Folk games of different nations. Mobile games "games of different peoples". Mobile games of different nations

For preschool children

Kovalenko Lyubov Iosifovna,

educator

MBDOU Kindergarten"Snow White"

Solnechny, Surgut district



BELLS

Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded. Everyone sings:

Tryntsy-bryntsy, bells,

The daredevils called:

Digi-digi-digi-dong,

Guess where the call is coming from!

After these words, the "blind man's blind man" catches the dodging player

Two children with green branches or a garland and form a gate.

MOTHER SPRING

All children say:

Mother spring is coming

Open the gate.

The first of March has come

He spent all the children;

And then April

Opened the window and the door;

And how May came -

How much do you want to play!

Spring leads a chain of all the children through the gate and leads them into a circle.

Lyapka

One of the players is the driver, he is called a lyapka. The driver runs after the participants in the game, tries to knock someone down, saying: "You have a blooper on, give it to another!" The new driver catches up with the players and tries to pass the blooper to one of them. This is how they play in the Kirov region. And in the Smolensk region in this game, the driver catches the participants in the game and asks the person caught: "Who had it?" - "At the aunt." - "What did you eat?" - "Dumplings". - "To whom did you give?" The one who is caught calls by name one of the participants in the game, and the one named becomes the leader.

Rules of the game. The driver must not chase the same player. The participants in the game carefully observe the change of drivers.

BALL UP!

The participants in the game stand in a circle, the driver goes to the middle of the circle and throws the ball with the words: "Ball up!" The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts: "Stop!" Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If he missed, then he remains the driver again: he goes to the center of the circle, throws the ball up - the game continues.

Rules of the game.

The driver throws the ball as high as possible. It is allowed to catch the ball with one rebound from the ground. If one of the players after the word: "Stop!" - continued to move, then he must take three steps towards the driver. The players, running away from the driver, should not hide behind objects encountered on the way.



"LENOK"

Circles are drawn on the ground - nests, which are one less in number than the players. Everyone stands in a circle, holding hands. The leader in the circle does various movements, everyone repeats them. At the command "Plant

linen!" players occupy the nests, the one who did not have time to occupy the nest is considered "planted": he is "planted" in the nest until the end of the game. Then one nest is removed on the ground, and the game continues. The one who takes the last free place wins.

Kittens (Katsyanyatki)

Description. On the ground (floor) they draw a line - “street”, six or eight meters in front of it - a circle (“house”).

After that, "cat" is selected. She enters the “house”, the playing ones - “kittens” - come up to her for 2 steps, and the “cat” asks: “Kittens-children, where were you?”

The subsequent conversation can go, for example, like this: "Kittens":

And what did they do there?

"Kittens":

Flowers tore!

Where are these flowers?

The number of questions and answers depends on the imagination and ingenuity of the players. "Kittens" can give several answers, but "cat" chooses one and, depending on its content, asks a new question. As soon as the “kittens” pause when answering, the “cat” shouts: “Oh, you are deceivers!” - and tries to catch one of them. To escape, the "kittens" must run out into the street, that is, stand on the line, holding hands. The one whom the "cat" catches, she takes to the "house". After some time, the rest of the “kittens” approach the “house”, and everything starts all over again.

MILLET (MILLET)

Description. By lot or simply by choice, they choose the “owner” (or “hostess”) and stand in one line, holding hands. The “master” passes along the line, stops near someone and says:

Come to me to weed millet.

I do not want!

Do you have porridge?

Right now!

Oh, you loafer! - exclaims the "master" and runs to any end of the line.

"Loafer" also runs to this end of the line, but behind the backs of the players. Whoever of them is the first to grab the hand of the last one in the line, he stands next to him, and the rest changes his role with the "owner".

1. After the words “Oh, you loafer,” the “owner” has the right to make several deceptive movements and only after that run to either end of the line. The player competing with him must run to the same end without fail.

2. If the runners grab the hand of the extreme player at the same time, then the former “owner” continues to drive.

FOREST, SWAMP, LAKE (FOREST, BALOTA, VOZERA)

Description. They draw a circle of such a size that all the players can fit in it, and 3 more circles at approximately the same distance from the first one (when playing in the hall, these can be three opposite corners of it, limited by lines). The players become in the first circle (or corner), and the remaining circles receive the names: “forest”, “swamp”, “lake”. The host calls the animal, bird, fish or any other animal (you can agree to name plants as well) and quickly counts up to the agreed number. Everyone runs, and everyone stands in the circle that, in his opinion, corresponds to the habitat, named animal or bird, etc. I (for example, in a circle meaning a forest if a wolf is named, in a circle meaning a lake if a pike is named ). The word "frog" allows you to stand in any circle, since frogs live in the lake, and in the swamp, and in the forest. Those win. who has never made a mistake for a certain number of horses.

HOUND (HORT)

Description. A “cage” is drawn on the ground - a circle with a diameter of 3 * 5 m. Children become around it - “hares”, who, by agreement, choose the “hare king”. He enters the middle of the "cage" and says, pointing at each word in turn to each player:

Hare, hare, where have you been?

In the swamp.

What have you been doing?

Sorry for the grass.

Where did you hide?

Under deck.

Who took it?

Who is catching?

At the last word, all players scatter, and that one. on whom the word “hort” fell out, begins to catch them and takes those caught to the “cage”, where they should be until the end of the game. This continues until then. until all the "hares" are caught.

1. "Hares" do not have the right to run out of the "field".

2. "Hare" is considered caught if "hort" grabs his hand or touches his shoulder.



WOLF AND KITS (VOVK TA KITS)

Children 7-12 years old (5-10 people) play on a playground approximately 20x20 m in size.

Description. A circle with a diameter of 5-10 m is drawn on the site (depending on the number of players), and around it at a distance of 1-3 m - circles with a diameter of 1 m - "houses" (one less than the number of "goats"). According to the counting rhyme, they choose the "wolf". He becomes between a large circle and "houses". "Kids" are in a large circle. After counting to three, they run out of the circle to occupy the "houses". "Wolf" at this time does not salute them. One of the "goats" does not get the "house". He runs away (between the "houses" and the large circle) from the "wolf", who seeks to overpower him. Osalil - they change roles, if they don’t, they will remain a “wolf”, and the game starts all over again.

1. After counting "three", all the "goats" must necessarily run out of the big circle.

2. If the “goat” pursued by the “wolf” runs around a large circle 3 times and the “wolf” does not catch up with it, then the “wolf” must stop chasing and remain in the same role for the next round of the game.

BELL (RINGING)

(This game has other names: "Bell", "Ring")

This game was recorded in Ukraine in the last century by P. Ivanov (in the Kharkiv region) and P. Chubinsky (in the Poltava region). In our time, the existence of the game was found in the Vinnitsa and Ternopil regions. Usually boys and girls of 10-15 years old (sometimes even older), 10 or more people play.

Description. Holding hands, the players form a circle. The driver, chosen according to the counting rhyme, becomes inside the circle. Leaning on the hands of the circle, he tries to separate them, saying: "Bov." He repeats this until he opens someone's hands, after which he runs away, and the two who open their hands catch (salat) him. The one who catches becomes the leader.

COLOR (COPIER)

Description. Agree on site boundaries. According to the counting rhyme, the driver is chosen. The players form a circle. The driver, closing his eyes, becomes his back to the circle, 5-6 m from it. He names any color, such as blue, red, green, cyan, white. Then he turns to the players. Those who have clothes of the named color or some other object grasp these objects so that the driver can see. Those who do not have them run away from the driver. If he catches up and taunts someone, then the tagged one becomes the leader, and the former leader stands with everyone in a circle. Play several times.

HERON(CHAPLYA)

Description. According to the counting rhyme, they choose the driver - “heron”. The rest are "frogs". While the "heron"

"Merge" (stands leaning forward and resting his hands on straight legs), the rest of the players squat, trying to imitate the movements of a frog. Suddenly, the "heron" "wakes up", lets out a cry and begins to catch (salt) the "frogs". Salted replaces the "heron". They usually play 5-6 times.

TOWEL (TOWEL)

Description. According to the account of the drivers “times. two. three "right and left pairs separate their hands and run towards each other to change places, and the middle pair catches, without separating their hands, any of the runners (Fig. 2). A couple, one of whose players is caught by the drivers, changes place and role with them. If the drivers failed to catch anyone, they drive again.

LAME DUCK

Description. A “lame duck” is selected, the rest of the players are randomly placed on the court, standing on one leg, and the other leg bent at the knee is held behind by the hand. After the words: “The sun flares up, the game begins” - the “duck” jumps on one leg, holding the other leg with his hand, trying to touch one of the players (Fig. 3). The salted ones help her salt the others. The last player who is not salted becomes the lame duck.

SQUARE (SQUARE)

Description. Usually the order of the game is determined in this way: "Chur, I'm the first!" - "I'm second!" etc. Sometimes they are distributed according to the rhyme. Each player must complete the following exercises:

1) jump to the center of the square (Fig. 4, a), then legs to the sides with a jump to the walls of the square, without stepping on the line, jump to the center again, then jump forward through the line without turning, then jump to the center and beyond the line of the square . The player who makes a mistake is out of this round and waits for his next turn. Having completed the exercise without error, proceeds to the following exercises;

2) jump to the center on two legs; jumping legs to the sides to the walls of the square, without stepping on them; back to the center; jump turn 90 degrees, legs to the sides; jump to the center and outside the square (Figure 4, b);

3) jump on one leg to the center of the square; jumping legs to the sides and turning, becoming legs at the corners of the square (Fig. 4, c); again a jump on one leg to the center and a jump with a turn, becoming legs in other corners; a jump to the center on one leg and a jump from the square.

In this game, the number of jumps and the combination of jumps on one and two legs is not strictly regulated. The players usually agree on how many and what jumps the player makes in each series of movements. The winner is the one who first completes all types of jumps that have been agreed upon in advance.

Sometimes they play for ingenuity: each of the players in turn offers their own version, the rest must repeat it. The winner in this case is the player who offers the most difficult or interesting option.




GRAY WOLF (SARY BURET)

One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the site (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in chorus):

Where are you going, my friends?

Into the dense forest we go

What do you want to do there

We'll pick raspberries there

Why do you need raspberries, children?

We will make jam

If a wolf meets you in the forest?

The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam

My dear grandmother will be treated

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone.

He takes the captives to the lair - to where he hid himself.

WE SELL POTS (CHULMAK UENA)

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind every pot is a player

The owner of the pot, hands behind his back. The driver is behind the circle. The driver approaches one of the owners of the pot and starts a conversation:

Hey buddy sell the pot!

buy

How many rubles to give you?

Three give back

The driver three times (or as much as the owner agreed to sell the pot for, but not more than three rubles) touches the owner of the pot with the hand, and they start running in a circle towards each other (they run around the circle three times). Who will reach the fastest free space in a circle, he takes this place, and the laggard becomes the driver.

SKOK-JUMP (KUCHTEM-KUCH)

A large circle with a diameter of 15-25 m is drawn on the ground, inside it are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: "Jump!" After this word, the players quickly change places (circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the leader.

CLAPPERS (ABACLE)

On opposite sides of the room or platform, two cities are marked with two parallel lines. The distance between them is 20-30 m. All the children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up.

The leader is chosen. He approaches those standing near the city and pronounces the words:

Clap and clap - such a signal I run, and you follow me!

With these words, the driver lightly slaps someone on the palm. Driving and spotted run to the opposite city. Whoever runs faster will stay in the new city, and the one who lags behind becomes the driver.

GET A PLACE (BUSH URSH)

One of the participants in the game is chosen as the leader, and the rest of the players, forming a circle, walk holding hands. The driver goes around the circle in the opposite direction and says:

Like a magpie arekochu I won't let anyone into the house.

I cackle like a goose

I'll pat you on the shoulder - Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in a circle towards the driver. The one who runs around the circle takes an empty seat earlier, and the one who lags behind becomes the leader.



KURAY (PIPE)

The game is played to any Bashkir folk melody. Children, holding hands, form a circle and move in one direction. There is one child in the center of the circle, he is a kurai player, he has a kurai (long pipe) in his hands, he walks in the opposite direction. Children walk in a circle, run, perform stomp on the words:

“We heard our kurai,

We have all gathered here.

Having played enough with a kuraist.

They fled in all directions.

Hey, hey, hey, hey! On the green, in the meadow

We will dance to the kurai

Children scatter around the playground, perform the movements of the Bashkir Shch dance to the words: “You, perky kurai, play more fun, Choose those who dance better”

The child-kuraist chooses the best performer of movements, he becomes the leader.

Rules: scatter only after the end of words.

MUYUSH ALYSH (CORNERS)

At the four corners of the site there are four stupas with four children on them. The driver is in the center. He takes turns approaching those who are seated and

asks everyone a question:

Hostess, can I heat your bathhouse?

1 player answers: "My bath is busy."

2 player replies: “My dog ​​has whelped”

3 player answers: “The stove collapsed”

4 the player answers: “There is no water”

The driver goes to the center of the site, claps his hands three times and shouts Hop, hop, hop! During this time, the owners quickly change places. The driver must have time to take a free chair.

Rules: change only after the driver claps. The game can also be played with a large number of children: in this case, the teacher should put as many chairs as there are players and make additional answers for the “owners”.

Children stand in pairs in a circle: in front of a girl behind a boy Leading, in whose hand is a belt (rope), walks around the circle and pronounces the text:

Summer has passed, autumn has come,

The ducks have flown, the geese have flown.

The nightingales sang.

Crow stop!

Sparrow fly!

The child who was chosen as a "sparrow" runs away from the driver in a circle, and he tries to catch up and put on his belt. If the driver touches, then he takes the place of the player, and the touched one becomes the leader.

Rules: do not touch the fleeing with your hand, but only with your belt. Run away after the word "fly".

Children stand in two lines across the playground opposite each other. The first team asks in chorus: “White poplar, blue poplar, what is there in the sky?”

The second team answers in chorus: "Motley birds."

The first team asks, "What do they have on their wings?" The second team answers: "There is sugar and honey."

The first command asks: "Give us sugar."

The second team asks: “Why do you need it?”

The first team calls "White poplar, blue poplar."

The second team asks: "Which one of us do you choose?"

The first team calls the name of one of the players from the opposite team. The selected child runs towards the line of rivals, who stand with their hands tightly together, and tries to break the opponent's "chain". If he breaks the "chain", then he takes the player from the opposing team to his team, if not, then he remains in this team. The team with the most players wins.

KUGARSEN (DOVES)

Two parallel lines at a distance of 5-8 meters, circles (“nests”) are drawn along these lines. Children stand in circles ("nests") opposite each other. Leading - "shepherd", with eyes closed walks between the ranks and says the text three times:

“Gur-gur, pigeons, there is one nest for all of us”

With the end of the words, the children change places ("nests") - they run to opposite "nests". The shepherd opens his eyes and tries to occupy the empty "nest". The child “dove” left without a “nest” becomes a “shepherd”. Rules: you can change places only when the shepherd says the text three times.

ENA MENYAN EP (NEEDLE AND THREAD)

Children are divided into two teams, lined up in columns one after another on one side of the playground. A landmark (cube, tower, flag) is placed in front of each team at a distance of 5 meters. On a signal, the first players (“needles”) run around the landmarks and return to the team. The next ifok ("thread") is hooked to them, they run around the landmark together. Thus, all the players of the team (“threads”), catching on in turn, one after the other, run around the landmarks. That team (“needle and thread”) wins, all the players of which are hooked and run around the landmarks first.

Rules: players are not allowed to unhook their hands while running. If this happens, then the team that violated the rules starts the game again.



PREDATOR IN THE SEA (SHOTKAN KAYAK TINESRE)

Up to ten children participate in the game. One of the players is chosen as a predator, the rest are fish. To play, you need a rope 2-3 m long. A loop is made at one end and put on a post or peg. The player playing the role of a predator takes the free end of the rope and runs in a circle so that the rope is taut and the arm with the rope is at knee level. When the rope approaches, the fish children need to jump over it.

Rules of the game. Fish caught by the rope are out of the game. The child, acting as a predator, starts running on a signal. The rope must be constantly taut.

On the site, two lines are drawn or trampled in the snow at a distance of 10 - 15 m from each other. According to the counting rhyme, the driver is selected - a shark. The remaining players are divided into two teams and face each other behind opposite lines. On a signal, the players simultaneously run from one line to another. At this time, the shark salutes those who cross. The score of the tagged from each team is announced.

Rules of the game. The run begins on a signal. The team that has the agreed number of players, for example five, loses. Salted ones are not out of the game.

MOON OR SUN (UYOHPA HEVEL)

Choose two players to be captains. They agree among themselves which of them is the moon and which is the sun. One by one, the others, standing aside, approach them one by one. Quietly, so that others do not hear, everyone says what he chooses: the moon or the sun. He is also quietly told whose team he should be on. So everyone is divided into two teams that line up in columns - the players behind their captain, clasping the one in front of the waist. Teams pull each other across the line between them. Tug of war is fun, emotional even when the teams are unequal.

Rules of the game. The loser is the team whose captain crossed the line during the tug.

The game is played by two teams. The players of both teams line up facing each other at a distance of 10 -15 m. The first team says in unison: “Tili-ram, tili-ram?” ("Who do you, who do you?") The other team names any player from the first team. He runs and tries to break through the chain of the second team, holding hands, with his chest or shoulder. Then the teams switch roles. After the calls, the teams drag each other over the line.

Rules of the game. If the runner manages to break through the chain of the other team, then he takes one of the two players between whom he broke through to his team. If the runner has not broken the chain of another team, then he himself remains in this team. In advance, before the start of the game, the number of team calls is set. The winning team is determined after a tug-of-war.

The players stand in a circle and hold hands. They walk in a circle to the words of one of their favorite songs. The driver stands in the center of the circle. Suddenly he says: "Disperse!" - and then runs to catch the fleeing players.

Rules of the game. The driver can take a certain number of steps (by agreement, depending on the size of the circle, usually three to five steps). The salted one becomes the leader. You can run only after the word disperse.



NEEDLE, THREAD

The players stand in a circle, holding hands. Choose a needle, thread and knot with a counting room. They all run into the circle one after another, then run out of it.

Shooting at straw headstock Archery against bundles of straw headstock or a shield made up of bundles of straw or tangled ropes is widely used under the name surkharban, as one of the sports elements of the national holiday.

HERD

The participants of the game stand in a circle facing its center, holding hands tightly, depict horses. In the middle of the circle are the foals.

We are looking for a stick The participants of the game stand on both sides of the log (benches, boards), close their eyes. The host takes a short stick (10 cm) and throws it away to the side.

STEP NYAIALHA

Each player takes a certain number of bones, everyone takes turns throwing them up and looking at the position in which they fell: a tubercle or a recess, up or otherwise. Whoever has more bones in the tubercle position starts the game.

He collects all the bones and throws them from a height to the floor so that they fall randomly. Then, with a click of the middle finger on one of the bones, he directs it to the next one, lying with it in the same position, while trying not to hurt the others. If he does not hit the intended step or touches others, and also if there are no more equally lying stones among the stones, then the second one comes into play, etc. With each successful click, the player puts aside the beaten step. After all the bones are knocked out, each player puts on the line the number of bones equal to the smallest number knocked out by one of the players. The game is repeated until all the steps are in the hands of one person.

HONGORDOOHO

One of the participants in the game takes a full handful of bones, throws them up and catches them with the back of the right hand, throws them up again and catches them with his palm. Caught walkers are put aside. The remaining bones are collected as follows: one step is thrown up, and while it flies, the player grabs as many bones from the floor as were caught the first time and catches the falling step. If the player manages to catch it in flight, he sets aside one tile as a win. In case of failure, the game passes to the next participant. The winner is the one with the most bones.

Grandma-ankles Throwing ankles (talus bones) has many varieties: 1. Several ankles are placed in a row against each other along the edges of the table.

Wolf and lambs One player is a wolf, the other is a sheep, the rest are lambs, the wolf sits on the road along which the sheep moves with lambs.



FROM THE DRUM OR FROM THE PIPE (TEBIL OYNU)

The leader of the first group approaches the second and starts a conversation, ending with the question: “From the drum or from the pipe?” If the leader of the second group answers: “From the pipe!” - then the first group, having formed a chain and imitating the sound of the pipe "z ... u ... mm", passes under his outstretched arm, and he can change the direction of the arm and, consequently, the direction of their movement. If the leader of the second group answers: “From the drum!” - then the first group passes under his hand, imitating the sound of the drum. Having passed at hand, all those in the ranks squat several times.

Then the second group asks a question to the first group, and depending on the answer, the second group imitates the sound of either a pipe or a drum, passing under the hand of the leader of the first group.

Rule. Until the entire group of the leader passes at hand, you cannot change the direction of the hand.

CHILDREN AND COCK

One of the players portrays a rooster. The rooster comes out of his house, walks around the site and crows three times. The players who are in the "houses" (circles drawn with chalk with a diameter of 1 m), in response:

Cockerel, cockerel,

Golden comb!

Why do you get up so early.

Do you let your kids sleep?

After that, the rooster crows again, flaps its wings and begins to catch children.

her, who, leaving their house, run around the playground. If it didn’t work out to catch the guys, then he again depicts a rooster.

zest

A circle is drawn on the playground (the diameter of the circle depends on the number of players) * Children are divided into two equal groups. By lot, one team enters the circle, the second remains behind the circle. Several players of the second team are given balls (raisins), but in such a way that those standing in a circle do not know who has the ball. Children with balls are conditionally numbered, but only the player and the driver should know the number of each player. Everyone is walking in circles. The driver calls the number of one of the players. He quickly throws the ball, trying to knock down the player in the circle. The offending player is out of the game. If the player who threw the ball does not hit the player, then he himself is out of the game, and the ball passes to another. The game continues until there is only one person left in the team.

Two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. leader between them. The boys team is night and the girls team is day. By command

de "Night!" boys catch girls, on command "Day!" girls catch boys. Salted go to the opposing team.

To play, you need two balls of white and black (or any other color, but not the same). The players are divided into two equal teams, in each of which a leader is selected. One leader is given the ball white color, another black.

On a signal, the leaders throw their balls as far as possible. On the second signal, one player from each team runs for their ball. Winner, i.e. the one who brought the ball to his leader faster gets a point. The team with the most points wins.


SHEPHERD

The purpose of the game: the development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. The sheep stand behind the shepherd, clasping each other by the waist.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

STICK DRAGGING

Purpose of the game: development of strength, endurance, strengthening the muscles of the body.

Two players sit on the floor opposite each other, resting their feet. They take a stick in their hands (you can use a rope, a strap, or just hold hands). In this case, one hand is in the middle of the stick, the other on the edge. On a signal, the players begin to pull each other, trying to raise the opponent to their feet.

Rules of the game: the player who manages to lift the opponent to his feet wins. The winner has the right to continue the game with the next player.

FORTRESS

The purpose of the game: the development of intelligence, dexterity, coordination of movement.

The players are divided into two teams. It is determined by lot which team will defend the fortress and which will attack.

A board (stone, rug) is placed in the center of the playground. This is the fortress.

On a signal, the defenders surround the fortress at a distance of 2-3 m and protect it from the attack of rivals. The attackers go in different directions. The fortress will be declared conquered if one of the players steps on the board and is not caught by the defender.

The attackers make various plans for the siege, approach the defenders and distract them in every possible way. Thus, the attackers tend to break through to the fortress, and the defenders try to catch them. Defenders remaining behind the broken line are out of the game. An attacker who managed to break through the defenders' line, but did not have time to put his foot on the board before being caught, is also out of the game.

Rules of the game: attackers score a point if they conquer the fortress. If all the attackers are caught by the defenders, then the players change places, but he does not get a point. The team that scores the set number of points (for example, five) wins.

FIRE THIEVERS

Purpose of the game: development of dexterity, speed; strengthening the musculoskeletal system of the legs.

On a rectangular playground (length - 30-40 m, width - 15-20 m), a circle with a diameter of 2-4 m is drawn in each corner. Circles designate a fortress. Danger lines (or lines of fire) 2-3 m long are drawn inside the playground. The players are divided into teams of 10-15 people. Each team is located along its line of danger. Teams choose captains and distinctive sign(element of the national costume). The team that starts the game first is chosen by lot. At a certain signal, the captain of the team starting the game approaches the opponents, takes fire with a light blow on the hand of any of the players and runs away to his border. He runs after him, trying to catch until the first player reaches the border. If the fleeing player is caught, he becomes a prisoner and is imprisoned in the enemy's stronghold. If it is not possible to catch up with the escaping, and the catching up player already reaches the line of danger, then another player runs out from the opponent's team and tries to capture the catching up player.

Rules of the game:

The game continues until all the players of any team are captured;

The pursuer must catch up with the opponent to the danger line from where the game started;

The pursuer, who has caught up with the fleeing person, becomes the bearer of fire. He can approach the opponent's line and, after hitting the hand of any player, run back to his border as a starter of the game;

The captives are released when their friend, having received fire from an opponent, passes unhindered into the fortress and touches them with his hand: they all quickly run to their border.

Two lines are drawn in the middle of the playing area at a distance of 2 m. Behind them, at a distance of 10-15 m, two more lines are drawn. Two teams are selected: flowers and "breezes". Each team stands in front of the inner line facing the opposing team.

The “flowers” ​​start the game by choosing a name for themselves in advance - the name of the flower. They say: "Hello, breezes!" "Hello flowers!" the winds answer. “Winds, breezes, guess our names,” says “flowers” ​​again.

"Veterki" begin to guess the names of "flowers". And as soon as they guess, the flowers run away for the second line. "Winds" are catching up with them.

Rules of the game:

points are determined by the number of flowers caught; the winner is determined by the agreed amount of points; After one game, the teams switch roles.

We invite teachers preschool education Tyumen region, YNAO and Khanty-Mansi Autonomous Okrug-Yugra to publish their methodological material:
- Pedagogical experience, author's programs, teaching aids, presentations for classes, electronic games;
- Personally designed notes and scripts educational activities, projects, master classes (including video), forms of work with families and teachers.

Why is it profitable to publish with us?

Games different peoples

Children play games everywhere: in the vicinity of the Kalahari Desert, and in the Far North. Some of the games are known everywhere and do not have a clear territorial affiliation (hide and seek, hide and seek).
But there are games that even the children of the neighboring region are not aware of. And, of course, each nationality has its own original national games.
Here are some of the games played by children from neighboring countries.

Lithuanian game: fifth
The game involves five people. A rectangular square with a side of 10 m is drawn on the ground or asphalt. Four participants stand in the corners of the square. In the center of the square, a circle with a diameter of 1.5 m is drawn, the fifth player, the fifth, becomes it.
Corner players throw the ball at him, and the fifth tries to dodge the ball without leaving the circle. The player who got into the fifth takes his place.

Ukrainian game: storks
The game involves 6-8 people. They represent storks. All storks stand in one common circle. Each stork draws a circle around him with a diameter of one meter - a nest. The driver does not have a nest, he stands in the center of the circle.
At the signal of the driver, all storks raise their right leg and stand on one left.
The driver jumps in a circle on one leg, chooses any nest for himself and jumps into it.
As soon as there are two storks in the nest, both of them should jump out of the nest and, jumping on one leg, go around the general circle - one on the right, the other on the left; leg can be changed.
The rest of the storks may lower their leg at this time. The one who returns to the nest first occupies it, the latecomer becomes the leader.

Tajik game: safed - forelock to
There is an even number of participants, at least 6 people. Players line up and count by numbers.
Even numbers will be one team, odd numbers will be another. The distance between players is 1 m.
The players of each team are given small sticks painted in a certain color. Each stick has a player number on it.
The players memorize the color of their team's sticks and exchange them with a neighbor.
At the signal, everyone should throw the sticks as far as possible, at the next signal, run after them. Everyone must find and pick up their wand (which was abandoned by a neighbor). If sticks of another team come across along the way, they can be thrown even further.
The winner is the team whose all players return to their place with their sticks first.

Turkmen game: aksak - tauk ("lame chicken")
The players are divided into teams of three and stand along the start line. Those standing on the edge in each trio join hands, and the one standing between them throws his left leg on their joined hands and puts his hands on their shoulders.
On a signal, each trio on five legs goes to the finish line, which is located at a distance of 20-30 m from the start.
The first three to reach the finish line wins.

Belarusian game: peg
A wooden peg is installed in the center of the field, the driver becomes next to it, and around the rest of the players with bats in their hands.
Their task is to throw the bat and hit the peg with it so that it rolls as far away from the center as possible. If one of the players succeeded and the peg rolled far away, the driver must run up, take it and set it again in the center of the field. At this time, the players run after their bats and pick them up.
The driver, having installed the peg, should try to capture any of the bits, ahead of its owner. If he succeeds, he becomes a player, and the player who did not have time to return his bat becomes the driver. (Sticks flying into the peg can hit the driver, so he needs to be careful not to get hit by the bit).

Latvian game: balteni
This game is best played in the summer in a forest clearing or in a park.
All participants lie face down on the grass and close their eyes. The driver throws the bat (balteni) as far as possible into bushes or thickets of grass so that it is difficult to find it.
At the signal of the driver, the players get up and run to look for balteni. The one who finds it becomes the leader.

Armenian game: berd ("fortress")
Byrd in Armenian means "fortress". The game is designed for a large number of participants, it can be played in the yard or on the sports ground.
Two teams are participating. One of them is the defenders of the fortress, the other is the attackers. The defenders are located around a large stone or stump, you can use a wooden chock - this will be the fortress. The attackers are dispersed throughout the area. On a signal, the attackers seek to penetrate the "fortress" and capture it. The fortress is considered taken if the attacker has touched it with his hand or stepped on with his foot. For this, the attacking team receives a point. The defenders of the fortress seek to overpower the attackers.
The tagged attacker is out of the game. Attackers can take defenders prisoner. To do this, you need to take the defender away from the fortress, and then run between the fortress and the defender.
If the attacker managed to make such a run, then the defender is considered a prisoner and is eliminated from the game.
If there are few defenders left, they are allowed to close in a tighter circle, if there are few attackers left, the teams are offered to switch roles, giving the defenders one point.
The first team to score 5 points wins.

Hungarian game: one in a circle
The players form a circle with a diameter not exceeding 10 m. The leader becomes the center of the circle. Players throw a small ball to each other. The driver tries to intercept him. At a convenient moment, any of the players can throw the ball at the driver.
If the driver fails to dodge the ball, he remains in the center of the circle.
If successful, he leaves the circle, and his place is taken by the player who threw the ball.
If the driver managed to intercept the ball thrown at him, or during the transfer from player to player, he can throw the ball at any player.
If it hits, the player will take his place, if not, it remains to drive on.

If your child is not yet able to show Pakistan or Armenia on the map, and you really want this, organize for him and his friends outdoor games of the peoples of the world, popular with small residents of distant countries. But first, invite the children to find these states on the globe, and then tell us about the culture and customs of the people inhabiting them, about the nuances and then acquaint them with the rules of the fun games of the peoples of the world.

Children's outdoor fun games from around the world

Children's game from Chile: "Run, Guaracha, run!"

Explain to the young group that in Chile, a state in the southwest of South America, they speak Spanish, and "Guaracha" - a word that is not in the dictionary, was invented for fun.

Number of players: five or more, ages 5 and up.

What you need: A handkerchief.

How to play: Children sit in a circle. Looking back is prohibited. The task of the leader, who is outside the circle, is to quietly put a handkerchief on the back of one of the players. If the child felt this, he must catch up with the leader, and he is eliminated from the game. If it is not possible to catch up, the game continues without the offending participant.

Children's game from Greece: "Agalmata".

Greece, a state in southern Europe, is famous for its antique marble statues. Find the most famous of them on the Internet and show the young company food before the game starts.

Number of players: four or more, ages 10 and up.

How to play: One of the players stands with his eyes closed in the center of a large open area and slowly counts to ten. The rest at this time try to take the pose of any statue they like. For the authenticity of the image, it is not forbidden to use improvised objects - sticks, balls, etc.
“Agalmata” (“statue” in Greek), the host shouts, and the players freeze. If the "statue" does not keep its balance, it leaves, the host tries to make the players laugh. I announce the most persistent as the new leader. it perfect game for the development of coordination of movements.

Children's game from Pakistan: "Top - Down"

The young inhabitants of Pakistani cities, a state in South Asia, love to laugh and scream. This fun, active game helps them release their excess energy.

Number of players: four or more, ages 4 and up.

What you need: An open area with stumps, a slide, swings, rocks, or sturdy benches.

How to play: if the leader shouts the word “Down”, you can’t stay on the ground - you need to jump onto a stump, bench, slide as quickly as possible ... If the “Up” command sounded, everyone should go down to the ground. The one who is “salted” becomes the leader.

Children's outdoor game from Ghana: "Pilolo!"

The little ones in rural Ghana, West Africa, don't have many toys, but they find plenty of ways to have fun.

Number of players: six, ages 4 and up.

What you need: sticks, pebbles or one coin per player.

How to play: appoint a leader and a judge, determine the finish line. Children turn away and wait for the leader to hide coins or pebbles. When he calls out "Pilolo!" (“Search!”), the judge turns on the stopwatch, and the players find the coins and run with them to the finish line. The one who arrives first gets one point. Then the coins are collected, a new host and judge are appointed, and the game continues. The winner is the one who scored more points (to remember who has how many points is the duty of the judge).

Children's game from the UK: "Get a gift"

This fun is very popular among the inhabitants of the island state in northern Europe, especially at birthday celebrations. A gift in a bright package is passed to the music.

Number of players: five or more, ages 4 and up.

What you need: a surprise gift, colored paper, music.

How to play: Pack the fun toys in several layers of different colored paper, have the children sit in a circle and turn on the music. The gift is passed around in a circle until the host turns off the sound. The child, in whose hands the surprise turned out, removes the first layer of paper. The game continues until the package is completely removed. The gift goes to the winner, and a new souvenir is passed around the circle. Adults must ensure that all players receive gifts.

Children's game from Australia: "Skippiru Kangaroo"

Australia is both a country and a continent where amazing animals live: the Tasmanian devil, the platypus, the wallaby, the wombat, the koala, the kookaburra and, of course, the favorite of all kids - the kangaroo.

Number of players: five or more, ages 3 and up.

How to play: the children sit in a circle, the leader asks one of them to go to the middle, sit on the floor, lean forward and close their eyes - this is the sleeping kangaroo Skippyru. The rest are hunters. The host calls the name of one of the children, he touches the "kangaroo" and says: "Guess who caught you?" If the child called the name of the "hunter", the players change places.

The game continues until all participants have been kangaroos. This game is popular in Australian kindergartens because it helps children get to know each other faster and develops their ear.

Children's game from Armenia: "Battle on eggs".

This game is very popular in Transcaucasia, where one of the former Soviet republics is located. Ukrainians know the fun as Easter.

Number of players: two, ages 3 and up.

What you need: A couple of hard-boiled eggs.

How to play: standing facing each other, the children lightly push the eggs with sharp ends until one of them cracks. Then they repeat the battle, but with blunt ends. Experience shows that hard-boiled eggs crack only after 3-4 hits and do not pour at the same time. The winner gets both eggs. After the game, trophies are used to make salad or sandwiches for the whole company.

Thank you for your attention, play with your children - it will benefit everyone!

Folk outdoor games

During the historical path, each nation develops its own distinctive features of the national culture. Folk outdoor games are called upon to help children comprehend the originality, beauty, harmony of cultures of different peoples. This is the great cognitive and educational value of the national games. Moreover, it is clear that familiarity with cultural traditions improves aesthetic taste in children.

The National Games play an important role in physical development children. They bring up the will, courage, desire for victory.

It will be important to note that folk outdoor games were the basis of all subsequent games.

Russian game "Kite"

Roles are distributed among the players: one becomes a “kite”, the other becomes a “chicken”, all the rest become “chickens”. "Chickens" line up in a column behind the "chicken" in a fashionable way, holding tightly to each other's belt. The game starts with a dialogue:

Kite, kite, what's wrong with you? the “chickens” ask in unison.

I lost my shoes, - the kite answers.

These? - the chicken and after it the "chickens" put their right foot to the side.

Yes! - shouts "kite" and rushes to catch "chickens".

At the same time, the “chicken” protects the “chickens” without pushing the “kite”. The caught "chicken" is out of the game.

Russian game "Forged Chains"

Two lines of children, holding hands, stand opposite each other at a distance of 15 - 20 m. One line of children shouts: “Chains, chains, break us!”. Another asks: "Which one of us?". The first, after conferring, answers: "Dima." Dima runs up and tries to break the second line. If he breaks, then he takes into his line the pair of participants that he broke. If he does not break, then he stands in a line that he could not break. The team with the most players wins.

Russian game "Dodgeball"

Participants are divided into two teams: leading and playing. A rectangle is outlined - the "city". Leaders are on opposite sides. They have a ball. In the middle of the "city" are the players. The leaders alternately throw the ball at the players, trying to hit them. Whoever gets hit by the ball is out of the game. Which of the children caught the ball is counted as a "candle", i.e. he can stay in the game if he hits him. You can also give your “candle” to one of those who have already been knocked out. The hosts alternately throw the ball until they knock out all the players without crossing the line of the "city". Then the teams (leading and playing) can change places and continue the game.

Karelian game "I am" ("Olenta")

The game is played on a court 50-60 m long and no more than 10 m wide. The players are divided into two equal teams and determine by lot which one of them will go out first. In the middle of the site, 2 lines are marked, with a distance of 2 - 3 meters, behind which teams line up against each other in lines. The game begins with the players of the fleeing team clapping their hands together, quickly turning and rushing to their edge of the court. The driving team rushes after them, trying to touch any escaping before he crosses his line. The player who was hit must say loudly: “Olenta!” ("I am!"). After that, he and his entire team turn around and start catching the players of the leading team, who are trying to run over the line at the end of their site.

The game continues until one of the teams succeeds in in full force run to hell. Then the other team leads.

Tatar game“We sell flowers” ​​(“Chulmak prices”)

The players ("sellers") form a circle, the driver - behind the circle. The driver, approaching one of the "sellers", begins to bargain:

Hey buddy, sell the flower.

Buy…

How many rubles to give you?

The “seller” calls a number no more than 3. After that, the driver touches the owner of the flower with the hand as many times as the “seller” agreed to sell the flower; then both the driver and the "seller" run around the circle towards each other the appropriate number of times. Whoever runs to a free place faster becomes the “seller”, and the player left without a place becomes the driver.

Turkmen game "Hold the tail" ("Chuyruk tutdy")

The game requires the distribution of roles: the driver is the "wolf", all other players are the "sheep". The driver is in the center of the circle, which is formed by the "sheep". The "wolf" pretends to be asleep, the "sheep", moving in a circle, sing some song. Gradually, the “sheep” slowly begin to converge towards the center, trying to touch the “wolf”. The "wolf", suddenly jumping up, begins to catch the "sheep". It is important to remember that the driver can only start the game after one of the "sheep" touches him. The caught "sheep" becomes the "wolf", and the game continues in the same way.

Georgian game "Sakhreoba"

Each player has a sakhre (thin sticks 1 cm in diameter, 70-80 cm long) in their hands. The players lay them out on the ground with an interval of 50 cm. The more participants, the longer the row of sticks, the more difficult and more interesting game. Flat stones are placed at the beginning and at the end of the row. They are a kind of place to relax, which takes no more than 1 minute.

Task options:

    The participants in the game must take turns, jumping on one leg, bypassing all the sticks with a snake. (The task can be performed three times).

    Players must jump over all the sticks, placing their feet perpendicular to them. Coming back, you should put your feet parallel to the sticks.

As the game progresses, new tasks can be invented with a new arrangement of sticks. The new rules are binding on everyone. The winner is the one who completes all the exercises without errors. The one who stumbles out of the game.

Yakut game "Bulchuta" ("Hunters")

The game is played on a terrain with clearly defined boundaries. An even number of "hunters" ("butter") is selected from among the players, for example, 8 "hunters" for 20 participants.

The game can be organized in different ways. In one case, the "hunters" are divided into pairs and form a "lasso", holding hands. With the help of the "lasso", "hunters" can catch any player. To whom the caught player is facing, with that he forms a new "lasso". The task of each player is to get out of the “lasso” as quickly as possible or never to play the role of a “hunter” at all.

In another case, each player caught becomes a "hunter", thus, the "lasso" is gradually increasing. The game ends when the last player becomes the "hunter".

Attention! During the game, it is forbidden to run out of the field, you can also catch "hunters".

Khakass game "Ala hucha" ("Motley ram")

The game "Ala Khucha" is also known as "Sakhtangchy" ("Watchman").

All players become pairs, join hands, line up in a column. Ahead of the column is "ala hucha" or "watchman". He looks ahead and holds the hands of the first couple. At this time, the last couple separates and runs forward. "Ala Khucha" should have time to grab them before they overtake him. If he does not catch the fleeing, then they become ahead of him. If he grabbed someone, then the player left without a pair takes his place.

Uzbek game "Tea-tea!"

All players are located on the court (10x12m), circled by a line. The driver shouts: “Tea-tea!” - and, raising his hand, runs across the site. The rest of the players must catch up with him and touch him with his hand. The player who managed to touch becomes the "ringleader". He, too, shouting: “Tea-tea!” - raising his hand, runs across the site. The game is restarted. The player who manages to remain uncaught for a long time is considered the winner.

Rules of the game: players must not leave the area; violating the rules do not take part in the game during one of its construction.

Belarusian game "Lenok"

Circles are drawn on the ground - nests, which are one less in number than the players. Everyone stands in a circle, holding hands. The leader in the circle makes various movements, everyone repeats them. At the command "Plant flax!" players occupy the nests, the one who did not have time to occupy the nest is considered "planted": he is "planted" in the nest until the end of the game. Then one nest is removed on the ground, and the game continues. The one who takes the last free place wins.

Ossetian game "Chepena"

Choose a leader (chepen). He starts the game with:

Left foot, chepena! (Jumps left foot to the left)

Goy, goy, chepena! (Children respond and repeat the leader's movements)

Right foot, chepena! (Jumps on right foot to the right)

Goy, goy, chepena! (Children repeat the same)

Let's go ahead, bitch! (Walks forward with hands up)

Goy, goy, chepena! (Children walk in small steps forward, raising their hands up)

Let's go back, bitch! (Small steps goes back with lowered hands)

Goy, goy, chepena! (Children repeat the same)

We all dance, chepena! (The dance begins)

Around, around, chepena! (Children begin a circle dance to Ossetian music)

Attention! The pace of the game must constantly increase.

Latvian game "Sieve"

The players line up. One of the participants in the game remains outside the row - he is a sieve. The sieve approaches the player standing first in a row and says:

This, this, sieve!

He asks:

What do you want, sieve?

The sieve answers:

Small flour.

The player addressed by the sieve player says:

Run after her!

After that, the “sieve” runs after the last player in the row and tries to catch him. He runs away and seeks to stand first in a row. If he succeeds, he is saved. If the “sieve” catches the evader, then they change roles, the former “sieve” becomes the first in a row.

Rules of the game: you cannot run out of the row before all the words have been spoken.

Lithuanian game "King of Beasts"

All the players are “beasts”, one of them is the “king of beasts”. Each "beast" must tell the "king" its name, but in such a way that others do not hear (tiger, wolf, hare, etc.). "Beasts" line up in one row opposite the king a few steps away from him. At the feet of the "king" lies the ball. "King" calls some animal, he must run, and the "king" tries to hit him with the ball. If the ball hits the beast, he goes to the king and helps him (brings the ball, etc.). After the king names two or three animals, he says: “I catch all the animals!” Everyone is running, and he is trying to hit someone with the ball.

Rules of the game: "King" must throw the ball without going beyond the outlined line; a new king is chosen after three or four beasts have been captured.

Kazakh game "White bone"

The participants in the game line up, take a white bone (you can use a rubber ball, a wooden key, carved sticks, etc.) and sing:

- White bone - a sign of happiness, a key,

Fly to the moon

To the white snowy peaks!

Resourceful and happy

Who will find you in an instant!

After that, the leader throws a bone for a line of players. At this point, no one should look back to see which way the bone is flying. When the bone falls, the host announces:

- Looking for a bone

Find happiness soon!

And he will find it

Who is faster and more agile!

The purpose of the action is to quickly find the bone and bring it to the leader unnoticed by the others. If the other participants notice her, they chase the player and, after lightly hitting the shoulder, take away the bone, then they also run to the leader.

In order to be unnoticed and without obstacles to bring the bone to the leader, it is necessary to show dexterity, ingenuity and resourcefulness. One player, under the pretext that he cannot find a bone, goes to the leading step, thereby diverting the attention of rivals different ways(for example, he speaks loudly, pointing to another, and claims that he supposedly has the bone, etc.). If the player found a bone, i.e., turned out to be lucky, then the whole group or one of the group fulfill his desire: they sing songs, read poetry, imitate the voices of animals.

Rules of the game: the noticed player with a white bone is obliged to immediately pass it; it is impossible to look back during the transfer of the bone; it is allowed to search for it only after the leader's signal; whoever violates the rules of the game is punished at the behest of the winner.

Mass games

Mass games are the most popular in the conditions of the All-Russian Children's Center "Ocean". They can be used both indoors and outdoors. In the course of organizing and holding such games, moral and volitional qualities are formed, organizational skills are developed. The main task of the organizer mass games is to teach children how to use their imagination to the maximum. The work of the imagination stimulates the process of play.

"Vaska - Petka"

The host divides the entire hall into two teams, one - "Petka", the other - "Vaska". Then they all sing together:

On a sunny meadow

There is a green house

And on the porch of the house

A cheerful gnome is sitting.

The host asks: “What is your name dwarf?”, - and points to one of the teams, which answers with a tongue twister:

Petka! I have a plaid shirt

I came to you children

To eat candy.

("Petki")

Vaska! I have polka dot pants

I came from a fairy tale

Because I'm good.

("Vaska")

All this is carried out several times, the leader shows either one or the other team, then both at once, and one of them must shout over the other.

"Hedgehogs, hedgehogs"

The host asks the participants of the game: “Who is friendlier: girls or boys? Do you want to know? This game will help you. We repeat all together the words and movements:

Two clap (clap)

Two stomp (stomp),

Hedgehogs - hedgehogs (perform a movement reminiscent of screwing in light bulbs) ...

Forged - forged (one fist knocks on the other),

Scissors - scissors (perform the movements of cutting scissors),

Running in place, running in place (imitate running),

Bunnies - bunnies (depict bunnies flapping their ears) ...

Come on, together, come on, together ... "

After these words, the girls shout loudly: “Girls!!!”, - the boys: “Boys!!!”, - and then they all shout together. The host, summing up the results of the game, says that it turned out the most amicably when everyone shouted together.

"We are one family!"

The facilitator suggests repeating the text and movements to it together.

You and I are one family:

You, we, you, me.

Touch the nose of the neighbor on the right,

Touch the neighbor's nose on the left

We're friends!

You and I are one family:

You, we, you, me.

Hug the neighbor on the right

Hug the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Pinch the neighbor on the right

Pinch the neighbor on the left

We're friends!

You and I are one family:

You, we, you, me.

Kiss the neighbor on the right

Kiss the neighbor on the left

We're friends!

"Hunters"

The host invites everyone to repeat the text together and perform the appropriate movements:

We are lion hunters

We are not afraid of him

We have a big gun.

And a sharp sword - wow!

Swamp!

Do not crawl under it

Do not fly over it

Chap-chap-chap!

We are lion hunters

We are not afraid of him

We have a big gun.

And a sharp sword - wow!

Oh what is it? Oh what is it? Oh what is it?

Forest!

Do not crawl under it

Do not fly over it

It can not be bypassed: the road is straight!

Whack-whack-whack!

We are lion hunters

We are not afraid of him

We have a big gun.

And a sharp sword - wow!

Oh what is it? Oh what is it? Oh what is it?

Sea!

Do not crawl under it

Do not fly over it

It can not be bypassed: the road is straight!

Boo-boo-boo!

We are lion hunters

We are not afraid of him

We have a big gun.

And a sharp sword - wow!

Oh what is it? Oh what is it? Oh what is it?

Desert!

Do not crawl under it

Do not fly over it

You can’t get around it: the road is straight!

Shhhhhhhhh!

And finally, the lion himself: “Rrr!” Throughout the game, the emotions of the players are growing, so at the end of the whole room with the sound of "rrrr!" shouts in unison in fear and shows how he runs from the lion through the desert, sea, forest, swamp, accompanying his path with onomatopoeia “Shhh!”, “Bul!”, “Whack!”, “Chap!”. In conclusion, they rub their foreheads, showing how nicely they hunted.

"Wound up"

In the rules of the game, the host reports: “At the word“ wrapped up ”you need to hug yourself, and at the word“ unwound ”- spread your arms to the sides.” The host's words may be as follows: “Wound up - unwound. Wrapped up on a neighbor on the left - unwound. Wrapped up on a neighbor in front - unwound.

"Elephant Sneeze"

The facilitator asks the children if they heard an elephant sneezing, and invites them to listen to his sneezing. To do this, he divides all the players into three groups. At the signal of the leader, the first group begins to shout: “Boxes!”; the second: "Cartilage!"; the third: "Dragged!". The host conducts several rehearsals. First, the groups take turns saying the words. Then the start of the game is announced. At the signal of the leader of the group, they simultaneously begin to shout loudly. After that, the host says: "Be healthy!".

"Hippodrome"

The host at the beginning of the game may ask the players if they have been to the races, and offer them to be in the role of horses. The game begins with the words: "To the start, attention, march!"

"Horses" clattered their hooves along the road (everyone performs alternate claps with their right and left hands on their knees),

Suddenly - a barrier (hands raise up and hit the knees),

They galloped through the swamp (they pull the right and left cheeks alternately),

Double barrier (hands raise up and hit the knees, and so 2 times),

They galloped along the pavement (they hit their chests with their fists),

On the sand (rub palms against each other),

triple barrier,

On the way to.

And now the finish line is in sight. Who is faster?

After all the players have reached the finish line, the facilitator invites the participants to put their right hand on the head of the neighbor on the right, pat on the head and say: “Good horse! - then pat yourself on the head and say, “I’m better anyway!”

"Fish"

The leader depicts a wave with one hand, and a fish with the other. As soon as the “fish” appears from the water, the participants need to catch it with cotton. Laughter and fun are guaranteed!

"Claps"

The host invites all participants to compete in the ability to clap. To do this, he says how many times you need to clap. At the signal of the leader, everyone begins to clap the specified number of times as quickly as possible. There is a small competition between the participants and the leader, while the leader constantly increases the number of claps.

"Silent" song

The host invites everyone to sing together and perform the appropriate movements:

Teapot (with arms extended parallel to each other, draw vertical lines in the air)

With a lid, (make a horizontal line in the air with your hand)

Lid

With a bump, (the hand is clenched into a fist)

bump

With a hole, (forefinger and thumb depict a hole)

From a hole

Steam goes (imitate the movement of steam).

Then the text and movements are repeated from the end:

Steam comes from the hole

hole in the stump,

knob in the lid,

Lid in a teapot.

Further, the leader suggests not to sing the first word, but only to show movements to it. Then the first and second words are not sung, and so on. It is important not to merge, but to correctly perform a silent song to the end.

"Grandma bought"

At the beginning of the game, the facilitator gives a setting for memorizing words and their corresponding movements, because. throughout the game they will be repeated, and it is important not to make a mistake.

Leader's words:

My grandmother bought a chicken for herself (2 times, all together alternately hit their knees with their right and left hands),

Chicken on grains cackle-tah-tah (2 times, imitate shifting grains from one palm to another).

After that, the last line of the previous phrase will be added to each new couplet, for example:

My grandmother bought a duck for herself (2 times, alternately hit the knees with the right and left hands),

Duck cha-cha-cha-cha (2 times, make a “snake” with your hand),

Chicken grains where-tah-tah.

My grandmother bought herself a turkey (2 times, alternately hit the knees with the right and left hands),

Futa-chickpea turkey (2 times, leaning forward, move either the right or the left shoulder),

Duck cha-cha-cha-cha,

Chicken grains cackle-tah-tah.

Examples of the following phrases:

Piglet grunts-grunts (show with their hands at the level of the nose a nickel of a pig);

Cow of flour-flour (depict the horns of a cow);

Horse tsok-tsok (make movements with hands, as if holding a bridle)

and etc.

"Aram-sam-sam"

The host invites everyone to sing the song together 3 times, while performing the appropriate movements:

Aram-sam-sam, aram-sam-sam (everyone slaps their knees),

Guli-ghuli, ghoul-ghoul (imitate pigeon feeding with both hands, holding the right one above the head, the left one under the head),

Aram-sam-sam, aram-sam-sam (everyone slaps their knees),

Oh, uh, oh, uh (make east movement with hands);

Aram-sam-sam, aram-sam-sam (everyone slaps their knees).

Guli-ghuli, ghoul-ghoul (imitate feeding pigeons with both hands, holding the right one above the head, the left one under the head)

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees),

Guli-ghuli, ghoul-ghouls (imitate feeding pigeons with both hands, holding the right one above the head, the left one under the head).

Oh, uh, oh, uh (make east movement with hands);

Guli-ghuli, ghoul-ghouls (imitate feeding pigeons with both hands, holding the right one above the head, the left one under the head),

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees),

Oh, uh, oh, uh (make east movement with hands);

Guli-ghuli, ghoul-ghouls (imitate feeding pigeons with both hands, holding the right one above the head, the left one under the head),

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees),

Guli-ghuli, ghoul-ghoul (at the head of a neighbor on the left, they imitate feeding pigeons with both hands, holding the right one above the head, the left one under the head)

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees),

Guli-ghuli, ghoul-ghouls (at the head of the neighbors on the left, they imitate feeding pigeons with both hands, holding the right one above their head, the left one under their head).

Oh, uh, oh, uh (make east movement with hands);

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees),

Oh, uh, oh, uh (make east movement with hands);

Guli-ghuli, ghoul-ghoul (at the head of the neighbors on the left they imitate feeding pigeons with both hands, holding the right one above their head, the left one under their head),

Aram-sam-sam, aram-sam-sam (they slap the neighbors on the right knees).

The pace of execution must be constantly increased!

"I'm a musician"

The facilitator says the phrase and performs the appropriate movement towards it, then invites those in the hall to repeat this:

I am a musician (points to himself);

We are musicians (circles the hall with his hands);

We are musicians, camp is talent.

I can play (points to himself);

We know how to play (circles the hall with his hands).

We can play the tambourine (emphasis on "e"; raises both hands up and to the left),

Tambourine (7 times; claps hands raised up and to the left),

After that, the leader begins to repeat the text from the beginning, but a little faster, while the second part changes each time.

We know how to play the trumpet (depicts the process of playing the trumpet),

Trumpet after all (7 times; depicts the process of playing the trumpet),

Hey (spreads his arms in different directions).

We know how to play the puse (emphasis on "e") of the neighbor on the left;

We can play on the heel (emphasis on "e") of the neighbor on the right;

We know how to play on the nerve (emphasis on "e").

"Watch"

Presenter: “How quickly time flies! Watches are a necessary item for each of us. Let's all listen to the clock ticking together and see what happens if we treat it carelessly.

Rules of the game: for one clap, the right side of the hall says in chorus: “Tick”. To two claps, the left side of the hall answers: “So.” The host first alternates the claps correctly, then gives two claps twice in a row, then two times one at a time.

"Lavata"

The facilitator invites the children to learn the words of the song:

We dance together

Tra-ta-ta, tra-ta-ta,

Our cheerful dance -

This is Lavat.

Are our hands good?

All: Good!

Host: And the neighbor?

All: Better! (join hands and sing the song first).

The facilitator then asks, "Are our ears good?"

All: Good!

Host: And the neighbor?

All: Better! (they take each other by the ears and sing the song first).

The facilitator can ask questions such as: “Are our heads good?”, “Are our knees good?” etc.

"Hee hee, ha ha"

The host offers to repeat with him the words and movements to them:

Four (we lower the left hand down to the left),

Five (raise your right hand up to the right).

Ha-ha (lean back).

One (raise your right hand up to the right),

Two (raise your left hand up to the left),

Three (lower the right hand down to the right),

Four (we lower the left hand down to the left).

Hee hee (lean forward slightly)

Ha-ha (lean back).

One (raise your right hand up to the right),

Two (raise your left hand up to the left),

Three (lower the right hand down to the right).

Hee hee (lean forward slightly)

Ha-ha (lean back).

One (raise your right hand up to the right),

Two (raise your left hand up to the left).

Hee hee (lean forward slightly)

Ha-ha (lean back).

One (raise your right hand up to the right).

Hee hee (lean forward slightly)

Ha-ha (lean back).

They all shout “Ha!” together.

The pace of pronunciation must be increased from verse to verse.

"John Brahms Boy"

The host invites you to sing a song with him:

John Brahms Boy oiled the skis

John Brahms Boy oiled the skis

John Brahms Boy oiled the skis

And went to the Caucasus. Oh John!

Then the leader makes the installation not to pronounce the last word "ski" in each line, but to clap his hands in this place; next time, replace the last two words in each line with claps, and so each time, repeating in full only the words: “And I went to the Caucasus. Oh John! The result is 15 claps and the words: “And I went to the Caucasus. Oh John!

"Cuckoo"

The facilitator suggests repeating the words and movements to them:

Oh la tarira! (hitting knees with palms).

Oh-la-ku-ku! (saying “cuckoo”, they snap their fingers).

"Cuckoo" can cuckoo ten or more times, while the tempo accelerates each time.

"The deer has a big house"

The facilitator learns the words with the children and explains that each word is played with the appropriate hand movements. The tempo gradually increases as the song is played repeatedly.

Lyrics

movements

The deer has a big house.

He looks out his window.

The hare runs through the forest

There is a knock on his door.

Chorus:

"Knock Knock,

Open the door.

There in the forest

Evil hunter!

Open doors quickly

Give me a paw."

hands above the head depict the roof of the house;

parallel hands in front of the face show a square window;

depict running in place;

depict a knock on the door with a fist;

knock with the right foot on the floor;

open the door;

right hand with protruding thumb point back;

depict a gun with their hands;

with the right hand they imitate an invitation to the house;

arms extended forward with palms facing out.

"Kolobok"

Actor roles

Phrase

Old man

Old woman

Barn

suseki

Kolobok

Hare

Wolf

Bear

Fox

"No problem!"

"It's not meant to be!"

"Tighten up!"

"Sure sure!"

"Tea, coffee, let's dance!"

"What time is it now?"

"I'm going home..."

"What are you doing here?"

"I'm not like this!"

Having distributed the roles, the presenter tells the fairy tale "Gingerbread Man". When he calls one of the heroes, the team with the corresponding name must quickly say their phrase. The task of the facilitator is to tell the tale as interesting and confusing as possible.

"Turnip"

The host divides all the participants in the game into teams corresponding to the roles, while naming phrases for them:

Actor roles

Phrase

turnip

Grandfather

grandma

Granddaughter

bug

Cat

mouse

"Oh, colossus!"

"Tyks - s!"

"I would have killed!"

"I'm ready!"

"Lay-lay-lay!"

“Well, lay on me, well, lay on me!”

"By screws!"

Having distributed the roles, the presenter tells the tale "Turnip". When he calls one of the heroes, the team with the corresponding name should quickly say his phrase. The task of the facilitator is to tell the tale as interesting and confusing as possible.

Hello guys!

The theme of our lesson is "Games of the peoples of the world", with which I will introduce you. But before we start the lesson, I will give you cards. The numbers 1, 2, 3 are written on them. (Appendix No. 1). During class, I will challenge you to a number game.

  • Guys, what games do you know?
  • What games do you like to play?
  • What do you think is the oldest game?
  • Can games be divided into games for boys and games for girls?
  • Do you think the games you mentioned are played in all countries?

The culture of each nation includes the games they created. For centuries, these games have accompanied the daily lives of children and adults, develop vital qualities: endurance, strength, dexterity, speed, instill honesty, justice and dignity.

Russian folk games have a history of many thousands of years: they have been preserved to this day since ancient times, passed down from generation to generation, incorporating the best national traditions. In addition to preserving folk traditions, games have a great influence on the education of character, willpower, interest in folk art among young people and develops physical culture.

LAPTA

In ancient Russian chronicles there is a mention of folk game- bast. Among the items found during the excavations of ancient Novgorod, a lot of balls and the lapta (stick-bat) itself, which gave the name to the game, were found. This game has been living among the people for thousands of years. In ancient times, bast shoes were the favorite youthful pastime. Different peoples of the world have many related games. They have their own rules and are called differently: the British have cricket, the Americans have baseball, the Cubans have a pelota, the Finns have a pesa pallo, and the Germans have a barrier. During excavations, Norwegian archaeologists find bits for playing lapta, which was a success among the Vikings. This game does not require any special expensive accessories, nor specially fundamentally equipped playgrounds, which is currently of particular relevance. To play, you need a playground measuring 40-55 m long and 25-40 m wide with grass or artificial turf, a solid wood bat 60-110 cm long, weighing no more than 1500 g and a tennis ball. Lapta is a team game. Each team according to the current rules consists of 10 players. Lapta refers to situational sports, the feature of which is a continuous change in the structure and intensity of motor acts. It is known that a common feature that finds its expression in any sports game, is the high mental tension of competitive struggle. Lapta is no exception in this respect. However, it has its own characteristics. In lapta, unlike other team games, you do not need to score goals, throw balls into the basket, here the result is determined by the number of successfully completed runs, for which the team is awarded points. Each team tries to play as long as possible in the attack, because only the game in the attack allows you to make a productive run. In defense, you can score points for balls caught from the summer. Running, jumping, throwing the ball, catching, batting and game orientation form the basis of the game. Due to the fact that physical activity each player of the team has a specific focus; in the bast shoes, athletes are distinguished by role. On offense, they are first hitter, second hitter, third hitter, fourth hitter, fifth hitter, and sixth hitter; in defense - serving, right near, left near, central, right far and left far defenders.

Ancient Slavic game. Its history spans several centuries. Mention of the towns can be found in fairy tales, and in ancient legends, and in documents related to history. Ancient Russia. Marking lines can be drawn with chalk or bright paint, a penalty line can be drawn with sand. All figures, except for the 15th, are built in the middle of the end line.

1) They begin to knock out any piece from the far line (knight). If at least one town is knocked out, the rest are knocked out from the near lane (half-horse).

2) The town is considered to be knocked out if it has completely gone beyond the boundaries of the "city". A town that has gone beyond the line and rolled into the "city" again is considered to be knocked out.

3) The throw is considered lost if: - the bat touched the foul lines or the ground in front of it; - the player at the time of the throw stepped or stepped over the line of the horse (half-horse). All towns in these cases are put in their original places, repeating the blow is not allowed. Towns can be played solo, one-on-one, and team-to-team. Each team can have up to 5 players. When the first team finishes their throws (each player can only throw two bats in turn), the second team starts to knock out their pieces, and so on. In each game, from 5 to 15 figures can be played, the figures are placed sequentially one after the other in the order established by the players. During the game, by agreement, you can change or clarify the conditions and rules of the game.

IV.1. Game "BROKEN"

And now we will play with you. Those guys who have a card with the number 1 come out to me.

The game is called "Brook". The players stand one after another in pairs, join hands and hold them high above their heads. From clasped hands, a long corridor is obtained. The player who did not get a pair goes to the source of the "brook" and, passing under clasped hands, looks for a pair. Holding hands, the new couple makes their way to the end of the corridor, and the one whose couple was broken goes to the beginning of the "brook" ... And, passing under the clasped hands, takes away the one he likes with him.

Guys, which country do you see on the screen? Why?

There are few people who would not be fond of desktop games. mind games. All popular board games- chess, cards, backgammon - are of Asian origin. Not to mention dice: archaeologists find them in layers dating back to long before the beginning of our era. At present, many traditional oriental games gained worldwide recognition and popularity. In many countries of the world there are national federations of go, renju, Chinese chess, world championships are held. Many of these games have original mechanics and are exceptionally fun.

Gongzhu is one of the most beloved entertainment in China. Entertainment, vivid performance and training of mindfulness and dexterity in one bottle. The kunzhu toy is called "Chinese yo-yo". As it is easy to understand from the name, kungzhu is made of bamboo, consists of an axle and one or two wheels along the edges of this axle. Sticks on long threads are attached to it. It is with the help of these sticks that the toy can be controlled. There are several square holes on the wheels. When air passes through them, the toy makes a whistling sound.

There is one peculiarity in China - traditional cutlery - Pamlochki for food. This is a pair of small sticks. Archaeological research in China suggests that chopsticks, which in China are called kuaizi appeared about 3 thousand years ago. Word kuaizi consists of two parts: kuai- "soon, fast, dexterous", and tzu- attribute of the object. They are used by 30% of people - the same number as fork users. Kuaizi - square at the base, so as not to roll on the table. Their length is about 25 cm, and kitchen ones, usually bamboo ones, are one and a half times longer.

And now we will play a game, originally from China. It's called "Chinese Dinner". Those guys who have a card with the number 2 come out to me.

IV.2. Game "CHINESE DINNER"

For this game you need to split into two teams (the teacher helps the children to split up). The plates are filled with an equal amount of small sweets. For cotton, the participants must eat the proposed "dish" as quickly as possible, using chopsticks.

Thank you for playing, take your seats.

New images appeared on our screen. What country do you think they belong to? Why?

Egypt is a magical land. This is the birthplace of one of the most ancient and most developed civilizations, which had a tremendous impact on the development of world culture. Pyramids, pharaohs, mummies - these concepts are known even to the most distant people from history. The ancient Egyptian pyramids are one of the seven wonders of the world, the only one that has survived to this day in almost its original form. Total pyramids in Egypt, several hundred. The most famous of them is one of the wonders of the world - the pyramid of Cheops, a mystery whose construction has not yet been solved. great sphinx- Another famous landmark of Egypt, along with the pyramids. The Great Sphinx is the largest and oldest sphinx in the world. The Sphinx is a giant statue with the head of a man and the body of a lion, its face is turned to the east. The statue was carved out of limestone, and today it is all covered with cracks, worn and beaten by the winds. The "Valley of the Mummies" is located in the "City of the Dead". AT this place buried 11 mummies found in 1997, which are very well preserved. The approximate age of the mummies is 1800 years. Look at the screen. This is what mummies look like.

IV.3. Game "MUMMIA"

The guys who have a card with the number 3, come out to me. We'll play a game with you Mummy". I suggest you divide into teams of 3 people.

The first participant stands motionless - this is the "mummy". The second participant tries to wrap the "mummy" with toilet paper from neck to toe as quickly and tightly as possible. Once he is done, the third participant must unwind the mummy back. The team that not only coped faster, but also tore the paper as little as possible wins.

Very interesting "mummies" you got! Have a seat.

Guys! What good fellows you are!!! Everyone answered correctly and helped each other. I really enjoyed working with you!

V. Summing up. Relaxation.

  • We would like to know your opinion about our event.
  • What game did you like?
  • Which countries' games would you like to play?

The games we have seen are actually played by the children of these countries today. And you can play games yourself. You can learn about the games of the peoples of the world from books, you can find them on the Internet. I really want you to remember our lesson. Thank you for the lesson!

Event scenario"Games of the peoples of the world".

Each game is taught by animators in national costumes. They help children learn the rules, remember the names of games, etc.

(1-2-3-4) Our world is large and diverse. It is inhabited by millions of people in all parts of the world. And depending on the place of residence and weather conditions, all people look different. They have different skin colors, hair, different eye shapes, different noses, and they all dress differently. And most importantly, they lead a different lifestyle. And this is the greatest wealth in the world. After all, every nation makes the world so bright and colorful as we are used to seeing it!

(5-6-7) Look at each other - you and I are so different: someone is taller - someone is lower, someone has gray eyes, and someone has brown, or maybe even green ... Everyone is different hair, - and this already suggests that we all belong to different peoples. Studying the culture and way of life of the peoples of the world is not only exciting and interesting, but also useful, because it is in the diversity of peoples on earth that the source of wisdom and kindness is stored.

(8) And I will reveal one secret to you! It is she who will help us to get acquainted with different peoples of the world! Ready!? Then listen...

“Once upon a time, the wise men decided to hide all the secrets of their peoples so as not to lose them and preserve their uniqueness. And they agreed that they would never talk about them out loud, but would pass them on to their children so that they could pass them on to theirs. And so it happened! And until now, children learn all the secrets, strength and wisdom of their people through special ceremonies - we call them "GAMES"!

(9) Indeed, children of every people and nationality play their own games, and it is through them that they learn how dexterous, fast, and strong one must be, how one must value friendship and respect an opponent.

(10) And today I want to introduce you to five amazing peoples of the world who live in different countries, each people has its own peculiarity and its own religion: - Russia (Christianity), China (Buddhism), India (Hinduism), Israel (Judaism ), Azerbaijan (Islam).

  1. Azerbaijan.

(11) The inhabitants of Azerbaijan - sacredly observe their national traditions. Traditions accompany Azerbaijanis from the moment of birth and throughout their lives.

(12) A lot of things in the country are subject to age-old customs and traditional Islamic norms, so certain rules of conduct should be observed. In public places, neatness in dress is highly valued. The locals themselves, especially women, dress quite strictly, dark colors are preferred. But much attention is paid to bright decorations.

(13) Holidays are accompanied by true Caucasian hospitality, taking into account all the traditions!

(14) A special feature of Azerbaijanis is AGGRESSION, COURAGE AND SPEED! It is these qualities that are imparted to children.

Game "Get the Hat"

Players are divided into two teams, up to ten people in each. At a distance of 1015 m are caps. The players in both teams get into pairs and move towards the hats, performing different movements. First, the first pairs move, then the second, etc. For example, the first pairs move forward, jumping on one leg, the second pairs move on all fours, the third pairs walk on their heels, the fourth pairs half-crouch, the fifth pairs advance in a deep squat.

Rules of the game. Only the pair that reached first has the right to take the hat. The team with the most hats wins. When Continuing the game, it is better to change the types of movements between pairs. You can choose other movements.

  1. Israel.

(15) The life of the people of Israel lies in the observance of Jewish traditions - religious and cultural. Opening hours correspond to the Jewish calendar. The same goes for all national holidays. On Saturdays and holidays, all transport (except taxis) stops working.

(16) Since Israel is a deeply religious state, it is recommended to observe the conditions for visiting temples: women with a covered head, in long skirts, hands must be covered; men should wear trousers (i.e. no short shorts). The inhabitants of Israel are distinguished by their religiosity and respect for environment and your heritage.

(17) This is what they bring up in their children, accustoming them to their special games.

(18) Game "Find afikoman"

Jewish children play this game on Passover evening. At the beginning of the evening, the father, the head of the family, takes one sheet of matzah and breaks it into two pieces. The smaller piece is called the afikoman. The father tells the children that he will now hide the afikoman, and they will have to look for it, the one who finds it will receive a prize. After that, the afikoman hides so that he can be found. Children look for afikoman during the evening.

Rules of the game. If the Easter evening is held at home, the children living in this family play. If the evening is held in a public place, then all the children present take part in the game. The finder of the afikoman receives a prize at the end of the evening.

  1. India.

(19) India is a country with a mysterious culture!

(20) Hindus are a friendly and cheerful people, strictly observing common traditions and rules. Everything that these people do makes them admire and freeze in surprise.

(21) This primarily concerns clothing.

(22) All girls and women put on a beautiful long robe that covers the whole body - a sari, made of expensive and bright fabrics.

(23) The culture of this country is inextricably linked with religion, and mythological, full of mysteries and secrets. For example, the veneration of animals: a cow, a tiger, a snake or a frog are considered sacred animals. And the children of all the peoples of India strive to imitate their dexterity and wisdom ...

(24)

Game "Stork and Frog".

This Indian game can be played by 4 or more people. To do this, you need to draw on the pavement a large lake with bays, islands and capes. Players choose one leader - "stork", and the rest all players become "frogs".

Rules of the game “Frogs” sit in the “water”, not having the right to get out on the “land”.

The "stork" should walk along the shore and try to catch the "frog". “Stork” has the right to jump from “island” to “island”, but cannot enter “water”. The last "frog" caught - becomes a "stork".

  1. China.

(25) China is known as the state of etiquette and ceremony.

(26) Even greeting each other is a whole ceremony. The tea ceremony is especially famous.

(27) A Chinese can be found in a robe, long, to the toe, - this is the national dress. The girls have a beautiful long kimono, made of very beautiful fabrics.

(28)

China is the birthplace of the fearless samurai. Chinese warrior clothes are expensive fabrics. The warriors of China are brave and fast, just like their symbol.

(29) China is also famous for its sacred animals - dragons and turtles. Power, wisdom, strength and courage - this is what Chinese children train in their games.

(30)

The game "Catch the dragon by the tail!"

This is an old Chinese fun game suitable for a large company.

At least ten people take part in the game. They should line up one behind the other in such a way that they put their right hand on the right shoulder of the person in front. The one in front is the dragon's head, and the last one is its tail.

Rules of the game. The essence of this outdoor game is that the dragon's head catches itself by the tail. The line is constantly in motion, the body follows the head. The head tries to grab the last player. In this case, the line should not be broken. The players on the side of the tail do not allow the head to grab the tail. However, if the head grabs itself by the tail, then the player standing last in the line goes forward and becomes the head, and the player who was the penultimate one in the line becomes the new tail.

  1. Russia.

(30-31) Russia is a truly unique country that, along with a highly developed modern culture carefully preserves the traditions of his nation, deeply rooted not only in Orthodoxy, but even in paganism.

(32) Russians continue to celebrate pagan holidays, believe in numerous folk omens and legends.

(33) Russians celebrate their holidays widely and on a grand scale: Christmas, Easter, Saints' Days, which are accompanied by games, chants, rituals and games.

(34) Our people especially appreciate the beauty of their nature and glorify it in songs and even games.

The game "Dawn - lightning"

Children stand in a circle, hold their hands behind their backs, and one of the players - dawn - walks behind with a ribbon and says:

Zarya-lightning,

Red girl.

Walked across the field

Dropped the keys

With the last words, the leader carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and both of them quickly run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who to put a handkerchief on his shoulder.

(35) Our world is large and diverse. It is inhabited by millions of people in all parts of the world. They are all different: clothes, religion, traditions, history... But we all have something in common, one for all - this is the world in which we live, this is blue sky, above our heads and happiness,

(36) and most importantly - FRIENDSHIP, which unites us all! As long as we are united, we are invincible!

PHOTO REPORT


Elena Milko
Folk games from different countries for children from 5 to 7 years old

Folk outdoor games

"Good morning hunter!" (Switzerland)

Play 10 - 15 people.

Game progress.

Players stand in a circle, choose a hunter who walks behind the backs of the players. Suddenly, he touches the player's shoulder. The touched one turns and says, “Good morning, hunter!” - and immediately goes in a circle, but in the opposite direction to where the hunter goes. After going around half a circle, the player and the hunter meet, while the player again says: "Good morning, hunter!" And both run to take the remaining empty space. The one who did not have time to do this becomes a hunter.

"Catch the dragon's tail!" (China)

At least 10 people play.

Game progress.

Players line up one after another and place their right hand on the right shoulder of the person in front. The one who stands first in the line is the head of the dragon, the last is his tail. The dragon's head is trying to catch the tail. The line is in constant motion, the body of the dragon (players between the head and tail) obediently follow the head, and the head tries to grab the tail - the last player. The line should not break. If, nevertheless, the head catches the tail, the last player in the line goes forward, becomes the head, and the player who was last in the line becomes the new tail.

"Trains" (Argentina)

7 people or more play.

Game progress.

Each player builds a depot for himself: draws a small circle. In the middle of the site is the driver - a steam locomotive. He does not have his own depot. The driver goes from one car to another. Whoever he approaches, he follows him. This is how all wagons are assembled. The locomotive suddenly whistles, and everyone runs to the depot, the locomotive too. The player left without a place becomes a driver - a locomotive.

"Fruit Basket" (USA)

10 people or more play.

Game progress.

The players sit in a circle. The leader is in the middle. He goes around all the players and asks how everyone called himself (you can choose from the names of the fruits, or give the player the name himself. Then the driver sits down in the center of the circle and starts the game: “When I walked through the garden, I saw trees with beautiful red apples and pears". At the moment of pronouncing these words, "apples" change places with "pears". The leader's task is to take one of the vacant places. If he succeeds, then the player who is left without a place becomes the leader. When words are found in the leader's story -va “fruit basket”, all children change places at the same time, and again the leader must take one of the vacant places.

“Come on, repeat!” (Cameroon)

Played by 4 people or more.

Game progress.

The players become a semicircle, the driver is in the center. From time to time he makes some kind of movement: raises his hand, turns, bends, stamps his foot, etc. All players must exactly repeat his movement. If the player makes a mistake, the driver takes his place, and the player becomes the driver. If several people make a mistake at the same time, the driver chooses who will take his place.

"Zhmurki" (Russian folk game)

Game progress.

One of the players - blind man's blind man - is blindfolded. They take him to the middle of the room and make him turn around several times, then ask:

Cat, cat, what are you standing on?

At the pot.

What's in the pot?

Catch the mice, not us!

After these words, the participants in the game scatter, and the blind man's blind man catches them. Whoever he catches becomes a blind man. The blind man's blind man should recognize and call the caught player by name. If the blind man's blind man comes close to some object that can be hit, the players must warn him by shouting: "Fire!" They can dodge hide-and-seek, crouch, walk on all fours, but you can’t hide behind objects and run far.

"Dawn" (Russian folk game)

Game progress.

The children stand in a circle, hold their hands behind their backs, and one of the players - the dawn - walks behind with a ribbon and says:

Dawn - lightning, red maiden,

Walked across the field, dropped the keys,

Golden keys, blue ribbons,

The rings are entwined - I went for water!

With the last words, the leader carefully places the tape on the shoulder of one of the players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

"Sticky stumps" (Bashkir folk game)

Game progress.

3 - 4 players squat as far apart as possible. They depict sticky stumps. The rest of the players run around the court, trying not to get close to the stumps. Stumps should try to touch the children running past. Salted become stumps. Stumps should not get up.

"Water" (Udmurt folk game)

Game progress.

They draw a circle - this is a pond or lake. The leader is selected - water. The players run around the lake and repeat the words; “There is no water, but there are a lot of people.” The waterman runs in a circle (lake) and catches the players who come close to the shore (circle lines). Those caught remain in the circle. The game continues until most of the players have been caught. The merman catches without leaving the circle. Those who are caught also become traps. They help the merman.

"Game with a handkerchief" (Udmurt folk game)

Game progress.

The players stand in a circle in pairs, one after the other. Two leaders are chosen, one of them is given a handkerchief. On a signal, the leader with a handkerchief runs away, and the second leader catches up with him. The game goes round and round. The host with a handkerchief can pass the handkerchief to any player standing in a pair and take his place. Thus, the leader with a handkerchief changes. The leader, left without a pair, catches up with the leader with a handkerchief. The player runs away only when he receives a handkerchief. When the handkerchief leader is caught by the second leader, the second leader is given a handkerchief, and the next leader is selected from among the children standing in pairs. The game starts on a signal.

"One extra" (Yakut folk game)

Game progress.

The players become pairs in a circle. Each pair is located as far away from its neighbors as possible. The leader stands in the middle of the circle. Starting the game, the host approaches a couple and says: "Let me go to your place." They answer him: “No, we won’t let him in, go there ...” (point to a more distant pair). At the time when the leader runs to the indicated pair, all the second ones standing in the pair change places, running to the other pair, and stand in front. The front ones are already becoming the back ones. The host tries to take some of the vacant seats. The one left without a seat becomes the leader.

"Catching deer" (games of the peoples of the Far East)

Game progress.

The players are divided into 2 groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle, facing the deer. Deer run around the outlined area. On a signal: "Catch!" the shepherds try to catch the deer and close the circle.

"Hurry to catch!" (games of the peoples of the Far East)

Game progress.

There are two equal groups of participants on the playground: girls and boys. The leader throws the ball up. If the girls catch the ball, then they begin to throw the ball to each other so that the boys do not take possession of the ball, and vice versa, if the boys have the ball, they try not to give it to the girls. The team that can hold the ball the longest wins.

"Mill" (Belarusian folk game)

Game progress.

All players stand in a circle at a distance of at least 2 m from each other. One of the players receives the ball and passes it to the other, that to the third, and so on in a circle. Gradually, the transmission speed increases. Each player tries to catch the ball. A player who misses the ball or throws it incorrectly is out of the game. The one who remains in the game last wins.

"Hunters and ducks" (Belarusian folk game)

Game progress.

The players are divided into 2 teams with the same number of participants. One team is ducks, the other is hunters. Hunters form an outer large circle and outline it. Ducks outline an inner small circle at a distance of 2.5 - 3 m from the circle of hunters. On a signal, the hunters shoot at the ducks - they try to hit them with a ball. When all ducks are caught, the teams change. Hunters and ducks must not leave the outlined circles. The person tagged with the ball is out of the game.

"Birds" (Estonian folk game)

Game progress.

The players choose a hostess and a hawk, the rest choose birds. The hostess secretly from the hawk gives a name to each bird: a cuckoo, a swallow, etc. A hawk flies. The hostess asks:

What did you come for?

For a bird.

For what?

A hawk names, for example, a cuckoo. She runs out, the hawk catches her. If there is no bird named hawk, the hostess drives the hawk away. The game continues until the hawk has caught all the birds.

"Lamb" (Moldovan folk game)

Game progress.

The players stand in a circle, and the lamb is inside the circle. Players walk in a circle saying:

You, little gray lamb,

With a white tail!

We fed you, we fed you.

Don't butt us, play with us!

Hurry up!

At the end of the words, the children run in all directions, and the lamb catches them.

"Guess and catch up!" (Turkmen folk game)

Game progress.

The players sit on the bench in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver and calls him by name. If the driver guesses who it is, he quickly removes the bandage and catches up with the escaping. If the driver calls the player's name incorrectly, then another player comes up. If the name is called correctly, the player touches the driver on the shoulder, making it clear that you need to run.

"Falcon and Fox" (Turkmen folk game)

Game progress.

A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly. He runs in different directions and at the same time makes different flying movements with his hands. a flock runs after the falcon and repeats all its movements. At this time, a fox suddenly jumps out of the hole. The falcons quickly fly to their nest. Whoever the fox catches, he takes him to his hole.