks its free end with his foot, and all the sticks scatter in different directions. The driver quickly begins to collect them, and the rest of the players quickly hide in different places while the driver collects the sticks. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. Finding someone, he calls him by name and he must come out of hiding. The driver has no right to peep when everyone is hiding. If the player noticed by the driver is named incorrectly, then he remains in place until the driver calls his name correctly.

A player who hid but was not found can, unnoticed by the driver, run up to the board, kick it with the words: “Twelve sticks are flying!”. The sticks scatter, and the driver must collect them again, and all the players previously found by him hide again.

The driver leads until he finds everyone. In the next game, the one who was found last becomes the driver. If the driver fails to find all those hiding for a long time, then you can choose another driver.

Forbidden movement

While walking in a column one at a time, the teacher (he goes first) changes the position of the hands: to the sides, on the belt, up, behind the head, behind the back. Children perform all movements behind him, except for one - hands on the belt. This movement is prohibited. The one who makes a mistake falls out of line, stands at the end of the column and continues the game. After some time, another movement is declared a prohibited movement.

Games in the classroom in the winter

Hit the target with a snowball

The students are divided into two teams and are located opposite each other at a distance of 15-20 m. A line is marked in the middle of the site, on which three volleyballs are placed. The players prepare three snowballs. At the signal of the teacher, all the players of one team throw snowballs (in one gulp) at the first ball, at the second signal - at the other, at the third - at the third. Then the balls are put in place and the other team throws snowballs.

The team that hits all three balls wins.

Stalls are marked at a distance of 2 meters from the wall and 1 m from one another. They should be 2-3 less than the players. The players stand in a circle with their right (left) side to the center, pretending to be horses. Dressage is staged to the center of sports horses. At the command "Step the horse!" horses walk, raising their knees high, reaching them with the palms of their arms bent at the elbows. Team "Turn" - and the horses go in the opposite direction. Team "Trotting!" - the horses are running. This is repeated 2-3 times. At the command “to cost”, everyone runs, trying to take the designated place. Those left without a place (without cost) lose. Participants stand in a circle with one side and play.

Forbidden movement. Grade 2

Playing together with the teacher stand in a circle. The teacher explains that he will perform different movements, and the students must perform them with him, but one movement is forbidden - it cannot be performed (for example, “hands on the head”). The teacher begins to make different movements, all the students do them unexpectedly, the teacher makes a forbidden movement, and the student who repeats it takes a step forward. Then the game continues. Prohibited movements should be changed after four to five repetitions.

Cosmonauts. Grade 2

To the playground or sports. in the hall in 4 6 places rockets are indicated. On the side of the missiles there is an inscription of the route (ZLZ - Earth - Moon - Earth), etc. Each rocket has 3-6 seats. The whole hall is a spaceport. In all rockets there are 3-4 places less than the players. The players, holding hands, walk in a circle with the words: “Fast rockets are waiting for us to walk around the planets. Which one we want to fly to! But there is such a secret in the game: there is no place for latecomers! After the word “no”, the children scatter along the rockets and try to take their places. Latecomers stand in the center of the circle. The game is repeated several times. With each next repetition of the game, the number of places in the rocket decreases!

Pioneerball. 3rd grade

The players are divided into two teams and occupy two sides of the volleyball court. A net is stretched between the teams at a distance of two meters. Each team has a ball. The task of the participants is to throw the ball to the side of the opponent. It is allowed to run with the ball around the court, pass to each other. The ball may touch the ground. The game continues up to ten points, which are counted when both balls are on the opponent's side, and they made a mistake.

Errors: the ball went out of bounds after the throw, the ball went under the net

"Nevod" Grade 3

Two players are fishermen, the rest are fish. Fishermen, holding hands, catch fish, surrounding them with their hands. Caught fish join the fishermen, the seine increases. Fishing continues until there are two or three fish not caught. During fishing, the net should not break.

"Grasshoppers" Grade 3

Players are divided into several teams. Each team lines up in a column one by one at the starting line. On command, the first numbers perform a long jump from a place, and his team at this time walks behind him. Then the second numbers leave the team, stand next to the first (after each jump alternately from the right and left sides), perform their jump and so on. The team that jumps the farthest will be the winner.

It continues the tradition of horse parades, which is clear from the name itself. Horse and rider perform in front of the jury sequence of compulsory exercises.

Movement forward, backward and sideways, turns, turns and other elements.

All of them are obligatory for execution and have their own names: reining in, changing legs in a canter, stopping, accepting, piaffe, leg yield, passage, shoulder inward, pirouette and half pirouette, traverse, rear turn, front turn, ranvers.

According to the purity of the performance of the figures and the obedience of the horse, the judges give marks.

Show jumping: jumping over obstacles

This is the most spectacular and dangerous competition. Riders must overcome obstacles placed on a dedicated site. Height barriers depends on the level of competition, age of horses and riders.

Important! There is a non-obvious fact that the rider helps the horse jump over the barrier. During the jump, he controls his body in such a way that rushes up before the horse and drags her along.

Equestrian triathlon: what is it

View combines into one show jumping and dressage. Third element added cross country.

The distance is about ten kilometers and runs along the prepared track. It has obstacles that the rider must overcome.

At this stage, there are areas where you can lead the horse on the bit to save his strength.

Each stage of the competition is held on a separate day. Places occupied by athletes are determined by the sum of points scored. According to the degree of complexity and height of obstacles, competitions have categories from one to four stars.

Athletes' distance run

It involves making a long ride at the limit of the horse's endurance. Daily record was installed at the end of the thirties of the last century and amounted to 252 km. Usually the race is held at a fixed distance from 20 to 160 km.

It is not only the time spent by the rider on the road that is important, but also the condition of the horse at the end of the race. You can't drive a horse.

Associated with this is the limitation of the maximum speed at the stage 15 km/h. Outside of regulated competitions, multi-day races take place.

The longest of them lasted about two hundred days. During this time, the Cossack Yesaul drove about nine thousand kilometers.

reining

Held as part of a Western - cowboy horse riding who came from the wild west. Gradually changing, reining reached modern look and became like dressage. Differences in what the rider controls the horse with just one hand.

Second- busy with a lasso or a revolver. Program elements must be executed expressively. If the horse moves mechanically, without emotion, the exercise is scored but not scored.

driving

It arose even before the rider sat on horseback. It is known that to harness a horse into the wagon started much earlier than they mastered horseback riding.

Domesticated horses were small pony and not fit for riding. They reached their present size by about three thousand years ago. Chariot races were no less popular and bloody spectacle than gladiator fights in ancient rome.

Participates in competitions crew of two: driver and groom, and a team in which, according to various rules one, two or four horses. There are amateur Russian competitions in troikas.

The competition consists of three stages than similar to triathlon. First goes dressage riding with the performance of mandatory figures that show the cohesion and controllability of the team. Further passes marathon on a difficult track. Last held parkour.

Crews show maneuverability on a track marked with cones, as in a driver's license test.

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Vaulting: what does this term mean

There is singles, doubles and group competitions.

The ancestor of the species was horse riding with the removal of frankly militaristic elements from it and the addition of spectacular tricks.

Riders perform tricks on a moving horse around at a gallop.

A loner who is not included or included in the team takes part in the performance. He leads the horse in a circle on a long rein and one, two or six, seven voltigeurs in the team score. There is a compulsory and optional part of the performance. The competition is judged by a jury of four - eight judges.

Olympic types of competitions

At the Summer Olympics there are equestrian competitions. it classic threesome: dressage, show jumping, triathlon. For the first time riders competed at the Olympics 1900. Then before 1912 there was a break.

Photo 1. Horse riding competitions in the semi-finals of summer Olympic Games held in Rio de Janeiro in 2016.

Volt, half-volt and other riding figures

Riding in the arena has a clear structure, as the rules traffic:

  1. Serpentine. Riding a snake from one side to another through the entire arena.
  2. Driving in a circle. Occurs using the entire width of the arena.
  3. Eight. The figure eight fits into the space of the arena with its full use.
  4. Volt. Movement in a circle of minimum radius. He makes up 6 meters.
  5. Half volt. Turning the horse in the opposite direction with a minimum radius. Through this figure, a check-in is performed from the corner back.

Attention! Riding strictly in figures allows you to make the movement of riders predictable and avoid collisions.

Discharges: what are they called and how to get them

There are two titles: master of sports of international class and master of sports. As well as four categories: candidate master, 1, 2, 3 categories.

  • Master of sports of international class. To be awarded this title, you must take from 1st to 8th place at the Olympic Games or at the World Championship.
  • Master of Sport. Gotta take 1st to 5th place in the Russian Championship, Grand, Medium or Small prize competitions.
  • Candidate Master. Need to dial at least 63% of points in competitions Big, Medium or Small prize.
  • 1st category: not less than 60% in Grand, Medium or Small Prize competitions.
  • 2nd rank: 56% in the Middle or Small Prize competitions.
  • 3rd digit: 50% in Grand, Medium or Small Prize competitions.

International Equestrian Federation

The organization is located in Lausanne - Switzerland. Exists since 1922. In addition to Olympic sports, it includes: driving, reining, vaulting. Participates in the Olympics. Conducts World Cup and World Equestrian Games.

Federation of Russia

Included in international federation. Additionally supervises pony competitions, horse polo, dzhigitovka. Conducts equestrian competitions and assigns qualifications to athletes.

Derby Cup and other international competitions

Compete at the Summer Olympics in three classic styles.

Dressage competitions are included in the Paralympic Games.

Once every four years are held FEI World Championships. They include competitions of older riders and competitions of young horses.

Every year there are competitions for the main prize among running and race horses. They got the name Derby on behalf of its founder.

Draw World Cup took place for the first time in 1978. Includes competitions in show jumping, driving, dressage, vaulting.

Since 1990- exist FEI World Equestrian Games. Held every four years.

Nations Cup exists since 1909. This is a multi-level team competition.

The history of the development of horse breeding

Equestrian competitions are first mentioned in the description Olympic Games 648 BC. e. In the Middle Ages, the first mention of the competition in London refers to by 1174 Further, horse racing was increasingly mentioned in the program. jousting tournaments.

At the end of the 17th century in Britain managed to bring Arabian horses to the tribe and August 11, 1711 raced at Ascot seven horses.

In 1740 parliament issued first bill with the rules for running races and horse races, and this can be considered the beginning of modern equestrian sport.

Beginning since 1900 equestrian sport is included in the Olympic sports. Further, before 1912- the competition was not held and was resumed in 1912 in Sweden. Since then, equestrians have participated in all summer Olympiads.

AT recent times popularity is gaining a natural approach to relationships with horses- HX (Natural Horsemanship).

The history of the popularization of horse racing in Russia

The following persons made a special contribution to the development of this sport in Russia.

Orlov

Equestrian competitions in Russia first organized by Count Orlov Chesmensky, who was a breeder of the Oryol trotter breed. The competition was held at a distance 200 fathoms for speed and 18 miles for endurance. In 1825 in the Tambov province opened the first racing society. From 1845- regular horse races began in Tsarskoye Selo.

Russian cavalry has traditionally been famous as the strongest in the world. The first athletes became cavalry officers and Cossacks.

From 1911 to 1913 Russian officers did not issue the King Edward Cup in England.

In the interim between Civil and Great Patriotic wars equestrian sport became popular.

Budyonny

Horse breeding and cavalry, in general, and equestrian sports owe everything to the legendary marshal. In 1922 he managed to buy some Arabian horses in England. These horses became the basis for the stock of horses of the Budennovskaya breed. Stud farms were founded everywhere through the efforts of Semyon Mikhailovich.

he himself in 1908 took first prize at the imperial review and the emperor shook hands with him. Beginning since 1925, under the patronage of the marshal, general army equestrian competitions were held. It was Budyonny who managed to save the Mosfilm cavalry regiment and a small stud farm when Khrushchev finished with the horse stock. Marshal Sophist's personal horse in 1956 won the European Championship.

Son of Budyonny Mikhail from 1984 to 1993 was head of the equestrian federation. Now in the country the main sports forge is the higher riding school.

Rules

Competitions and lessons with horses are held in the arena. It measures 20x60 m and bombarded layer of pure sand. Athletes dress in standard form: black or blue tailcoat, light trousers and a top hat.

As a tribute to tradition, the military act in uniform. The judging panel consists at least three judges, which are located on opposite sides of the arena. The athlete greets the judges by removing his hat, and the women bow.

Competition winners are awarded separately. horses receive sockets or rugs. The blanket is a very honorable award. The riders are awarded medals and cups. Leaving the arena before the awards ceremony is considered bad manners.

The chief referee gives the signal to start the match bell. This is a signal for horses. Commands to the rider are given flags. In order not to distract the horse with loud phrases.

Useful video

Check out the video that tells you when to start horseback riding and how difficult it is.

Conclusion: from what age do girls and boys accept

The highest sports titles in equestrian sports are awarded from 17 years old. The title of master is given in 16 . This is a sport for young people. It is important to weigh all the pros and cons before sending the child to the equestrian sport section, to find out his motivation.

Of course, there are many competitions for senior riders. However, in order to achieve the highest results, you need to start classes from 5 years old.

Construction, greeting. Reporting lesson objectives.

Walking:

On socks, hands on the belt

On your heels, hands behind your head

In a semi-squat, hands on the belt.

at a warm-up pace;

right (left) side with side steps;

with an overhang of the lower leg back.

Breathing exercise.

1-2 hands through the sides up;

3-4 hands through the sides down.

In one line - stand!

Rebuilding from one line to two.

Outdoor switchgear with rope:

1. i.p. - o.s - rope below;
1 - right foot on the toe, rope up;
2 - i.p;
3 - left foot on the toe, rope up;
4 - i.p.

2. i.p. - s. - feet shoulder-width apart, jump rope up;

3. i.p. - With. - feet shoulder-width apart, rope forward;
1 - turn the body to the right, jump rope forward;
2 - i.p;
3 - turn the body to the left, jump rope forward;
4 - i.p.

4. i.p. - o.s - rope behind the back;
1 - tilt forward, arms up;
2 - i.p;
3 - tilt forward, arms up;

5. i.p. - o.s - skipping rope forward;
1 - swing with the right foot forward - up, rope forward;
2 - i.p;
3 - swing left foot forward - up, rope forward;
4 - i.p.

6. i.p - s. - feet shoulder-width apart, rope below;

1 - squat, jump rope forward;
2 - i.p;
3 - squat, arms forward;
4 - i.p.

7. i.p. - o.s. - rope vertically on the right on the floor;

1 - jump to the right through the rope;
2 - jump to the left over the rope;
3 - jump to the right through the rope;
4 - jump to the left over the rope.

Collection of inventory.

Relays:

"Fence"
On a signal, the first participant snakes around the hoops, passes into the lying hoop, takes the ball, throws the ball over him and also returns back.

"Pass Through the Hoop"
On a signal, the first participant runs into the hoops, runs to the marked line, takes the rope, makes 3-5 jumps, and returns without completing the task.

« In a hoop sideways "
You will need 2 hoops per team. in the hands of the person performing the relay, the ball must be climbed into the first hoop sideways, into the other straight. They return without performing the exercises, pass the ball to the next participant.

The game "two frosts."

Preparation for the game.. Two "cities" are marked on opposite sides of the site. The participants of the game, divided into two groups, are located in their city.

In the middle of the site are placed Frost brothers: Frost Red Nose and Frost Blue Nose.

Description of the game. At the signal of the teacher, the frosts turn to the players with the words:
We are two young brothers
Two Frosts removed:
I am Frost Red Nose,
I am Frost Blue Nose.
Which one of you decides
To go on a path?
Residents of the cities respond in chorus:
We are not afraid of threats
And we are not afraid of frost, -
and start running from one city to another.

The game "Equestrian athletes"

Training. Mugs are laid out on the floor. They should be less than the number of players by two or three. Children, depicting riders on sports horses, becoming left side to the center, move forward in a circle. Dressage of sports horses is imitated

Attention game

"Vegetables fruits"

The players line up one at a time. The facilitator names various vegetables and fruits. If the named word refers to vegetables, then the players should quickly sit down, and if they refer to fruits, raise their hands up.

Building a class in one column.

Summing up the lesson, grading.

Organized departure from the lesson.