Mobile game white black. Collection of outdoor games. "Games of our yard". Sly fox (cf., st., prep. group)

Find your color
Purpose: to form orientation in space, to teach to act on a signal, to develop dexterity, attention.

Game progress: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near the flags of a certain color. After the words of the teacher “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color”, the children gather at the flag of the corresponding color.

The game may be accompanied by musical accompaniment. As a complication, when the game is mastered by children, you can change the indicative flags in places, placing them in different places in the gym.

Sun and rain
Purpose: to form the ability to walk and run in all directions, without bumping into each other; learn to act on a signal.

Game progress: children sit on chairs. The teacher says "Sunshine!". Children walk and run around the room in different directions. After the owls "Rain!", They run to their places.

The game can be played with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Purpose: to form the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Game progress: children sit on chairs on one side of the hall. These are "sparrows" in nests. On the opposite side is the teacher. He represents a car. After the teacher’s words “Sparrows flew”, the children rise from their chairs, run around the room, waving their arms. At the signal of the teacher "Car", the children run away to their chairs.

After the game is mastered by children, sound signals can be used instead of words.

Train
Purpose: to form the ability to walk and run one after another in small groups, first holding on to each other, then not holding on; learn to start moving and stop on a signal.

Game progress: first, a small group of children is involved in the game. at first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of the wheels. The role of the locomotive is first played by the educator. Only after repeated repetitions, the role of the leader is entrusted to the most active child.

cucumber... cucumber...
Purpose: to form the ability to jump on two legs in the forward direction; run without bumping into each other; commit game actions according to the text.

Game progress: at one end of the hall - a teacher, at the other children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don't go to that tip,
The mouse lives there, it will bite your tail.

After the end of the chants, the children run away to their house. the teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the game is mastered by children, the role of the mouse can be entrusted to the most active children.

Mother hen and chicks
Purpose: to improve the ability to crawl under the rope without touching it; develop dexterity, attention; act on a signal; nurture mutual assistance, camaraderie.

Game progress: children depicting chickens, along with a hen, are behind a stretched rope. The mother hen leaves the house and calls the chickens "ko-ko-ko." At her call, the chickens crawling under the rope run to her. At the words "Big Bird" the chickens quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

run quietly
Purpose: to cultivate endurance, patience, the ability to move silently.

Game progress: children are divided into three groups and line up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the one leading to the other end of the hall. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

Aircraft
Purpose: to form the ability to move in different directions without bumping into each other; learn to act on a signal.

Game progress: before the game, you need to show everything game movements. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!" Children make rotational movements with their hands in front of the chest. After the signal "Let's fly!" spread their arms to the sides and scatter around the room. At the signal "To land!" The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Purpose: to form the ability to act on a signal, navigate in space; develop dexterity, attention, the ability to move in different directions.

Game progress: with the help of a teacher, children are divided into groups, each of which stands at a certain place. On a signal, they scatter around the hall in different directions. After the signal "Find your house" - the children should gather in groups at the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

rabbits
Purpose: to form the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Game progress: on one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs.

Bubble
Purpose: to teach children to form a circle, changing its size depending on the game actions; develop the ability to coordinate actions with spoken words.

Game progress: the children, together with the teacher, holding hands, form a circle and pronounce the words:

Inflate a bubble, inflate a big one.
Stay like this and don't break.

The players, in accordance with the text, step back holding hands until the teacher says “The bubble has burst!”. Then the players squat down and say "Clap!". And they go to the center of the circle with the sound “shhhh”. then again become in a circle.

Where does the bell ring?
Purpose: to develop an eye, auditory orientation, the ability to navigate in space.

Game progress: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings a bell. Children are invited to listen to where the bell rings and find it. The children turn and walk towards the sound.

You need to ring the bell loudly at first, then lower the sound.

colored cars
Purpose: to consolidate knowledge of color, improve orientation in space, develop a reaction

Game progress: children are placed at the edges of the hall, they are cars. To each his own colored circle. The teacher is in the center of the hall, in his hands he has three colored flags. He raises one, de having a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did they knock?
Purpose: to consolidate the ability to navigate in space, to follow the rules of the game.

Game progress: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle behind, stops near someone, knocks with a stick and puts it so that it would not be visible. Steps aside and says "It's time!". The one standing in the circle must guess where they knocked and go up to the one who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the leader.

cat and mice
Purpose: to improve the ability to navigate in space, to avoid collisions; move in the general game situation.

Game progress: on one side of the hall, a plot is fenced - this is the house of mice (50 cm high). on the other side of the hall is the cat's house. The teacher says:

The cat guards mice, pretended to be asleep!
Children crawl under the rails and run.

The teacher says:

Hush, mice, don't make noise.
And don't wake up the cat!

Children run easily and silently. With the words "The cat woke up", a child depicting a cat runs after mice. Children do not crawl under the slats, but run into the burrows through the unfenced part.

At the bear in the forest
Purpose: to consolidate the ability to move in all directions, imitate game movements, move in accordance with the text.

Game progress: the children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear saying:

At the bear in the forest
I take mushrooms and berries.
The bear doesn't sleep
And growls at us.

The bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

Mousetrap
Purpose: to develop speed, dexterity, attention; learn to coordinate words with game actions.

Game progress: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and sentence

Oh, how tired the mice are, their passion just got divorced.
Everyone gnawed, everyone ate, they climb everywhere - that's an attack.

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. On a signal, the children lower their hands and squat. Mice that do not have time to run out are considered to be caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups change places.

Who has the ball?
Goal: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules of the game.

Game progress: players form a circle. The driver is chosen, who stands in the center. The rest of the players move tightly towards each other, hands behind everyone.

The teacher gives someone the ball, and the children pass it to each other behind their backs. The driver tries to guess who has the ball. He says "Hands!" and the one to whom they are addressing must put out both hands. If the driver guessed right, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

shaggy dog
Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.

Game progress: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with the words

Here lies a shaggy dog, with his nose buried in his paws.
Quietly, quietly, he lies, either dozing, or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. Children run away, and the dog tries to catch them.

Take care of the item
Purpose: to teach children to act on a signal; develop dexterity, endurance, eye.

Game progress: children stand in a circle. At the feet of each child is a cube. The teacher is in a circle and tries to take the cube from one or the other child. The player, to whom the driver approaches, crouches and closes the cube with his hands and does not allow him to touch it. At first, the driver does not take the cubes from the children, but only pretends. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily out of the game.

Subsequently, the role of the driver can be offered to the most active children.

Cars
Purpose: to develop dexterity and speed; to consolidate the ability to move around the site in all directions.

Game progress: each player receives a steering wheel. At the signal of the driver (a green flag is raised), the children scatter in loose so as not to interfere with each other. On another signal (red flag) cars stop. The game is repeated.

The game is more emotional under the musical accompaniment.

We are fun guys
Purpose: to develop dexterity, dodge; improve the ability to follow the rules of the game.

Game progress: children stand on one side of the playground beyond the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The choir players say

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 - catch!

After the glory of "Catch!" the children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap has time to touch to the line are considered caught and move aside, skipping one dash. After two runs, another trap is selected.

Find yourself a mate
Purpose: to develop dexterity, the ability to avoid collisions, act quickly on a signal.

Game progress: handkerchiefs according to the number of children are needed for the game. half of the handkerchiefs of one color, half of the other. At the signal of the teacher, the children scatter. To the words "Find a couple!" children with identical handkerchiefs stand in pairs. If the child is left without a pair, the players say "Vanya, Vanya, don't yawn, quickly choose a pair."

The teacher's words can be replaced by a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Purpose: to develop dexterity, attention, speed of reaction.

Game progress: the players stand in a circle, in the center is the teacher, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle above the ground itself, and the children jump up, trying to prevent the bag from hitting them. Having described two or three circles with a bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Purpose: to develop dexterity, speed; play by following the rules; improve jumping on two legs.

Game progress: the players are located around the cord laid in the shape of a circle. In the center are two drivers. At the signal of the teacher, the children jump on two legs into and out of the circle as the traps approach. Whoever gets tarnished gets a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Purpose: to consolidate the ability to climb gymnastic walls, develop dexterity, speed; improve the ability to act on a signal.

Game progress: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On a signal, the children standing first run to the gymnastic wall, climb it and ring the bell. They go down, return to their column and stand at its end, the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Purpose: to develop dexterity, speed, dodge; play by following the rules.

Game progress: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word "Catch1", everyone runs away from the trap and climbs on objects. The trap tries to overpower the fleeing. The children he has touched step aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Purpose: to develop speed, dexterity, eye; improve orientation in space, loose running.

Game progress: children stand in a circle, each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On a signal, the children scatter in different directions, and the trap tries to pull the ribbons from them. At the stop signal, the children gather in a circle, the driver counts the ribbons.

The game can be played with complication:

There are two traps in the circle.
- there are no traps, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Purpose: to develop dexterity, speed of reaction, to learn to act on a signal, to develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on the perch. On the other side is a fox hole. On a signal, the chickens jump off their perches and move freely in the free space. With the words "Fox!" the hens run into the coop and climb onto the perch, and the fox tries to catch the hen. She leads the one who did not have time to escape into a soy burrow. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, speed.

Game progress: children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

two frosts
Purpose: to develop speed of reaction, dexterity; to consolidate the ability to coordinate game actions with words.

Game progress: two houses are indicated on opposite sides of the site. The players are located in one of them. Leading - Frost Red Nose and Frost Blue Nose stand in the middle, facing the players and pronounce the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to set off on the path?

The chorus players answer: "We are not afraid of threats, and we are not afraid of frost!"

After these words, the children run across to the other side of the playground, and the Frosts try to catch them and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run.

networks
Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

Game progress: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following options are possible:

1. Pike chases fish.
2. Children with hoops move slowly, on a signal they run in a circle, and then it is not possible to get out of it
3. Children with hoops stand motionless and only begin to move at a signal.

The catch is being counted.

Swan geese
Purpose: to develop dexterity, speed of reaction; to consolidate the ability to perform the actions of the role taken on; coordinate words with game actions.

Game progress: at one end of the hall, the house in which the geese are located is indicated. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Goose: Yes, yes, yes!
Shepherd: So fly.
Geese: We can't, the gray wolf under the mountain won't let us go home!
Shepherd: Well, fly as you like, just take care of your wings!

Geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

air football
Purpose: to improve dexterity, strength, ingenuity; develop coordination of movements.

The course of the game: children from a sitting position, pinching the bar with their feet, roll onto their backs and throw the bar over the net, into the goal or into the distance. Instead of a bar, you can use a ball.

Flying, not flying
Purpose: to consolidate children's knowledge about flying and non-flying objects; educate endurance, patience.

Game progress: children stand or sit in a circle, in the center is the teacher. He names animate and inanimate objects that fly and do not fly. Naming the object, the teacher raises his hands up. Children should raise their hands up if the object flies.

Ball option available.

Ocean is shaking
Purpose: to give knowledge about various steamships, old sailboats, rigging items.

Game progress: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items needed for sailing. All the named items stand up. To the words “The sea is worried1”, the children begin to move to the music, depicting the movements of the waves. Captain's command "Calm the sea!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the captain.

Mail
Purpose: to develop game fantasy, the ability to follow the rules of the game.

Game progress: the game begins with the roll call of the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver said. And the one who does the job poorly,
gives a fan. The game ends as soon as the driver collects five forfeits. Then forfeits are redeemed by performing various tasks.

At Mazal
Purpose: to improve the coordination of movements.

Game progress: participants sit on chairs, choose grandfather Mazal. All the rest move away from him and agree that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, with brown eyes, with a white mustache”

Hello kids! Where were you, what did you do?
- Where we were - we will not say, but what we did - we will show.

Everyone performs the movements agreed upon. When the grandfather guesses, the players scatter, and he catches them.

birder
Purpose: to teach to distinguish and imitate the cries of various birds; develop the ability to navigate with closed eyes.

Game progress: the players choose the names of the birds. They stand in a circle, in the center of the blindfolded birders. The birds dance

In the forest in the woods
On a green oak tree
The birds are singing merrily.
Ah, the birder is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for the birds. Whoever is caught screams imitating a bird.

The driver must guess the name of the player and the bird.

Four forces
Purpose: to develop attention, memory, dexterity.

Game progress: the players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands.

Black, white do not take, "Yes" and "No" do not say
Purpose: to develop mindfulness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game progress: The game starts like this:

They sent you a hundred rubles,
Buy whatever you want
Black, white do not take
"Yes", "No" do not say.

After that, the leader leads a conversation, asking questions. The one who got lost in the answer gives the driver a phantom. After the game, the offenders redeem their forfeits by completing various tasks.

Paints
Purpose: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose the owner and two sellers. All other players are paints who choose their own colors. Buyer knocks:

Who's there?
- Customer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: "Jump on one leg along the blue path."

The buyer who guessed the most colors wins.

Flowers
Purpose: to consolidate knowledge about colors (or any other items, such as sports equipment), improve reaction, speed qualities.

Game progress: each player chooses a flower for himself. By lot, the chosen flower starts the game. It invokes any other flower, such as a poppy. Poppy runs, and the rose catches up with him. Then the poppy can name any other flower. The one who has never been caught wins.

Pick a couple
Goal: develop logical thinking, learn to play as a team.

Game progress: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the specified third word from the list of already existing ones, the word that is in the same logical connection with it.

For example: school - training, hospital - doctor, gate - football, etc.

And third words: student, treatment, patient, ball, t-shirt.

Snowball
Purpose: to learn to form a sequence in words, memorize previous words, coordinate movements with words.

Game progress: a group game consists in the gradual formation of a sequence of words, and each subsequent participant in the game must reproduce all the previous words, preserving their sequence, adding their own word to them. The game is played with the passing of the ball.

forbidden number
Purpose: to promote the development of attention.

Game progress: players stand in a circle. You need to choose a number that cannot be spoken, instead of it you need to clap your hands, silently the required number of times.

Hear the command
Purpose: to promote the development of attention, improve the ability to organize independently, calm down.

Game progress: children go to the music. When the music stops, everyone stops and listens to the command uttered in a whisper, and that hour they perform it.

Opposite word
Purpose: to teach children to justify their decision, to select words opposite to the indicated one.

Game progress: invite children to choose words that are opposite in meaning to the data.

For words that allow ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Purpose: to improve the ability to follow the rules of the game, to develop the skill of classification, highlighting the most significant features.

Game progress: children are invited to guess the names of randomly selected objects, while asking clarifying questions, to which you can get the answer "Yes" or "No".

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Game progress: the players choose the hostess and the hawk. The rest are birds. The hawk is flying. The hostess says

Why did you come?
- For a bird!
- For what?

The hawk calls. If there is no named bird, the hostess drives him away. The game continues until the hawk catches all the birds.

Fishing
Purpose: to consolidate children's knowledge about various types fish, to improve the ability to act according to the rules.

Game progress: The players are divided into two groups. Some stand in front of others at a distance of several steps. One group is anglers, the other is fish. At the beginning of the game, they have a conversation:

What do you knit? (fishes)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- What?
- Pike.
- Catch.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Purpose: to develop creative imagination, imagination, plasticity of movement.

Execution: I.P. Basic jay. The body turns left and right. Hands freely follow the body.

One, two, three, four, five -
You fly into space!

Humpty Dumpty
Purpose: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Fulfillment: the teacher pronounces the words:

humpty dumpty sat on the wall
Humpty Dumpty collapsed in his sleep...

The child turns the body to the right - to the left. On the words “fell down in a dream”, he sharply tilts the body down.

Fakirs
Purpose: to train individual muscle groups, to develop the ability to convey the characteristic features of the image.

Game progress: children sit, legs crossed, hands on their knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. The eyes are closed.

To the appropriate music, the children’s hands first “come to life”, then the arms and head rise, the body stretches forward and upward.

Psycho-gymnastics without fixing attention on breathing (4-5 years)

Bear cubs in a den
Children go home one by one exactly following the trail of the bear. They sit down and wait for the game.

Bump game
They throw cones. They catch and use equipment to take them off with their paws. Do they lay the cones aside and drop their paws along? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees, making houses. The bee flies under the knees. Flies and bears? ata other? but raise their legs.

Cold - hot
Squeeze into a ball and relax the torso.

scarf games
Without opening your eyes, tie scarves. Turn your head from side to side. Okay, warm. Show facial expressions.

The bee interferes with sleep
Game of facial muscles. The bee decided to sit on the tongue - the children quickly clenched their lips, made their lips a tube and began to twist them from side to side.

Relaxation
From the bright sun, the cubs closed their eyes and wrinkled their noses. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Relaxation
The cubs are sleeping. Mom is in the forest.

Water got into your ears
In the supine position, rhythmically shake your head, shaking water out of one ear and out of the other.

face sunbathing
The chin is sunbathing - expose the sun to the chin, slightly open the lips and teeth (inhale). A bug flies tightly to close the mouth (holding the breath). The bug flew away. Slightly open your mouth, breathe out easily.

Nose sunbathing - expose your nose to the sun. The mouth is half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle the nose, lift the sponge up, the mouth is half open (holding the breath). Butterfly flew away, relax. Inhale.

Eyebrows - swing. Move your eyebrows up and down.

Relaxation
Sleep on the beach.

Psycho-gymnastics with fixation of attention on breathing (6-7 years old)

By the sea
Children “play in the water, go out and lie down on the sand with their arms and legs spread out.

sand play
Pick up sand in your hands (inhale). Strongly clenching your fingers into a fist to hold the sand (breath holding). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake off the sand from your hands, drop them powerlessly along the body.

Ant game
An ant climbed onto his toes - with the force of socks on himself, his legs are tense (inhale). Relax your legs in this position. Listen on which finger the ant sits (holding the breath). By instantly relieving tension in the feet, release the ant from the fingers (exhale). We lower the socks down, to the sides.

Sun and cloud
The sun went behind a cloud - shrunk into a ball (breath-holding). The sun came out - it's hot, relaxed (exhale).
Everyone is sleeping.

Purpose: to train individual muscle groups, improve endurance, the ability to convey movements with pantomime.

Fulfillment: children are located freely, depicting sleeping in different poses. The leader enters the hall and sees:

In the yard he meets a multitude of people.
Everyone is sleeping.
He sits like a dug in.
He walks without moving.
He stands with his mouth open.

He approaches the figures of children, tries to wake him up, takes his hands, but his hands limply fall.

Barbell
Purpose: to train individual muscle groups, develop endurance, willpower.

Fulfillment: we pull up and lift the bar with a jerk, then we throw it. Relaxation.

reindeer exercises
Children are divided into two teams. The teams are divided into pairs, in front - a deer. Behind the musher. You can wear reins or a hoop. Whose team will finish the distance faster.

Analik
A ball game similar to basketball, but without the net. Members of one team throw the ball to each other, while members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer breeder
Deer antlers lie at a distance of 3-4 meters (you can use ring throws0. Captains throw rings on the antlers in 5 pieces. This is a competition of captains.

Dexterous reindeer herders
At a distance of 3-4 meters from the children, a figure of a deer is placed. One by one, the children throw a ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

Mobile game: "Black and White Pawns"

Target:

Learn to distinguish the same shapes by color.

Rules:

Children wear hats with black and white figures. A black pawn is placed on the first chair, and a white pawn is placed on the second. Children run around, on a signal they gather near their chairs.

Mobile game: "Find a home for your pawn"

Target:

Fix the location of the pawns on the chessboard.

Rules:

Children are divided into two teams. On a signal, they make up in turn, each at his own board of pawns.

Mobile game: "Beware the Pawn"

Target:

Cultivate dexterity, attention. Learn to run without pushing.

Rules:

Children in the caps of the Kings (White and Black) walk around the chess field. A pawn runs out and catches those who did not have time to stand on their square.

Mobile game: "Pawns to houses"

Target:

Learn to find your place.

Rules:

Children wear hats with black and white pieces of pawns. A chess field is laid out on the floor, the children run and, at a signal, take their places.

Mobile game: "King Find Your Place"

Target:

Fix the location of the White and Black Kings on the chessboard.

Rules:

On the tables are chess boards, near White and Black Kings. Children go a certain distance and, on a signal, they must run to their board and put the Kings in their place.

Mobile game: "Find Your Place"

Target:

Fix the locations of the Rook, Pawn, King.

Rules:

Children wear hats of white and black figures. Choose two leaders. Spread a chess board on the floor. At the signal of the teacher, the leaders put their figures in place. One leader is responsible for whites, the other for blacks.

Mobile game: "Who will make the figures faster"

Target:

Fix the locations of the pieces on the chessboard.

sleeping fox

Game progress: Choose a fox. She goes to the corner of the site (burrow) and falls asleep soundly (closes her eyes). On the opposite side of the site, beyond the line - the house of hares. They frolic on the site, running in different directions. After a while, the teacher says: “The fox woke up!” All the children, escaping from the fox, run to their house. The fox catches up with them, trying to touch them with his hand. Caught fox takes to the hole. When there are 2-3 children in the hole, the new fox. The game is repeated with all children. At the end, the teacher marks the most dexterous fox.

Find your place

Game progress: The teacher divides the children into three subgroups. Each is built near some kind of physical education aid (or tree). The teacher asks the children to name the object and remember it. On a signal, the children scatter around the playground and run for 0.5-1 minutes. At the command "Find your place!" they must be built in the same place. The first group to line up wins. The game is repeated 3-4 times.

zastuka

Game progress. A hole is dug on the site, the driver puts a ball in the hole. At a distance of 3 - 6 m, a line is drawn, from where the players alternately throw the bat into the ball. A small board is placed near the hole. As soon as one of the players hits the ball, everyone who threw the bats runs after them, quickly returning to their places, knocking on the way with a bat into a trap. The driver runs into the field after the ball along with everyone and, before putting it in the hole, also knocks on the board. The one from the players who knocked on the hitch immediately after the driver stands at the hole with the ball, and the driver goes into the field.

pits


Game progress.
On the site, several holes are dug in one row, but not more than 10, and they are marked with numbers. At a distance of 3 m from them, a line is drawn from which the players roll the balls into the pits one by one, starting from the first. The first player starts the game, he rolls the ball until he misses. After him, the second player continues to play, then the third, etc. When the turn reaches the first player again, he starts the game from the hole that he did not hit.

Whoever hits all the holes first wins.

Instructions for carrying out. No more than 10 people take part in the game. There can be a different number of pits, not necessarily according to the number of players. Children can not roll, but throw balls into the holes.

silent

Game progress. Before the game starts, the chorus players say:

"Pervenchiki, chervenchiki,

The bells rang.

In a different lane.

By the fresh dew

There are cups, nuts,

Honey, sugar.

After the word "Silence!" everyone should shut up. The host tries to make the players laugh with movements, funny words and nursery rhymes, a comic poem. If someone laughs or says one word, he gives the presenter a phantom. At the end of the game, the children redeem their forfeits: at the request of the players, they sing songs, read poetry, dance, and perform interesting movements.

Rules. 1. The leader of the players should not touch with his hands.

2. Forfeits for players must be different in color and shape.

Instructions for carrying out. The game can be played in different conditions.

You can also play a phantom as soon as one of the players laughs, smiles or speaks. This relieves the tension that is created in children in the game.

Find yourself a mate

Game progress: Children stand in pairs, holding hands, and walk around the playground. At the signal of the teacher, the children scatter throughout the playground. On another signal, they must quickly find their comrade. The teacher notes the fastest. The game is repeated 3-4 times.

stopki

Game progress. Children stand against the wall at a distance of 4 - 5 steps, one of them has a ball. On a signal, he throws the ball against the wall and calls one of the players by name. The one who was called catches the ball and throws it against the wall, calling the new player, etc. If the player does not catch the ball, then he becomes a tag. He needs to quickly pick up the ball and shout: "Stop!" Since the children at this time all scatter in different directions, at the signal “Stop!” they stop. Salka stains the nearest player, the stained one is out of the game. The players go to the wall, the tag starts the game. If the tag missed, then while he runs after the ball, the players try to run away as far as possible. Salka takes the ball, shouts: "Stop!" - and again stains the players.

The game continues until half of the players have been touched.

Rules. 1. Players are allowed to catch the ball with a rebound from the ground.

2. The tag must not move when he spots the player.

Don't back!

Game progress: Children are randomly placed on the playground various items: balls, skittles, cubes, logs, etc. According to the rules of the game, they can run around the site in any direction, but do not collide or touch objects.

The child who hits the object puts it in its place and continues to play.

After 2 minutes, the children stop at the signal of the teacher. The teacher names the winners (who have never broken the rules). The game is repeated. It can be complicated by increasing the number of items and reducing the area.

Fanta

Game progress. The game starts like this. The host goes around the players and says:

“We were sent a hundred rubles.

Buy whatever you want

Black, white do not take

Don't say yes or no!

Then he asks the children different questions, and he tries to get someone to say one of the forbidden words in a conversation: black, white, yes, no. The host leads a conversation like this: “What is sold in the bakery?” - "Bread." - "What?" The player almost answered: “Black and white”, but in time he remembered the forbidden words and said: “Soft”. - "Which bread do you like more, black or white?" - "Everyone." - "What kind of flour are rolls baked from?" - From wheat. And so on. The one who uttered the forbidden word gives the driver a phantom. At the end of the game, everyone who is left without a Fanta redeems it.

Rules. 1. Players must answer questions quickly, the answer cannot be corrected.

2. For each forbidden word, the player pays the host a forfeit.

3. The host can talk simultaneously with two players.

4. When redeeming a fanta, the presenter does not show it to the participants in the game.

Instructions for carrying out. The game can be played in a forest clearing or in

shady corner of the playground. No more than 10 people take part in the game, all children have several forfeits. They should carefully listen to the questions of the driver and think before answering.

When redeeming forfeits, the participants of the game come up with a forfeit for the owner interesting tasks: sing a song, make a riddle, read poetry, tell a short funny story, remember a proverb and a saying, etc. The most difficult in this game is the role of the leader, so at first this role is played by the teacher. Fanta can redeem after 5 people lose.

Falcon and doves

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

Blue, red, yellow

Game progress: Children take ribbons of three (or two) colors, tie them on each other's arm (or tuck the end of the ribbon in the back under the elastic band of sports trousers). Then everyone lines up along the line on one side of the site. The teacher says: “Ready!”, And everyone takes a position

high start. The signal to start running is the name of the color of the tape, for example "Yellow!" At this signal, only children with a yellow ribbon run, the rest must remain in place. Having reached the opposite side

playgrounds, children stay there. Then the teacher calls another color, then a third. When repeated, the children run in the opposite direction. And so they change 3-4 times.

Fox in the chicken coop

Game progress: Gymnastic benches are placed on one side of the site - this is a perch for chickens. On the opposite side is a fox hole. One of the players is designated as a fox, the rest are chickens. At the signal of the teacher, the chickens jump off the perch, walk and run around the site (yard), peck grains, flap their wings. At the signal of the teacher "Fox!" the hens run away to the chicken coop and climb onto the perch, and the fox tries to catch the hen, which did not have time to escape, and leads it into its hole. The rest of the chickens jump off the perch again, and the game resumes. The game ends when the fox catches two or three chickens. You can repeat it with another fox.

On one leg along the path

Game progress: Children stand on the edge of the playground. The teacher invites them to jump to the middle of the site on their right foot (3-4 m). The children are running back. Then they jump on the other leg.

Hares and wolf

Game progress: One of the players is chosen as a wolf. The rest are rabbits. On one side of the site, hares arrange houses (draw circles). At the beginning of the game, the hares are in their houses, the wolf is at the other end of the site (in the ravine). At the signal of the teacher, the hares jump out of the houses and run around

site. They then jump on two legs, then sit down, nibbling grass. At the signal “Wolf!”, the wolf runs out of the ravine and catches hares (trying to touch them).

Hares run away to their own house. The wolf takes the caught hares to the ravine.

The game is restarted. After 2-3 hares are caught, another wolf is selected.

Traps

Target:

Game progress: Children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whoever is taunted is considered caught. After 2-3 runs, the children caught are counted. Choose a new trap.

Traps in pairs

Target: Develop agility, agility, speed.

Game progress: Choose a driver. At the signal of the teacher, the children scatter. The driver catches by touching the escaping with his hand. The one who is caught becomes paired with the driver. They join hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children have been caught. The last child caught becomes the leader.

CARD FILE OF MOBILE GAMES MIDDLE GROUP

FOX IN THE CHICKEN COOP

Tasks: To develop children's dexterity and ability to perform movement on a signal, exercise in dodging, catching, climbing, deep jumping.

Description: A chicken coop is outlined on one side of the site. In the chicken coop on the perch (on the benches) there are chickens, the children stand on the benches. On the other side of the site is a fox hole. The rest of the place is a yard. One of the players is appointed as a fox, the rest of the chickens - they walk and run around the yard, peck grains, flap their wings. At the signal of the “Fox”, the chickens run away into the chicken coop, climb onto the perch, and the fox tries to drag the chicken that did not have time to climb the perch. He takes her to his hole. The hens jump off the perch and play resumes.

Rules:

A fox can catch chickens, and chickens can climb a perch only at the signal of the teacher "Fox!".

Options : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

HARES AND WOLF

Tasks: To develop in children the ability to perform movements on a signal, exercise in running, jumping on both legs, squatting, catching.

Description: One of the players is appointed as a wolf, the rest depict hares. On one side of the site, hares mark their places with cones, pebbles, from which circles or squares are laid out. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies are jumping, hop - hop - hop, onto a green meadow. They pinch the grass, listen to see if the wolf is coming. Hares jump out of the circles and scatter around the site. They jump on 2 legs, sit down, nibble grass and look around in search of a wolf. The teacher pronounces the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. Hares

each one runs away to his own place, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine.

After the wolf catches 2-3 hares, another wolf is selected.

Rules:

Hares run out at the words - hares jump.

You can return to your places only after the word "Wolf!".

Options : You can’t catch those hares that the hare-mother gave a paw to. Put cubes on the way - stumps, hares run around them. Choose 2 wolves. A wolf to jump over an obstacle - a stream.

AT THE BEAR IN THE FOREST

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Exercise in running in a certain direction, with dodging, develop speech.

Description: A line is drawn on one side of the site - this is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints a bear, the rest of the children are at home. The teacher says: "Go for a walk!". Children go to the edge of the forest, picking berries, mushrooms, imitating movements and say in chorus: “I take mushrooms and berries from a bear in a forest. And the bear sits and growls at us. The bear at this time sits in his place. When the players say "Growls!" the bear gets up, the children run home. The bear tries to catch them - touch them. The bear takes the caught child to itself. After 2-3 caught children, a new bear is selected.

Rules:

The bear has the right to get up and catch, and the players - to run home only after the word "growls!".

The bear cannot catch children behind the house line.

Options : Enter 2 bears. Put obstacles in the way.

BIRDS AND CAT

Tasks: To develop determination in children, to exercise in running with dodging.

Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that becomes in the center of the circle. It's a cat. The rest - birds, are outside the circle. The cat is sleeping, the birds fly into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. The one touched by the cat is considered to be caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is selected.

Rules:

The cat catches birds only in a circle.

The cat can touch the birds, but not grab them.

Options : If the cat can't catch anyone for a long time, add another cat.

THROUGH A STREAK

Tasks: To develop dexterity in children, exercise in jumping on both legs, in balance.

Description: All the players sit on chairs, 2 cords are placed 6 steps from them, the distance between them is 2 meters - this is a stream. Children must cross the pebbles - planks to the other side without getting their feet wet. The planks are placed in such a way that children can jump with both feet from one pebble to another. By the word "Let's go!" 5 children climb over a stream. The one who stumbled steps aside - "dry shoes." All children must cross over.

Rules:

The loser is the one who stepped foot into the stream.

You can only move on a signal.

Options : Increase the distance between the cords, bypass objects, moving to the other side. Jump on one leg.

CAT AND MOUSE

Tasks: To develop in children the ability to act quickly on a signal, to walk, keeping the shape of a circle. Practice running and catching.

Description: All players, except for 2, stand in a circle, at arm's length, and join hands. In one place the circle does not close. This passage is called the gate. Two playing children, are behind the circle, depict a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows it, trying to catch it. The mouse can run into the circle through the gate and crawl under the arms of the children standing in the circle. The cat is only at the gate. Children go in a circle and say: “Vaska is gray, his fluffy tail is white. Vaska is walking - a cat. He sits, washes, wipes himself with his paw, sings songs. The house will inaudibly go around, Vaska the cat is hiding. Gray mice are waiting. After the words, the cat begins to catch the mouse.

Rules:

Those standing in a circle should not let the cat pass under the clasped hands.

The cat can catch the mouse around the circle and in the circle.

The cat can catch, and the mouse can run away after the word "waits."

Options : Arrange additional gates, introduce 2 mice, increase the number of cats.

HORSES

Tasks: To develop in children the ability to act on a signal, coordinate movements with each other, exercise in running, walking.

Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is outlined on one side. On the other - a room for grooms, between them is a meadow. The teacher says: “Grooms, get up quickly, harness

horses!" Grooms with reins in their hands, run to the stables and harness the horses.

When all the horses are harnessed, they line up one after another and, at the direction of the teacher, walk or run. According to the teacher "Arrived!" grooms

stop the horses. The teacher says "Go to rest!". Grooms unharness the horses and let them graze in the meadow. They return to their places to rest. Horses calmly walk around the site, graze, nibble grass. At the signal of the teacher, “Grooms, harness the horses!” the groom catches his horse, which runs away from him. When all the horses are caught and harnessed, everyone lines up one after the other. After 2-3 repetitions, the teacher says: “Take the horses to the stable!”. The grooms take the horses to the stable, unharness them and give the reins to the teacher.

Rules:

The players change movements at the signal of the teacher. At the signal "Go to rest" - the grooms return to their places.

Options : Include walking on the bridge - a board laid horizontally or obliquely, suggest different trip goals.

RABBITS

Tasks: To develop in children the ability to move in a team, to find their place on the site. Exercise in crawling, running, jumping on 2 legs.

Description: Circles are drawn on one side of the site - rabbit cages. Chairs are placed in front of them, hoops are tied vertically to them or a cord is pulled. A chair is placed on the opposite side - the watchman's house. Between the house and the rabbit cages is a meadow. The teacher divides the children into small groups of 3-4 people. Each group stands in a circle. "Rabbits are in cages!" - says the teacher. Children squat down - these are rabbits in cages. The teacher alternately approaches the cages and releases the rabbits onto the grass. The rabbits crawl into the hoop and start running and jumping. The teacher says "Run into the cells!". The rabbits run home and return to their cage, crawling back into the hoop. Then the watchman releases them again.

Rules:

The rabbits do not run out until the keeper opens the cages.

The rabbits return after the teacher's signal "Hurry to the cages!".

Options : In each cage, put a bench or chair according to the number

rabbits.

WHERE YOU CALLED

Tasks: To develop in children hearing, attention and endurance.

Description: Children sit in a circle or along a wall. One of the educators playing as directed becomes in the center of the circle or in front of those sitting. At the signal of the teacher, he closes his eyes. The teacher gives one of the children a bell and offers to call. The child in the center of the circle should, without opening his eyes, indicate with his hand the direction from which the sound comes. If he points correctly, the teacher says “It's time!”, The player opens his eyes. And the one who called - picks up and shows the call. If the driver made a mistake, he closes his eyes again and guesses again. Then the teacher appoints another driver.

Rules:

The driver opens his eyes only after the word of the educator "It's time!"

Options : Unwind the driver; instead of a bell, enter a pipe or other musical instrument.

HIT THE SACK IN THE CIRCLE

Tasks: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Description: Children stand in a circle. In the center of the circle a circle is laid out of the rope, the ends of the rope are tied, the circle can be drawn. The diameter of the circle is 2 meters. Children are at a distance of 1-2 steps from the circle. Sandbags in hand. At the word of the educator, “Throw it!”, Everyone throws their bags into the circle. "Pick up the bags!" - says the teacher. Children pick up bags, stand in place. The teacher notes whose bag did not hit the circle, the game continues. Children throw with the other hand.

Rules:

You need to throw the bag at the word of the educator “Throw it!”

Raise at the signal "Raise!".

Options : Instead of bags, throw cones; divide the children into groups

each throws into its own circle; increase the distance.

Tasks: To develop in children the ability to act on a signal. Exercise in throwing into the distance with your right and left hands, in running, in color recognition.

Description: Children stand along the wall. Several children, named by the teacher, stand on the same line in front of the rope laid on the floor. Children receive pouches in 3 different colors. According to the teacher, “Drop it!” children throw the bag into the distance. The teacher draws the attention of the children to whose bag fell further and says: “Pick up the bags!”. Children run after their bags, pick them up and sit down. The teacher calls other children who take the places of those who threw the bags. The game ends when all the children have dropped the bags.

Rules:

Throwing and lifting bags is possible only at the word of the teacher.

Options : Set guidelines - who is next. Throw cones, balls, spears.

AIRCRAFT

Tasks: To develop orientation in space in children, to consolidate the skill of building in a column. Practice running.

Description: Children are built in 3-4 columns in different places of the site, which are marked with flags. The players pretend to be pilots on airplanes. They are preparing to fly. At the signal of the educator, “Get ready for the flight!” children circle with arms bent at the elbows - they start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly in all directions, in different directions. At the signal of the educator "To land!" - planes find their places and land, build in columns and go down on one knee. The teacher notes which column was built first.

Rules:

The players should fly out after the teacher's signal "Fly!".

At the signal of the educator "To land!" - the players must return to their columns, to the places where their sign is posted (a flag is placed).

Options : While the planes are flying, swap the flags, take them to the opposite side. Change the leaders in the columns.

FIND YOUR PAIR

Tasks: To develop in children the ability to perform movements on a signal, according to the word, quickly builds in pairs. Exercise in running, color recognition. Develop initiative and ingenuity.

Description: The players stand along the wall. The teacher gives everyone one flag. At the signal of the teacher, the children scatter around the playground. On another signal, or on the word “Find yourself a pair!”, Children with flags of the same color find a pair for themselves, each pair, using the flags, makes one or another figure. An odd number of children participate in the game, 1 must be left without a pair. The players say: "Vanya, Vanya - do not yawn, quickly choose a couple!".

Rules:

The players get into pairs and scatter at the signal (word) of the educator.

Each time the players must have a pair.

Options : Instead of flags, use handkerchiefs. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

COLORED CARS

Tasks: To develop in children attention, the ability to distinguish colors and act on a visual signal. Exercise children in running, walking.

Description: Children sit along the wall, they are cars. Each is given a flag

any color. The teacher stands facing the players, in the center. In hand - 3

colored flags, according to the colors of the traffic light. Raises the flag, children with a flag of this color run around the site in any direction, on the go they buzz, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “Cars are returning!” - go step by step to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.

Rules:

You can leave the garages only at the signal of the teacher, return to the garage also at the signal.

If the flag is omitted, the cars do not move.

Options : Lay out the landmarks of different colors in the corners. At the signal “Cars are leaving”, at this time, swap landmarks. Invite children to remember different brands of cars.

shaggy dog

Tasks: Teach children to listen to the text and quickly respond to the signal.

Description: The child pretends to be a dog, he sits on a chair at one end of the playground, and pretends to be asleep. The rest of the children are at the other end of the room beyond the line - this is the house. They quietly approach the dog, the teacher says:

“Here lies a shaggy dog, With his nose buried in his paws. Quietly, quietly, he lies - Either he is dozing, or he is sleeping. Let's go up to him, wake him up, and see what will happen?

The dog wakes up, gets up and starts barking. Children run into the house (stand behind the line). The role is transferred to another child. The game is repeated.

Options : Put up a barrier - benches in the way of children; in the way of the dog.

THE GRAY BUNNY WASHES…

Tasks: Exercise in jumping on two legs moving forward. Teach

match actions with words.

Material: Bunny mask.

Description: Everyone becomes in a circle, a bunny is selected, it becomes in the center of the circle. Children forming a circle say:

The gray bunny washes. Washed the tail

It can be seen that he is going to visit, he washed his ear,

I washed my nose, wiped it dry!

Bunny makes all the movements corresponding to the text. Then he bounces on two legs, advancing (going to visit) to one of those standing in a circle. He takes the place of the bunny.

BALL THROUGH THE NET

Tasks: Teaching children to compete. Exercise in throwing the ball over the net with both hands from below and from behind the head.

Material: Balls and net.

Description: At a distance of 1 m from the grid, groups of children stand opposite each other on the line on both sides. At the signal of the educator: “Start!” - the child throws the ball over the net to the child standing opposite. He, having caught the ball, throws it to the one standing nearby, etc. When the ball reaches the last player, the teacher notes what mistakes were made by groups of players.

FIND WHERE IT IS HIDDEN

Tasks: Learn to navigate in a room or on a site, perform actions on a signal.

Material:

Description: Children stand along the wall. The teacher shows them an object and says that he will hide it. The teacher invites the children to turn to the wall. After making sure that none of the children is looking, he hides the object, after which he says:

"It's time!" Children begin to look for an object.

FIND AND SHUT UP

Tasks: Learn to navigate the room. Cultivate endurance, ingenuity.

Material: Any item that can be hidden.

Description: The teacher shows the object to the children, and after they close their eyes, he hides it. Then he offers to search, but not to take it, but to say in your ear where it is hidden. Whoever found the first one and the leader in the next game

SKITTLES

Tasks: Teach children the basic rules of the game. Exercise in a strong and sharp rolling of the ball into the skittles with the right hand. Develop an eye.

Material: Skittles, balls.

Description: Skittles are set at intervals of 10-15 cm from each other. Children roll one ball at a time from a distance of 1-1.5 m

BIRD FLIGHT

Tasks: Develop a response to verbal cues. Practice climbing the gymnastic ladder.

Material: Gymnastic ladders, bird masks.

Description: Children stand at one end of the hall, they are birds. At the other end of the hall is a tower (gymnastic wall). At the signal of the teacher: “The birds are flying away!” Birds fly with their wings spread. At the signal "Storm!" - birds fly to the tower - hide from the storm in the trees. After the words: “The storm has stopped,” the birds fly again.

SHEPHERD AND HERD

Tasks: Strengthening the ability to play by the rules of the game. Exercise in crawling on all fours around the hall.

Material: For the shepherd's hat, whip and horn.

Description: They choose a shepherd, give him a horn and a whip. Children represent the herd

(cows, calves, sheep). The teacher says the words:

Early, early in the morning And the cows are in harmony with him

Shepherd: "Tu-ru-ru-ru." Tightened: "Moo-mu-mu."

Children perform actions to the words, then the shepherd drives the herd into the field (to the agreed lawn), everyone roams around it. After a while, the shepherd cracks his whip, drives the flock home.

THROW-CATCH

Tasks: Teaching children to compete. Practice throwing the ball

two hands from the bottom up and catch it.

Description: Children are freely located in the room or on the court, each holding a ball in his hands. At the signal of the educator: “Start!” children throw the ball up and catch it. Everyone counts how many times they can catch the ball without dropping it.

Directions. Children can be divided into pairs. Some throw and catch balls, while others count or everyone becomes in a circle, and one or two of the players go to the middle of the circle and throw the ball. Everyone is watching to make sure the job is done right. You can also introduce an element of competition: who will toss and catch the ball more once? You can also include such exercises: throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; throw the ball higher, clap your hands, catch the ball; toss the ball, quickly turn around and, after the ball bounces off the ground, catch it.

KITTENS AND PUPPIES

Tasks: The game can be played in a room where there is a gymnastic wall, or on a site.

Description: The players are divided into two groups. Children of one group depict kittens, others - puppies. Kittens are near the gymnastic wall, puppies are on the other side of the room (booths behind the benches, behind the ladder, placed on the edge).

The teacher offers the kittens to run easily, gently. To the teacher's words

"Puppies" the second group of children climbs over the benches. They run on all fours after the kittens and bark “aw-aw-aw-aw!”.

Kittens, meowing, quickly climb onto the gymnastic wall. teacher all the time

is nearby.

The puppies return to their homes, the game resumes.

WHO IS GONE?

Tasks: Teach children to navigate in the group room and on the site. Develop memory, attention.

Description: Children stand in a circle or semicircle. The teacher invites one of the players to remember the children standing next to him (5-6), and then leave the room or turn away and close his eyes. One of the children is hiding. Then the teacher says: “Guess who left?”. If the child guesses correctly, he chooses someone instead of himself. If he doesn’t guess, he turns away again and closes his eyes, and the one who was hiding takes his place. The guesser must name it. The game is repeated 4-5 times.

TRAPS

Tasks: Learn to run in different directions without bumping into each other

on a friend.

Description: Children are randomly placed on the playground. The leader - the catcher, appointed by the teacher or chosen by the players, becomes in the middle of the site. The teacher says: "One, two, three - catch!" At this signal, all the children scatter around the playground, dodge the trap, which tries to catch up with one of the players and touch it with their hand (tarnish). The one whom the catcher has touched with his hand steps aside. The game ends when the trap catches 3-4 players. Then a new trap is selected. The game is repeated 4-5 times.

Directions. In order for the children to better orient themselves, the trap can be given some kind of distinctive sign- tie a ribbon on your hand, pin a bow, put on a hat with a sultan, etc. If the trap turned out to be awkward and can’t catch anyone for a long time, the teacher stops the game and appoints another driver.

Zucchini

Description: Children walk in a circle holding hands, in the middle of the circle sits a child - "zucchini".
"Zucchini, zucchini,
thin legs,
red boots
We fed you
We fed you

Let's put on our feet
Let's make dance.
Dance as much as you want
Choose who you want!"

"Zucchini" dances, and then chooses another child who becomes "zucchini".

PRESENT

Description: Holding hands, the children dance around the leader and say:
“We brought gifts to everyone,
Who wants, he will take.
Here's a doll with a bright ribbon,
Horse, spinning top and plane.

The host chooses one of the named gifts. If he names a horse, the children pretend to be a horse and say:
"Our horse gallops choke, choke, choke,
The clatter of fast feet is heard.

If the doll is named, the children depict the doll with the words:

"Doll, dance doll,

Wave the red ribbon." If the top - the children spin in place, depicting a top: "This is how the top spins, Buzzed and lay down on its side."

If the plane - imitate the plane:
"The plane flies, flies, the brave pilot sits in it."

The child standing in the center chooses the "toy" he likes. The one chosen becomes in a circle, and the game starts over.

CARD FILE OF MOBILE GAMES 2 YOUNGER GROUP

Bubble (low mobility game)

Target: to teach children to become in a circle, to make it wider, then narrower, to teach them to coordinate their movements with the spoken words.

Description: the children, together with the teacher, join hands and form a small circle, standing close to each other. The teacher says:

"Inflate, bubble,

Blow up big

Stay like this

Don't burst."

The players step back and hold hands until the teacher says: “The bubble has burst!”. Then they let go of their hands and squat down, while saying "Clap!".

Directions: At first, 6-8 children take part in the game. When repeated, 12-15 can play.

Birds in nests (running)

Target: teaches children to walk and run in all directions, without bumping into each other; teach them to act quickly on the signal of the educator, to help each other.

Description: children sit on chairs placed in the corners of the room - these are nests. On a signal, the birds fly out of their nests into the middle of the room and fly. At the signal "Birds, in the nests!" the children return to their seats.

Directions: for nests, you can use large hoops laid on the floor, and in the area it can be circles drawn on the ground in which children squat

Mice and cat (running)

Target: teach children to run easily, on toes; navigate in space, change movements at the signal of the educator.

Description: children sit on benches or chairs - these are mice in minks. In the opposite corner of the room sits a cat - a teacher. cat falls asleep

(closes eyes) and the mice scatter all over the room. But then the cat wakes up and starts catching mice. Mice quickly run away and hide in their places - minks. Caught mice the cat takes to itself. After the cat once again passes through the room and falls asleep again.

Shaggy dog ​​(running)

Target: teach children to move in accordance with the text, quickly change direction, run, trying not to get caught by the catcher.

Description: children stand or sit on one side of the playground. One child is on the other side and depicts a dog. The children all come up to him together, and the teacher at this time says:

Here lies the shaggy dog,

In the paws of his buried nose,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen?"

Children approach the dog. As soon as the poem ends, the dog gets up and barks. The children run away, the dog chases after them and tries to catch one of them and take them to him. When all the children hide, the dog returns to its place.

Tram (low mobility game)

Target: teaches children to move in pairs, coordinating their movements with the movements of other players, to learn to recognize colors.

Description: 3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, i.e. some hold the cord with their right hand, others with their left. The teacher holds 3 flags in his hands: yellow, green, red. Green signal - the tram is moving, yellow - slowing down, red - stopping. The teacher raises the flags one by one.

Directions: if there are a lot of children, you can make 2 trams; when stopped

some passengers get off the tram, while others enter by lifting the cord.

Sparrows and a cat (running and jumping)

Target: teach children to jump off gently, bending their knees, dodge the catcher, run away quickly, find their place.

Description: children stand on high benches (10-12 cm) laid on the floor on one side of the playground - these are sparrows on the roof. The cat is sleeping on the other side. The teacher says: “Sparrows fly out onto the road” - the children jump off the benches and scatter in different directions. The “meow-meow” cat wakes up and runs to catch sparrows that are hiding on the roof. He takes those who are caught.

Catch Me (Running)

Description: children sit on chairs or benches on one side of the room. The teacher invites them to catch up with him and runs in the opposite direction. Children run after the teacher, trying to catch him. When they run up, the teacher says: "Run away, run away, I'll catch up!". The children return to their seats.

Directions: the number of players is 10-12 people.

Find your color (low mobility game)

Description: the teacher distributes flags of 3-4 colors to the children: red, blue, yellow, green. Children with flags of the same color stand in different places in the room near the flags of certain colors. After the teacher’s words “Go for a walk,” the children disperse around the playground in different directions. When the teacher says “Find your color”, the children gather at the flag of the corresponding color.

Directions: flags can be replaced with squares, circles of different colors.

In the gates (crawling, climbing)

Description: children sit on chairs. Ahead at a distance of 2.5 m is an arc - gates. Further, at a distance of 2 m, there is a rack with a net, a ball lies on the floor at the rack. The teacher calls one of the children and offers to crawl on all fours to the arc, crawl under it, crawl to the ball, then stand up, pick up the ball with both hands and lower it into the net.

From bump to bump (walking)

Description: The children are on one side of the room. The teacher lays hoops on the floor at a distance of 20 cm from one another. On a signal, the children move to the other side of the hall through the hoops.

Directions: instead of hoops, you can use plywood or rubber circles at a distance of 30-35 cm. On the site, circles can be drawn on the ground.

Pass - do not touch (walking)

Description: several skittles are arranged in one row on the floor or cubes are placed at a distance of at least 1 m from one another. Children should go to the other side of the room, snaking around the pins without hitting them.

Crawl - do not touch (crawl)

Description: children are located on one side of the room. At a distance of 3-4 m from them, chairs are placed, on the seats of which gymnastic sticks or long slats are placed. Two or three children should crawl under the sticks, trying not to hit them, crawl to the bench on which the flags lie, stand up, take the flags and wave them, then run back.

Directions: you can increase the distance for crawling.

Walk with a bear, crawl with a mouse (walking, crawling)

Description: children are located at one wall of the room. The teacher opposite has two arcs of different sizes behind each other. The first - 50 cm, the second - 30-35 cm (at a distance of 2-3 m from the first). The child is called and he is invited to go under the first arc on all fours, like a bear, that is, leaning on the soles of his feet and palms, and under the second - crawl like a mouse (on his knees and palms), then get up and run to his place.

Description: children stand on one side behind the drawn line or

laid rope. Everyone receives bags and, on a signal, they throw them into the distance. Everyone should notice where his bag fell. At the signal of the teacher, the children run to their bags and stand near them; with both hands they raise the bags up over their heads. The teacher marks those children who threw the bag further.

Directions : children throw with their left, then with their right hand. The number of players can be different, but no more than 10-12 people. The weight of the bag is 150 grams.

Hit the circle (throwing)

Description: children stand in a circle at a distance of 2-3 steps from a large hoop or circle lying in the center. They have sandbags in their hands, which, at the signal of the educator, they throw into the circle; when approaching, they take their bags and return to their place.

Directions: you can increase the distance from the circle to the children.

Throw up (throw)

Description: one child or several children take the ball and stand on free place. Everyone throws the ball up, directly overhead with both hands and tries to catch it.

Directions: balls are taken with a diameter of 12-15 cm. 10-15 people perform at the same time.

Catch the ball (catch)

Description: opposite the child at a distance of 1.5-2 m from him becomes a teacher. He throws the ball to the child, who returns it.

Knock down a skittle (accuracy)

Description: draw a line on the ground. At a distance of 1-1.5 m from it, 2-3 large pins are placed (the distance between the pins is 15-20 cm). Children take turns approaching this place, pick up lying balls, roll them, trying to knock down the skittle. Having rolled 3 balls, the child runs, collects them and passes them to the next player.

Directions: balls with a diameter of 15-20 cm.

Catch a mosquito (jumping)

Description: Children stand in a circle at arm's length, facing the center of the circle. The teacher is in the middle of the circle. In his hands he has a rod 1-1.5 m long with a mosquito tied on a cord made of paper or cloth. The teacher circles the cord a little higher than the heads of the players - a mosquito flies overhead; the children jump up and down, trying to catch it with both hands. The one who catches the mosquito says "I caught it!".

THEMATIC FILE

MOBILE GAMES

TOPIC: PETS

Goat horned (younger, cf. group)

Target: learn to act according to the words of the poem.

Game progress: The teacher offers: “Let's play. We will all be goats. Show how the goat walks - wanders, stomps its feet, claps its eyes. How is the voice given? Show how goats have horns. Wow, what all horned! How will you fight? Now let's play."

Educator.

There is a horned goat

There is a butted goat

For the little guys.

Legs top-top-top,

Eyes clap-clap-clap.

Who does not eat porridge, does not drink milk?

Gore! Gore!

Children do the right thing.

The teacher pretends to butt the children. Children scatter to “butt” and shout: “Meee!” The game is repeated 2-3 times.

Target:

Game progress: Children stand in two lines. Draw two circles in the middle between the lines: one circle is the "yard", the other is the "forest". Each line has the same "birds" and "animals". Each child from the first line chooses for himself the name of any bird or animal that lives in the forest, or the names of domestic animals and birds that walk around the yard. The second rank chooses the same names for itself. For example, the first two children in two lines are hares, the second are cats, etc. When the teacher calls pets, children who have the names of these animals quickly run into the forest. For example, to the teacher's signal "cuckoo!" children - "cuckoos" from two lines rush into a circle, which is a forest; on the signal "cats" children - "cats" from two lines rush to the circle, which is the yard. The teacher marks the child from the pair who runs to the circle faster. When all the children are in the circle, the game ends.

Shaggy dog ​​(jr., middle group)(st., prep. group)

Target: Running, the ability to move on a signal.

Game progress: One child portrays a dog. Child pretending to be asleep. The rest of the children say the following verses together:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see what will happen.

The dog jumps up, starts barking and runs after the children. Children run and hide.

Then you can repeat the game by choosing another child to play the role of the dog.

Mice and cat(Jr., Wed groups)

Target: development of the ability to act on a signal, run without interfering with each other

Game progress: Children lead a round dance, in the middle the cat “sleeps”.

Mice dance
A cat is napping on a couch.
Hush, mice, don't make noise,
Don't wake the cat Vaska.
How Vaska the cat wakes up
Will break our round dance.

Cat(cf., st., preparation group)
Target: Orientation in space.

Game progress: Participants choose a leader and entrust him with the role of a cat. The cat carefully hides behind a tree or a bush, trying to remain unnoticed by his comrades. On a signal, players rush in all directions to find the cat; the cat, on the other hand, meows from time to time, letting you know about its presence, and quickly hides so as not to be open.
The game continues until the cat is found, then another cat is chosen by lot and the game is played until the children get tired or lose interest in it.

Horses (cf., senior, prep. group)

Target: Development of the ability to play in pairs, coordinate movements.

Game progress: Children are divided into two equal groups. One group depicts "horses", they stand in the "stable" behind the line, others are "owners" who come to the horses. At the signal of the educator, the children - "owners" enter the "stable" and harness the horses (rope), stand one by one. To the words of the teacher: "But, let's go!" walk at a slow pace. To the word: "Let's run!" they run. To the words: "Across the bridge" they go slowly; to the word: "Arrived!" they stop. Then the "owners" let the horses go for a walk, and they themselves sit on the bench. Horses walk slowly - graze. To the teacher's words: "Let's go home," the owners approach their horses, harness them and return to the stable. When repeating the game, the teacher invites the children to switch roles.

Cats and mice (cf., st., prep. group)

Target: Orientation in space

Game progress: Of the children, you need to choose "cats" and put them on the side of the site. The rest of the children - "mice" - sit in minks (on high chairs set in a semicircle). In each mink, 3-5 mice (for the number of chairs). When it is quiet on the site, there are no cats, mice come out of their minks, run, gather in a circle, dance. At the words of the educator "cats", the mice rush to their minks. Cats catch them. The teacher notes the most dexterous. When the game is repeated, new cats are selected.

THEME: WILD ANIMALS

Where does anyone live? (cf., st., preparation group)

Target: Development of the ability to move at the signal of the educator, development of attention, coordination of movements

Children stand in two lines at a distance of 8 - 10 steps from one another. Draw two circles in the middle between the lines: one circle is the "yard", the other is the "forest". Each line has the same "birds" and "animals".
Each child from the first line chooses for himself the name of any bird or animal that lives in the forest, or the names of domestic animals and birds that walk around the yard. The second rank chooses the same names for itself. For example, the first two children in two lines are hares, the second are cats, etc. When the teacher calls pets, children who have the names of these animals quickly run into the forest. For example, to the teacher's signal "cuckoo!" children - "cuckoos" from two lines rush into a circle, which is a forest; on the signal "cats" children - "cats" from two lines rush to the circle, which is the yard. The teacher marks the child from the pair who runs to the circle faster. When all the children are in the circle, the game ends.

Hares and Wolf(Jr., Wed groups)

Target:

Game progress: Children depict hares with the words:

Jumping hares hop-hop-hop,
To the green, to the meadow.
Grass pinching, listening,
Is the wolf coming?

At the end of the words "wolf" tries to catch the hares, and they run away into the "minks".

couch potato(Jr., Wed groups)

Target: running, orientation in space

Game progress: Bear, couch potato (Children walk in a round dance).
Stop sleeping, stop sleeping.
We want to play with you bear, play.
You catch up with funny kids, catch up! (The bear is catching up, the children are running away)

Mobile game "Squirrels-cones-nuts"(st., prep. group)

Target: ability to play together, coordination of movements, orientation in space.

Game progress: All the guys stand up, holding hands, three people each, forming a squirrel's nest. Between themselves, they agree on who will be a squirrel, who will be a nut, who will be a bump. The driver is alone, he does not have a nest. There is also a presenter in this game who pronounces the words: squirrels, cones, nuts.

If he said squirrels, then all squirrels leave their nests and run to others. At this time, the driver takes a free place in any nest, becoming a squirrel. The one who did not have enough space in the nests becomes the leader.

If the host says: nuts, then the nuts change places and the driver, who has taken a place in the nest, becomes a nut.

The driver and leader can be different people, or both functions can be performed by one person. The leaders can be given a command: squirrels-cones-nuts, and then everyone changes places at once.

lame fox(st., prep. group)

Target: teach jumping with advancement on one newer, development of balance, attention

Game progress: At the place chosen for the game, a rather large circle is drawn, which includes all the children, except for the lame fox. At this signal, the children rush in a circle, and at this time the lame fox jumps on one leg and tries at all costs to tarnish one of the runners, that is, to touch him with his hand. As soon as she succeeds, she enters the circle and joins the rest of the fleeing comrades, while the victim takes on the role of a lame fox.

Mousetrap (cf., st., prep. group)

Target: running, climbing, orienting.

Game progress: Children are divided into two equal groups. One group - "mice". They stand in a column one after the other. From the second group of children, make 3 circles - these are 3 "mousetraps". Children who form mousetraps hold hands and at the words of the teacher: "The mousetrap is open," the children in a circle raise their hands. The mice run first through one mousetrap, and then through the second, etc. At the word of the educator: "clap" the mousetrap closes (children in a circle lower their hands). Mice that remain in the circle are considered to be caught and become in a circle. The game ends when all mice are caught. The mousetrap with the most mice caught wins. The game is repeated. Children change roles.

The shepherd and the wolf (cf., st., prep. group)

Target:

Game progress: Of the children, a "shepherd" and a "wolf" are chosen, the rest of the children are "sheep". At one end of the site they draw a "house" for the sheep, on the opposite side of the site - a field where the sheep will graze. On the side is a wolf. The shepherd leads the sheep in the field. Sheep run and graze in the field. At the teacher's signal: "wolf!" the sheep scatter around the site and run away to their house. The wolf catches the sheep. The shepherd protects them. The wolf takes the captured sheep to himself. When the game is repeated, the shepherd, returning home, frees the lamb caught by the wolf. The wolf tries to keep the shepherd away from the sheep and at the same time catches the others. The game ends when the wolf has a few sheep (by agreement).

Sly fox (cf., st., prep. group)

Target: running, attention, orientation in space

Game progress: Children stand in a circle shoulder to shoulder with their hands behind their backs. The caregiver passes behind them and does not noticeably touch any child. A child touched by a teacher becomes a "sly fox". The teacher invites one of the children to carefully look at their comrades, look for a cunning fox with their eyes. If the child does not immediately find it, then all the children ask: "Cunning fox, where are you?" and carefully watch the face of everyone, whether the fox appears. After three questions, the fox replies: "I'm here!" and starts catching. Children run in different directions. When the fox catches 2 - 3 children, the game ends. When repeating, choose another fox

Hello! Today we have the long-promised Fanta game. So it is called in the book "Children's outdoor games of the peoples of the USSR."

We call it black and white. Because the main rule there is “Do not take black and white, do not say yes and no!”.

The name "Fanta", in my opinion, is not entirely successful, because under this name everyone knows another game of Fanta. The essence of this game comes down to playing forfeits. However – in our game it is also there. Only at the very end.

Actually, this game has a lot of options.

And we came up with even more.

Surprisingly, this game has become a favorite game of our Masha, who is not yet three years old. And we, frankly, thought that she could not cope. It turned out - nothing like that! Masha is now very, very difficult to beat in this game.

Today we will tell and show you this about the game according to the rules from the book.

And soon we will add our new word games, which Masha and I came up with after long games of black and white.

Thanks to the game "Fanta" or "Black and White", Masha and I now play in the garden, in animals, in contrast ... But, we will talk about this in the next issue.

And today we have...

Fanta game, or

"Black and white do not take yes and no do not say"

Description

Age

As it turns out, the age of this version of the game can be different. This game is very interesting to play for an adult. Dear adults, you just try!

And, judging by our Mashenka, it suits kids too!

So age - 2.5+

Where can you play

This game does not require any special premises and conditions. You can play it on the street, at home, in a traffic jam, and on a train, plane.

Because Masha tries to play it all day ^) . Even when he sits in the back of the bike seat, he constantly hears:

- Mum! Let's play black and white!

Number of players

From two people. For some reason, the rules say "no more than ten people play."

What you need

Ingenuity and attentiveness

A source

Fanta's game is described by Kenneman as a Russian folk game.

Now - to the rules!

Fanta game - game rules

We, of course, play it right away. For us, this game has long been a familiar and everyday thing. Which you can play when you are in a hurry somewhere, mastering something, even doing exercises!

According to the official version, the Fanta game is played like this.

The leader is selected. And all the players are given forfeits.

Well, as usual, forfeits are desirable for each player to have their own kind. To then make out - where whose. For example, one blade of grass, the other leaves, the third sticks. Or - pieces of paper of different colors.

The host at the beginning of the game reminds all players:

They sent you a hundred rubles.

Buy whatever you want

Black, white do not take

"Yes" and "No" do not say.

After that, the facilitator asks the players questions. There is no order in the rules. But I think it's better, nevertheless, to ask everyone in turn. So that there are no complaints about the "dishonesty" of the presenter.

The host asks any questions.

The facilitator's task is to ask such a question, to which the player will answer "yes", "no", "black" or "white".

The task of the player is in no case to say “yes”, “no”, “black” and “white”!

If this still happened, the player who made the mistake gives his phantom to the host and the game continues.

At the end of the game, of course, forfeits are played.

The host takes all the forfeits obtained by honest labor and in turn distributes tasks to all the owners of the forfeits who have made a mistake. Dance, sing, tell a poem, tell everyone compliments, etc.

By the way, since we already have two games that end with a draw for forfeits, expect soon an article with fun poems-assignments.

The game of yes, no, black and white

how to ask questions?


At first glance, it seems, “what kind of stupid person will answer “yes”, “no”, “black” and “white”, if you don’t need to answer such a thing ?!

In fact, the answer! The main thing is to confuse this person well!

To do this, you can of course ask questions like:

- What color is the snow?

What color is the chimney sweep?

- What about coal?

– Do you like ice cream?

And it may very well be that some razin, having heard his favorite word "ice cream", will immediately melt.

Well, if there were no gaps among the players, you have to cheat a little.

Option 1

We ask several questions in a row, which ultimately “turn on” the player’s “automatic”.

Those. we achieve that the player stops thinking about the answers and begins to soar in the clouds:

- Do you like ice cream?

- And the cake?

- I do not like!

Does your mom buy ice cream for you?

- Buys!

- And if you bring a deuce? Buys?

- Doesn't buy.

- What kind of ice cream do you like?

- Fruit ice!

- Is it multi-colored?

This is the question that most often leads to the right answer. Because the player does not have time to focus on it.

By the way, in the first video it was on this method that Masha missed her first “yes”. We didn't even notice!

What if there are ten players?

Let's try!

- Anya! Do you like ice cream?

- Sasha, what do you like?

- And I'm ice cream?

- Sveta! And you're ice cream?

- And you, Vasya, instead of ice cream, they say, eat salted mushrooms?

- No! - shouts Vasya indignantly ...

Option 2

We ask such questions that the player seriously thinks about, therefore, the following questions, again, he perceives on the “machine”.

- Lena! Would you like to be a real princess?

- Of course I would!

What is a real princess like?

- Well ... She is beautiful ... In a long dress ... Pink! With crown and earrings...

Does she have long hair like Rapunzel's?

Well, now a little video about how we played black and white with the girls.

Fanta game - video

This is our official version of the game with clarifications and drawing forfeits.

By the way, here you can observe how a random “Yes” is obtained. We only noticed it when we watched the video. Will you find it?

Game "Black and White" video. Masha is a super player!

And here we have Masha, already quite trained, does not want to succumb to all my attempts to beat her

True, at the end she says "No." It is worth agreeing at the beginning of the game whether “no” is considered a forbidden word, or “No” and “No” are different words.

How else can you play

For a change, you can change the forbidden words. For example, replace black and white with other colors. This will be even more serious training and hardening of attention and ingenuity.

What else can I say ... The game "Fanta", or "Black and white do not take" yes "and" no "do not say" we have checked. It is interesting, exciting, develops flexibility of thinking and mindfulness and takes a long time and walking in the air, and celebrating a birthday and travelers languishing on the road.

And also - we will soon post a video with a set of our new "talking" games with Masha, invented against the backdrop of the game of "black and white". These games are simple, but very useful and help the baby to remember a lot of different concepts.