Outdoor games for children in kindergarten. Card index of outdoor games in kindergarten. Hunter, hares and dogs

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

Progress of the game: 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 flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.

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

Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.

Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.

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

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

Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.

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

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then without holding on; teach to start moving and stop at a signal.

Progress of the game: 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 wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; commit game actions in accordance with the text.

Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.

After the end of the chant, 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 children have mastered the game, the role of the mouse can be assigned to the most active children.

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

Progress of the game: children pretending to be chickens along with a hen are behind a stretched rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they 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
Goal: to cultivate endurance, patience, and the ability to move silently.

Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: before the game you must show everything game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

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

Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near 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
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.

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

Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay like this and don't burst out.

The players, in accordance with the text, move 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 “sh-sh-sh”. then they stand in a circle again.

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

Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.

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

Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with 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 you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.

Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and approach the person who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.

Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.

The teacher says:

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

Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.

Progress of the game: 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 say sentences

Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.

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

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

Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.

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

Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with 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. The children run away, and the dog tries to catch them.

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

Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. 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 not participating in the game.

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

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

Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game repeats itself.

The game is more emotional with musical accompaniment.

We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.

Progress of the game: children stand on one side of the court outside 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 players say in chorus

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

After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.

Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.

How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves 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 with a sound signal. The game is more emotional with musical accompaniment.

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

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

Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.

Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives 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
Goal: strengthen the ability to climb gymnastic walls, develop dexterity and speed; improve the ability to act on a signal.

Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones 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. At the signal, the children standing first run to the gymnastics wall, climb up 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
Goal: to develop agility, speed, evasiveness; play according to the rules.

Progress of the game: 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 onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.

How to play: children stand in a circle, each with a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.

The game can be played with complications:

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

Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, 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 a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, and speed.

Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.

Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?

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

After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.

Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.

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

1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.

The catch is being counted.

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

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is 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-ga-ha!
Shepherd: Do you want to eat?
Geese: 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 want, just take care of your wings!

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

Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.

Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.

Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.

Progress of the game: children stand or sit in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up. Children should raise their hands up if the object flies.

An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.

Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.

Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.

Progress of the game: the game begins with a roll call between 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 says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.

At Mazal's
Goal: improve coordination of movements.

Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:

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

Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.

Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.

Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with eyes closed.

Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles

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

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

The driver must guess the player's name and the bird.

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

Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their hands.

Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game flow: The game starts like this:

They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.

After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

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

Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:

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

If this paint is not available, the owner says: “Race on one leg along the blue track.”

The buyer who guesses the most colors wins.

Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.

Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Pick a pair
Goal: develop logical thinking, teach how to play as a team.

Progress of the game: 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 indicated third word, from a number of existing ones, a word that is in the same logical connection with it.

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

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

Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.

Progress of the game: the group game consists of gradually forming a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding their own word to them. The game is played with the ball being passed.

Forbidden number
Goal: to promote the development of attention.

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

Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.

Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.

Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.

Progress of the game: invite children to choose words that are opposite in meaning to the data.

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

guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.

Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No”.

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

Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says

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

Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

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

Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:

What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.

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

Screw
Goal: to develop creative imagination, imagination, plastic movement.

Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.

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

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

Execution: the teacher pronounces the words:

Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...

The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.

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

Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.

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

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

Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.

Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the pine cones aside and let their paws fall down? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.

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

Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.

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

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

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

Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.

Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.

If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.

Eyebrows are a swing. Move your eyebrows up and down.

Rest
Sleeping on the shore.

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

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

Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.

Ant game
An ant climbed onto your toes - force the socks towards you, legs tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.

Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.

Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.

Execution: children sit freely, pretending to be sleeping in different positions. The presenter enters the hall and sees:

In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.

He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.

Barbell
Goal: train individual muscle groups, develop endurance, willpower.

Execution: pull up and jerk the barbell, then throw it. Rest.

Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?

Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at this time 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 herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.

Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the 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.

Outdoor games are of great importance in a child’s life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, moral strong-willed qualities. Outdoor games for children strengthen physical health and educate life situations, help the child to achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age in the game they tend to imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to the developed ability to imitate, most outdoor games of children of primary preschool age have a plot character.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used to play kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

Children 5-6, 6-7 years old have a character play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes “ sly fox».

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova specifically for the site)

To have fun playing
You need to pump up the ball.
And the boys and girls
The ball will be hit loudly.

Real athletes
They will run for recess.
They will jump and jump
And catch up with each other.

We will inflate the ball deftly
You just need to have the skill.
Press harder
Run away quickly!

Various games with the ball
We'll definitely start.
And in “Frog” and “Dog”,
In “Rucheek”, and in “Fast Ball”.

I reached the turn,
Rolled out of the gate.
Jumped over the yard
He escaped through the fence.

Spins quickly and flies!
Who will catch him now?
Hurry up and catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running, have fun,
We need to go study!

We inflated a huge ball,
We played and relaxed.
It's time for us to go back to class
We have classes there.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that you can play during after-school walks or during lessons. physical culture in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and in the future the children themselves, dividing into groups, will be able to decide what game they want to play. Games on fresh air have a beneficial effect on the development of the child’s body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition playing field: are there any unnecessary objects, fragments and anything that could interfere with children’s play and create a dangerous environment - unfortunately, you can find a lot of garbage not only on the street, but also on the playground of a school or kindergarten.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children’s games at school during recess and physical education lessons, during walks in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, teacher primary classes, Deputy Director for Educational Work.

Our children spend a lot of time in front of computer screens and this happens through our fault. It's not too late to teach them how to play games that we loved as children and never got tired of.

These active games for children and they can be played outdoors, but some games can also be played indoors when the weather outside is bad.

“Hide and Seek”, “Catch Me”, “Thieves”, “Pack-Pack”, “Tent” - these simple games, which children can play outdoors in kindergarten, in the yard, on the lawn with a varying number of participants.

After reading the entire article, you will be surprised to find out how many outdoor games for children our children can play with the help of a little adult consultation. Even in kindergartens, children no longer play these games; it’s easier to ride on a swing or play in the sand. We make a big mistake when we abandon old outdoor games, because they develop physical abilities in children, personal qualities such as: a sense of justice, activity, honesty, attentiveness, the ability to share, determination, etc. and, very importantly, the ability to work in a team and communicate with each other.

Below we will show the most interesting outdoor games for children 5 years old and older that should not be forgotten.

Outdoor game "Country, we want soldiers!"

10-12 children take part in this outdoor game. They divide into two camps and stand face to face at a distance of approximately 6 - 10 meters. The players hold hands tightly. One of the teams shouts “Country, country we want soldiers!”, and the other team asks “Who?” The first team calls the name of one player from the opposite camp.

The player who was chosen runs to the enemy's wall and tries to break through. If he manages to break through this wall, he chooses and takes one player with him to his team. And if he failed, he should remain on that team. The team with more players wins.

Children's outdoor game "Ducks and Hunters"

In the considered active games for children, in which 10 or more children participate (the more, the better), 2 or 3 light balls are used. The guys are divided into 2 camps.

One team is located in the center of the field - ducks, the other opposite - on the sides - hunters. The distance between them depends on the age of the participants in the game so that they can throw the balls to the center.

Purpose of the game: remove a team from the center within a predetermined time. The moment the player from the center is hit with the ball, that player is removed from the game. But, if the player catches the ball, he has an extra life the next time he is hit. After the set time has passed, a record of the remaining members is kept. Then the teams change places and continue playing. The winner is the team that, based on the results of the games, managed to remove larger number rivals.

Children's game "Handkerchief"

At least 4-5 children play, more is possible. They stand on all fours in a circle with their eyes closed. One player, whom the guys chose, counting in a certain way, holds a handkerchief with one hand, walks outside the circle, singing along:

Lost my handkerchief
Mom will scold me
Who will find him?
Let him give it to me.
The handkerchief smells like perfume and is near beautiful girl.

After this, he leaves the handkerchief behind the girl or boy and prepares to run away. The guys open their eyes and look behind them. Whoever has the handkerchief runs to catch up with him, and the first one tries to run to his place. Then the game starts again.

Game "Stand still loaf"

The kids hold hands, walk in a circle at their convenience and sing:

Loaf, loaf,
Stay where the loaf is, -

And so on several times. When they finished, one of them shouts - stop. Everyone freezes in the position in which they found the stop signal. The one who can stand in this position longer wins. Kids have fun due to the different funny positions in which they have to stand.

"Tangled Threads"

All children of one kindergarten group can take part in the game, holding hands to form a circle. Then they tangle this circle, without separating their hands, using different techniques. One child, chosen by counting, remains outside the circle, with his back to the players, so as not to see the moves of the confusion. When the “threads are tangled,” this child tries to untangle the circle without separating the hands of the players.

Hush, hush - the cat is on the roof

3 or more guys take part in the game. One of them stands facing the wall and with his back to the other participants. Begins to say: Hush, hush, cat on the roof, observing different speeds of pronunciation. At this time, the remaining participants who stand behind the line begin to quietly approach him so as not to be noticed. As soon as the player finishes his speech and stops the game, he turns to face the children and returns those who crossed the line to their place. They play until someone manages to touch the wall during this time. In this case, they change roles and the game continues.

“Tsar, king, how many steps are you giving me?”

Several children are playing. One of them sits on a chair in front of the children, but with his back to them, at a distance agreed upon by all participants. Children take turns asking: King, king, how many steps do you give me? The king answers everyone according to his wishes. He can order:

Ant steps - one foot is placed in front of the other;
hominy - one jump on the spot while turning;
fish - one step forward;
giant - a big leap forward.

The king can also order steps back. After a certain time (10-15 minutes) the game stops. Whoever is closest to the king takes his place and the game continues.

"Jump rope"

Very interesting and useful for physical development are active games for children using a skipping rope. They can practice these games on their own, but then it is better to play together with other children.

The counting begins.

On the count of 1- one simple jump is performed.
On the count of 2- 2 jumps with crossed arms.
On the count of 3- jump with crossed legs.
On the count of 4- 2 jumps on one leg and 2 jumps on the other.
5 - one jump with normal arms position, another with crossed arms, and so on five times.
6 - hold the rope under your feet without jumping.
7 - jump on one leg.
8 - Jump on both legs at the same time.
9 - Jump once on your left foot, then on your right.
10 - perform any jump at will.

If a player gets confused in jumping or mixes up the order of jumps, the turn passes to the other player.

Outdoor game "Rooster Fight"

The players are divided into two teams and arranged in two lines in front of each other in one or two steps. Arms should be crossed over the chest. They are "roosters". On the command to start the game, the players stand on one leg and begin to push each other with their shoulders. If a player loses his balance and touches the ground with his other foot, he is out of the game. The team with the “roosters” left wins.

A simple outdoor game "Poison Bottle"

Several children gather. A commander is selected who will pronounce the words: Bottle, bottle with... (for example: with water, with milk). If he says the words - bottle, bottle of poison, all players scatter in different directions. Whoever the commander catches will replace him and the game continues.

Outdoor children's game "Robbers"

A “Robber” is selected from a group of boys and girls. He will stand aside from the group, choose an assistant, and together they will set a certain time, for example 4 hours. The assistant is not a member of the group, but together with all the participants, holding hands, he sings:

One hour passed, the robber did not come,
Two hours passed, the robbers did not come,
Three hours passed, the robbers did not come,
Four hours have passed, the robbers have COME!!!.

Players let go of their hands and run to avoid being caught by robbers. Whoever the “robber” catches takes his place. The one caught by the assistant will become the assistant of the new robber.

Outdoor children's game "Swallow, change the nest!"

Children, holding hands in pairs, stand face to face. Several such groups are being formed. In the middle there is a third participant who plays the role of a swallow (that is, together they form a nest). One participant (one “swallow”) is left without a nest. When the teacher announces: “Swallow, swallow, change the nest!” All the swallows “fly out” and each one is looking for a new nest, including the one that was without a nest. Thus, another player (another “swallow”) will be left without a nest until the next game.

Game "Wolf and Sheep"

Children hold hands and form a circle. According to any counting rhyme, a wolf is chosen. Then, in the same way, they count and select the sheep. The wolf chases the sheep, which runs in a circle until it catches it. Then another pair of wolf and sheep is chosen.

Children's game "Stone Bridge"

Two of the players join hands while standing face to face and lift them up, forming a bridge. The rest of the children, one after another, walk under the bridge, that is, under raised hands, singing:

The stone bridge has been destroyed
The water carried him away
Let's build another one on the river,
More durable and expensive.

At the moment when the song ends, the children release their hands and the one who is trapped leaves the game, standing behind one of the bridge players and waiting until the rest of the children are caught.

Oranges

Children can play both indoors and outdoors, sitting in a circle on the green grass. First, they must settle in order so that each player receives a specific number.

Child number one starts the game:
- I would eat 3 oranges.

Player number three must immediately answer:
- Why 3 oranges and not 8?

Number 8 should also react immediately and say:
- Why 8, and not... (says any number) and so on.

The one who does not answer immediately or says the number of a non-existent player is eliminated from the game. The winner can be awarded a small prize, for example, candy.

Interesting outdoor game "Sleeping Bear"

Children join hands and form a circle. One of them, blindfolded, sits on all fours in the center of the circle. The children walk in a circle and sing:

The hungry bear sleeps
We don't know what to feed him
Honey, but where to buy it,
Let him sit on someone.

Finishing the song, the children stop and squat down, and the one from the center (the bear) sits down on the lap of someone from the circle. He is asked:

What are you sitting on?, he answers - on a box.
And with whom do you want to change?, he answers - with a girl (or with a boy).
What is his (her) name?

If the blindfolded player (the bear) correctly names the boy or girl whose lap he is sitting on, they change places and the children can continue the game until they get bored.

Game "Countries"

Many active games for children need balls, jump ropes, flags, etc. For this game you need a ball. There are at least 4 players, the more the better. Each child chooses a name for himself - the name of a country (by agreement, you can choose the name of cities, pop stars, fairy tale heroes, etc.). One of the players who has the ball stands in the center and prepares to throw the ball up, calling one name. The one whose name was called must be attentive and catch the ball, while the others run away at this time. When the person who caught the ball shouts: “Stop the game!”, the children must stop. The player who catches the ball throws it at one of the players. Whoever the ball hits is eliminated from the game.

"Owl"

The players are free to sit on the court. The teacher says: “The day is coming, everything comes to life.” Children move freely on the playground, performing various movements, imitating with your hands the flight of butterflies, dragonflies, etc. Suddenly the teacher says: “Night is coming, everything freezes, the owl flies out.” All children must immediately stop in the position in which these words find them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” has taken to itself. After this, a new “owl” is chosen from those who did not get to it.

"Children and the Wolf"

A wolf (leading) is selected. The rest of the children imitate the movements (picking strawberries and mushrooms in the forest). Children say:

The children walked through the forest, picked strawberries,

There are a lot of berries everywhere - both on the hummocks and in the grass!

But then the branches began to crack...

Children, children, don’t yawn, the wolf is behind the spruce - run away!

The children run away, and the “wolf” catches them. The caught child becomes a “wolf” and the game starts all over again.

"Swan geese"

A “wolf” and a “shepherd” are selected, the rest of the children are “geese”. On one side of the site there are “geese”, on the side is the lair of the “wolf”. The “shepherd” drives the “geese” out to graze in the meadow, then says:

- Geese, geese!

The geese stop and answer in unison:

- Ha, ha, ha!

Shepherd:

- Do you want to eat?

Geese:

- Yes Yes Yes!

Shepherd:

- So fly as you want, just take care of your wings!

The geese are flying home through the meadow, and the “wolf,” hearing the “geese,” runs out, trying to catch them. The “wolf” takes the caught “geese” to the lair.

"Crucian carp and pike"

One child is chosen as a “pike” and is located outside the circle. The rest of the players are divided into two groups: one of them - “pebbles” - forms a circle, the other - “crucian carp”, which swim inside the circle.

At the teacher’s signal: “Pike!” - the presenter quickly runs into the circle, trying to catch the “crucian carp”. “Crucians” are in a hurry to quickly take a place behind one of the players and sit down (“Crucians” hide from the “pike” behind pebbles). “The pike catches those “crucian carp” that did not have time to hide. The caught children go outside the circle. Then a new “pike” is chosen. Children standing in and inside the circle change places and the game is repeated.

"Sly Fox"

The players stand in a circle with their eyes closed. The teacher passes and touches the child. Children open their eyes and say three times: “Sly fox, where are you?” After this, the “fox” runs out into the center and says: “I’m here!” The children run away, and the “fox” catches them. Those caught move aside.

On one side of the room the children stand in one line, on the other, in a hoop, there is a driver. He stands with his back to the players and says: “Walk quickly, watch, don’t yawn!” At these words, the children walk towards the driver. As soon as he said: “Stop!”, the driver turns and looks at the children. Those who did not have time to stop return to the line. The game continues until one of the players gets into the hoop.

"Hares and the Wolf"

From the playing children they choose a “wolf”, the rest - “hares”. At the beginning of the game, the “hares” stand in their “houses”, the “wolf” is on the opposite side of the room. The teacher says:

Hares gallop, hop, hop, hop,

To the green, to the meadow, to the meadow,

They pinch the grass, eat it,

Listen carefully -

Is there a wolf coming?

Children jump and perform various movements to these words. After the teacher’s words: “Wolf!” - he comes out of the “ravine” and runs after the “hares”, they run away to their “houses”. The “wolf” takes the caught “hares” to his “ravine”.

"Potato"

The players stand in a circle and throw the ball to each other. The one who drops the ball sits in a circle, becoming a “potato”. When there are a lot of “potatoes” (more than 5 players), it begins to grow: the players in the circle join hands and gradually rise. It becomes more difficult to throw the ball over them, and then the “potato” is knocked out: one player throws the ball to another, who returns the ball and must hit the “potato”. If it hits, the player goes out, if not, the thrower becomes a “potato”.

"Empty place"

A driver is selected, the rest of the children stand in a circle with their hands on their belts. The driver walks around and says:

I walk around the house and look out the window,

I’ll go up to one and knock softly.

After the words “I’ll knock,” the driver stops and looks into the circle. A conversation takes place with a child standing in a circle: "Knock-Knock"."Who's come?" The driver calls his Name. “Why did you come?” - "Let's run the race". After these words, both run around the children standing in a circle in different directions, trying to quickly return and take an empty place. Whoever gets there first takes the empty seat, and the latecomer becomes the driver.

"We are funny guys"

The site is divided into 3 parts. There is a “trap” in the central part. The players say the text in chorus:

“We are cheerful workers,

We love to run and play.

Well, try to catch up with us!

One, two, three – catch it!”

After the word “catch”, the children run to the other side of the playground, and the “trap” catches up with those running. The one who is touched by the “trap” before the player crosses the line is considered caught and sits down near the “trap”. After two or three runs, the caught children are counted and a new trap is selected.

"Blind Man's Bluff"

“Zhmurka” is selected using a counting rhyme. They blindfold him, take him to the middle of the room and turn him around several times. Conversation with him:

- Cat, cat, what are you standing on?

- In the kettle. (wooden utensil for kneading dough)

- What's in the kneader?

- Kvass.

- Catch mice, not us!

The players run away, the blind man's buff catches them. The “blind man’s buff” must recognize the caught player and call him by name without removing the bandage. He becomes a "blind man's buff".

"Mousetrap"

Participants are divided into two unequal groups. The smaller group forms a circle - a “mousetrap”. The rest of the children are “mice”; they are outside the circle. Children depicting a mousetrap join hands, raise their hands up and say:

Oh, how tired the mice are,

Everyone gnawed, everyone ate!

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone at once!

But at the last words they suddenly give up and one of the players is sure to be caught. The one who falls into the mousetrap joins the catchers. The mousetrap grows. The game continues until there is only one mouse left - the winner.

"Homeless Hare"

A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it will become homeless, and the hunter will hunt for it.

As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

"Stream"

Selected driving, the rest are divided into couples, preferably of different sexes, and clasp hands. Couples stand behind each other, forming corridor and raising your hands up. The driver enters the formed corridor from one end and moves to the other end of the corridor, choosing a couple. He takes the person he likes by the hand, uncoupling the standing couple. New pair together we go to the end" stream" and stands there with his hands up. The released player becomes driving, goes to the beginning " stream"and goes into corridor, choosing a person for couples and so on. It is advisable to play the game in fast pace, it's more fun.

"Stone-wood-iron"

We need a site where there is an abundance of large objects made of stone, wood and metal. At the beginning of the game, everyone moves calmly around the court. At any moment, the driver names one of the materials: stone, wood or iron. After this, all players must stand up or grasp an object made of appropriate material. The driver has the right to catch everyone who couldn’t or didn’t have time. Those caught are eliminated from the game. The driver should try to catch as many people as possible. The driver who catches the most wins.

"Scarecrow"

A child is chosen - a trap. He stands in the middle of the circle and portrays a “scarecrow”: he stretches his arms to the sides. Children dance around him and say the words:

There's a scarecrow in the garden,

Stands day and night

And on the sides it

He looks day and night.

(scarecrow - looks around, turning his head, children - stop in place)

The birds will just appear -

It will make noise right away

(children clap their hands)

And when he gets angry -

He'll even run.

(children stomp their feet).

One, two - don't yawn,

Hurry up and catch up with the birds.

(the children run away, the scarecrow catches up with them)

"Tea, tea - help out"

A driver is selected, the players scatter, if the driver slaps someone, the player must freeze, arms outstretched and shout:

“Tea-tea-help out!”

Another player can run up to the “bewitched” person and touch him to “free” him. The “disenchanted” player is back in the game. The game ends when all players are enchanted. The driver is selected counting rhyme.

"Ring"

The players stand in a circle, holding their hands in front of the boat. One leader is selected. He has a ring in his hands. The leader walks in a circle and seems to put a ring in the hands of each child. At the same time he says:

Here I go in a circle, I put a ring for you all,

Hold your hands tightly and be careful not to yawn!

He quietly puts a ring on one of the children, and then leaves the circle and says: “Ring, ring, go out onto the porch!” The one who has the ring in his hands runs out, and the children must try to hold him back and not let him out of the circle. After the words: “Ring, ring...” - all players must quickly join hands so as not to let the player with the ring in his hand out of the circle.

The players stand in a circle. The driver goes into the middle of the circle with the ball. He throws the ball up and says someone's name. The child who was named runs after the ball, the rest of the children scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to hit someone again. The salted one becomes the new driver.

"Breaking Chains"

The players are divided into two teams. They stand in ranks, holding hands, opposite each other (at a distance of about 10-15 meters). One team shouts in unison: "The chains are forged, unchain us!" The opposite team asks: "Which one of us?""Chained" call the name of a player from the opposing team. The chosen one tried to break the human chain with a running start (it is important to choose the “right place”, which seems to be the “weak link”). If you manage to break the chain, the player returns to his team and takes with him one of the two “uncoupled” comrades. If not, the player joined the team just between the “links” that he was trying to break.

"Gardener"

The participants of the game sit in a row. Each participant chooses a name for himself (the name of any flower). The leader is selected by the reader and the “gardener”. The presenter tells the “gardener” the names of the flowers chosen by the players. The “gardener” says the words: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except... (names any flower).” The one who called himself this flower runs away. The "gardener" catches up with him. If the “gardener” catches up with the “flower”, then the one running away becomes a “gardener”; if not, the “gardener” remains the same.

"Paints"

A “seller” and a “monk” are selected. The rest of the game participants become “colors”. Each “paint” communicates its color to the “seller” in an ear so that the “monk” does not hear. Colors should not be repeated. “Paints” sit down on the bench, “Monk” comes up to them and starts a conversation with the “seller”.

- Knock Knock.

- Who's there?

- This is me, a monk in red pants and a straw hat.

- Why did you come?

- For paint.

- For what?

- For... (names a color).

If there is no such color, he says: “We don’t have that kind of paint! Go home, think with your head." The "monk" returns home and then comes a second time. The conversation begins again. If there is paint among the players, then the “seller” says:

- “You have a hundred rubles on you and quickly run after her!”

“Kraska” runs away, “monk” tries to catch up with her. If the "monk" catches it, the "paint" becomes the "monk" and the game starts over. If not, then it continues.

"Traffic light"

A platform of 10x20 meters and a driver are selected. He stands in the center of the site, the rest are at one long edge. The driver announces a color that at least one player (except the drivers) has. Everyone who has this color in their clothes or somewhere else walks to the other end of the site calmly, showing this color. Those who don’t have a color break through the area “fighting”, the driver has the right to smear them, and then join the other players, and the smeared one becomes the driver. You cannot run out of the area.

"Day Night"

A flat area without objects that interfere with free and safe movement is suitable for playing. At the beginning of the game, a driver is selected. He turns away from the other participants in the game and loudly announces: "Day!" The players are having fun, jumping and running around the court. According to the rules of the game, you cannot stay still. After a while the driver says: "Night!" At this moment, the participants in the game must instantly “fall asleep” - freeze in the position in which the “night” command caught him. The driver looks around, and if he notices a player who did not have time to “fall asleep,” he loudly announces this, indicating what kind of movement he noticed. The loser becomes the driver....

"Dodgeball"

Two are drawn on the ground parallel lines at a distance of 5-6 meters from each other. You can also draw side lines to create a rectangle. You are not allowed to leave the site. Two players stand behind the line, opposite each other, and the remaining players in the center, between them. The driving players throw the ball to each other, trying to hit the central players and “knock them out”.

"Golden Gate"

Two players are selected who stand opposite each other, hold hands and raise them up, forming a “ gates" The remaining players stand in a chain (hold hands or put their hands on each other's shoulders) and pass under the goal. The gate players chant:

Golden Gate
They don't always let you in
Says goodbye for the first time
The second one is prohibited
And for the third time
We won't miss you!

On the last words gates they suddenly lower their hands and catch those who are under them. Those caught form new “gates”. The game ends when all players are caught.

“We won’t tell you where we were, but we’ll show you what we did.”

All children are divided into 4 teams. Each of them agrees on what movement they will show and how. The first team comes out and says: “We won’t tell you where we were, but we’ll show you what we did,” and they depict some action. Children from other teams try to guess, 1 point is given for the correct answer. Then the rest of the teams also come out. The team that scores the most points will win.

"Burners"

The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the driver - stands on this line, holding a tambourine in his hands. Everyone standing in the column says: “Burn, burn clearly so that it doesn’t go out. Look at the sky - the birds are flying, the bells are ringing! One, two, three – run!” After the word “run,” the children standing in the last pair run along the column (one on the right, the other on the left), trying to touch the tambourine faster. The driver forms a pair with the one who was first and stands in front of the column. The one who plays becomes the driver.

"Ocean is shaking..."

The players stand in such a way as to occupy the entire territory, and the leader turns his back to them. Participants, swaying from side to side, imitate the movements of sea waves and repeat in chorus after the leader the following words:

“The sea is agitated once, the sea is agitated twice, the sea is agitated three times, sea figure, freeze in place!”

Children should then freeze in place. Then the presenter approaches each of the players in turn, touches him with his hand, thereby turning him on and giving the command to “freeze”, after which the child begins to move, depicting his plan. All the other kids, led by the leader, must guess by naming what they see. The best one becomes the leader.

"Tail of the Dragon"

The players stand one after another, holding the person in front by the waist (as if forming a dragon/snake). The one in front is the dragon's head, the one in the back is the tail.
The “head” of the dragon tries to catch its “tail”, and the “tail” must dodge the “head”, while all other links of the dragon/snake must not disengage.
When the front player catches the back player, the one caught becomes the head. The rest can be swapped at will.
The game has no definite ending and no winners.

"Fox in the Chicken Coop"

On one side of the site a “chicken coop” is outlined. In the “chicken coop”, “chickens” sit on a “perch” (on benches). On the opposite side of the site there is a “fox hole”. The rest of the place is the “yard”. The driver is chosen - “fox”, the rest of the children are “chickens”. “Chickens” walk and run around the “yard”, pecking grains, flapping their wings. At the teacher’s signal: “Fox!” - the “chickens” run into the “chicken coop” and climb onto the “perch”, and the “fox” takes the player who did not have time to escape into his “hole”. The game resumes. You can repeat the game with another “fox”.

"Cosmonauts"

There are circles drawn on the court, there is one less of them than there are players. Children (“cosmonauts”) stand in the middle, holding hands and walking in a circle, saying:

Fast rockets for walking around the planets are waiting for us.

We’ll fly whichever one we want!

But there is one secret in the game: there is no place for latecomers.

With the last word, the children let go of their hands and run to take their places in the “rockets”, those who did not have time remain at the “cosmodrome”, and those who are sitting in the “rockets” take turns telling where they are flying and what they see from the “portholes”. .

"Third wheel"

From the total number of players, two are chosen: one of them is the driver. The rest of the players stand in pairs, one after another, facing the formed circle (the circle can be drawn on the playing area with a diameter of 5-6 m). You can only run in a circle, but you cannot run across it. The first player moves 3-4 steps away from the driver and begins to run away. The driver must catch up with him and “stain” him. In order not to be “stained”, the running player can stand in front of any pair and say: “Third is a wheel!” (“Three are too many, two are enough!”). After these words, the last person in the pair begins to run away from the driver. If the driver manages to catch up and “harass” the fleeing player, then they change roles.

"Carousel"

Children form a circle, holding the cord with their right hand, walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text:

Barely, barely, barely, barely,
The carousels are spinning
And then, around, around,
Everybody run, run, run.

After the children run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

Hush, hush, don't rush!
Stop the carousel!
One-two, one-two,
The game is over!

"Cucumber"

The game begins with the child - the driver - being away from all the other children. The players squat rhythmically and say: “Cucumber, cucumber, don’t go to that end. A mouse lives there and will bite your tail off.”. When the words end, the guys run away in different directions, and the driver begins to catch them. The driver can run only after all the words have been said; he can catch “cucumbers” only to the designated place. The game is repeated several times, each child can try himself in the place of the driver... For older children, the rules of the game can be a little more complicated, for example, the driver can be blindfolded with a thick cloth or run away from the driver in pairs.

"Hali-halo"

Children stand in a circle and choose a leader using a counting rhyme. The driver picks up the ball and asks the rest of the guys a word. Usually they say which category the invented word belongs to and its first and last letter. Children begin to guess the word. As soon as the driver hears the correct answer, he shouts “Hali-halo”, throws the ball up as high as possible, and runs away. The child who guesses the word correctly catches the ball and shouts “Stop.” The driver stops. The player must guess how many steps there are to the driver. But the steps are not easy (giant, Lilliputian, frog, camel, umbrella). The child with the ball takes the specified number of steps and throws the ball into the ring, which the driver makes with his hands. If the ball hits the ring, the player becomes the driver and the game continues.

Children playing stand in circles drawn on the ground. The driver approaches the player and asks: “Where are the keys?” He answers: “Go to (name), knock.” During this conversation, the players try to change places. The driver must quickly occupy a circle that is free during the dash. If he cannot borrow a mug for a long time, he can shout: “I found the keys!” All players must change places, and the driver takes someone’s circle. A child left without a place becomes a driver.

Games for older preschool children

Tag

Material. Colored bandage (ribbon).

Progress of the game. Children are located in different places of the playground (its boundaries are indicated by flags). The tag assigned by the teacher or chosen by the children, having received a colored bandage (ribbon), stands in the middle of the playground.

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

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

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

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

Swan geese

Progress of the game. A wolf and a shepherd are chosen from among the players. The rest of the children are geese. On one side of the site there is a line behind which there are geese. This is their home.

A place is outlined on the side of the site - a wolf's lair.

The “shepherd” drives the “geese” out to graze in the meadow. "Geese" walk and fly across the meadow.

Shepherd. Geese, geese!

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

Shepherd. Do you want to eat?

Geese. Yes Yes Yes!

Shepherd. So fly!

Geese. We are not allowed:

Gray wolf under the mountain

He won't let us go home!

Shepherd. So fly as you want!

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

The “wolf” takes the caught “geese” to him. After 3-4 runs, the caught “geese” are counted. Then a new wolf and shepherd are chosen, and the game is repeated.

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

Cat and mouse

Progress of the game. The players stand in a circle. A cat and a mouse are chosen. The “mouse” stands in a circle, the “cat” stands behind the circle. The rest of the children, holding hands, walk in a circle and say:

Little white Vaska walks,

Vaska's tail is gray,

And the arrow runs.

The eyes close.

The claws are straightened,

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

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

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

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

We are funny guys...

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

The children recite the text in chorus:

We are funny guys

We love to run and play.

Well, try to catch up with us:

One, two, three - catch it!

After the word “catch!” the children run to the other side of the playground, and the trap catches up with them. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap.

After 2-3 runs, the caught ones are counted and a new trap is selected.

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

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

Carousel

Material. Cord.

In the game version: hoops.

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

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

Barely, barely, barely, barely

And then around, around,

The carousel started spinning.

Everybody run, run, run.

In accordance with the text, the children walk in a circle: first slowly, then faster, and in the end they run. While running, the teacher says “be-zha-li, be-zha-li.”

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

Then the teacher continues with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two!

The game is over!

The movement of the carousel becomes gradually slower. At the words “the game is over!” children lower the cord to the ground and disperse around the playground.

After the children have rested a little, the teacher rings three bells or hits the tambourine three times. The players rush to take their places on the carousel, that is, they stand in a circle and take the cord. The game resumes. Those who do not have time to take a seat before the third bell do not ride on the carousel, but stand and wait for a new boarding.

Game option. The Carousel game can be played with hoops. Each person holds onto two hoops with one hand and the other, forming a closed circle. All movements are made in the same way as with the cord.

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

Mousetrap

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

Children depicting a mousetrap hold hands and begin to walk in a circle, left and right, saying:

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps.

Let's catch everyone at once!

At the end of the poem, the children stop and raise their clasped hands up. The “mice” run into the mousetrap and immediately run out from the other side. According to the teacher’s words “clap!” children standing in a circle lower their arms and squat - the mousetrap is considered slammed. Mice that did not have time to run out of the circle are considered caught. They also stand in a circle (the size of the mousetrap increases). When most of the mice are caught, the children change roles and the game resumes.

Directions for the game. The teacher makes sure that children pronounce poetry expressively, quietly, making logical accents, without chanting every syllable.

At the end, we should note the most dexterous mice who never stayed in the mousetrap.

Crucian carp and pike

Progress of the game. One child is chosen to play the role of pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucian carp, which swim inside the circle. "Pike" is located outside the circle.

At the teacher’s signal “pike!” she quickly runs into the circle, trying to catch the crucian carp. The “carp” are in a hurry to quickly take a place behind one of the players and sit down (they hide behind the pebbles). The “pike” catches those “crucian carp” that did not have time to hide. Those caught go outside the circle.

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

Have time to run

Material. Cord 3-4 m long.

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

The teacher regulates the children's movement; For each person running, he gives the signal “Run!”

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

Whose team is most likely to assemble

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

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

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

At the signal “to your places!” children run to their flag and line up in a column (facing the flag). The teacher notes which group lined up first.

Instructions for the game. After 2-3 repetitions, the game can be complicated. At that moment when the children are running and jumping, the teacher says “stop!” At this signal, all players stop and close their eyes. Meanwhile, the teacher changes the places of the flags and says “to their places!” The children open their eyes and rush to line up in a column opposite their flag. The teacher notes which column was built first.

Sly Fox

Progress of the game. The players stand in a circle at a distance of one step from each other. The teacher asks everyone to close their eyes. The children close their eyes, and the teacher walks around the circle (behind the children’s backs) and touches one of the players, who becomes a sly fox. Then the teacher invites the children to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way.

The players ask in chorus 3 times (with short intervals) - first quietly, and then louder: “Sly fox, where are you?” At the same time, everyone looks at each other. When all the players (including the sly fox) ask for the third time: “Sly fox, where are you?”, the “sly fox” quickly goes to the middle of the circle, raises his hand up and says: “I’m here!”

All the players scatter around the site, and the “fox” catches them. Those caught, that is, those whom the “fox” touched with his hand, move aside.

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

Who is more likely

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

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

Jumping rope

Material. Rope (cord, long rope).

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

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

Shepherd and flock

Material. Gymnastic bench (slats); eye patch.

Progress of the game. On one side of the site, a sheepfold is fenced off using a gymnastic bench or slats placed on cubes.

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

The “sheep” take turns jumping over the fence, approaching the “shepherd” and asking him: “Shepherd, shepherd, how many steps do you give me?”

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

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

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

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

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

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

Progress of the game. In various places of the site (room), closer to its boundaries, prepared objects are located. A trap is selected. They put a bandage on his arm. Children are placed on elevated surfaces in different areas of the playground.

To the beat of the tambourine, children jump and run or jump around the playground, depending on the tempo and rhythm given by the teacher. The trap takes part in the general movement. At the teacher’s signal “Catch!” all children again climb onto the placed objects (elevations). The trap catches those who did not have time to jump onto the dais. Those caught sit to the side.

After the game is repeated 2-3 times, those caught are counted, a new trap is selected, and the game resumes.

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

Fishing rod

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

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

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

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

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

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

Directions for the game. Before the game starts, the teacher checks how the children are jumping.

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

Snow circles

Material. 2 plywood sheets with targets drawn on them with a diameter of 50-60 cm; snowballs (6-8 times the number of children).

Progress of the game. Children are divided into two equal groups of 4-5 people in each. Two targets are attached to the fence. A line is drawn at a distance of 3 m from the targets. Each group lines up opposite its target behind a line that is not allowed to be crossed.

Each player has 6-8 snowballs.

At the teacher’s signal “start!” Each group throws snowballs, trying to fill their circles with them as quickly as possible. If the children don’t have enough snowballs, they make them right there. The group that covers the circle with snowballs first wins.

Ball school

Material. Small ball (one or more).

Progress of the game. A small ball is given for the game. Children play alone, in twos and in small groups. The player performs the given movements in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes the ball to another. When continuing the game, he starts with the movement in which he made a mistake.

Types of movements:

1. Throw the ball up and catch it with both hands. Throw the ball up and, while it is flying, clap your hands in front of you.

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

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

4. Throw the ball against the wall, wait for it to hit the ground, bounce off it, and then catch it.

5. Tap the ball on the ground up to 5 times alternately with your right and left hands.

Skittles

Material. Skittles; wooden ball.

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

Instructions for the game. The distance between the pins, as well as from the pins to the stake line, increases gradually.

Skittles can be played both indoors and outdoors.

Catching balls with nets

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

Progress of the game. This game is played on the court. Children (2-4 people) stand with nets on the sides of the square. Someone pulls the string forcefully, the cup flies up and throws out the balls. The players catch them with nets without leaving their spot. The teacher marks the children who caught the balls, and the game resumes.

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

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

Throw on a ring

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

Progress of the game. In older groups, both plot and non-plot ring throws are used: 2-6 pegs on stands of different shapes.

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

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

The teacher notes which of the children will throw the most rings.

Game option. Children take turns throwing rings until someone scores the agreed number of points (6-10).

Dashes

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

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

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

The teacher notes which of the children of one and the other group was more dexterous, brave, and accurate. After this, those temporarily out of the game return to their squads. The units change places and the game resumes.

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

Who is faster to the flag?

Material. 4-5 flags.

To make the game more difficult: stands with a rope stretched at a height of 60 cm.

Progress of the game. All players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn, behind which 4-5 children stand.

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

At the teacher’s signal (strumming a tambourine, or clapping, or the words “one, two, three - run!”), children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first.

Then all those running sit on chairs, and in their place the next 4-5 people stand across the line.

The game ends when all children run after the flags once.

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

Squirrels in the forest

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

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

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

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

The “squirrels” that the driver hits with his hand while they were on the floor, as well as those that remain in their original places, are considered caught. They go to the hunter's house and miss one game.

The teacher notes those squirrels who were brave and dexterous. The game is played 5-6 times. New Hunter is selected after 1-2 games.

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

Firefighters in training

Material. Gymnastic wall 2-3 bells.

Progress of the game. Children playing are divided into 2-3 groups of 5-6 people and lined up in columns against the gymnastic wall at a distance of 4-5 m. These are firefighters, they must be able to quickly climb stairs.

A bell is hung on the top rail of the gymnastics wall opposite each squad.

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

At the end of the game, the teacher notes the more dexterous “firemen” who are already quickly climbing the stairs. After this, the game repeats.

Instructions for the game. During the game, the teacher should be near the gymnastics wall, making sure that the children do not miss steps or jump when climbing (he agrees on this with the children before the start of the game).

Entertainers (in an even circle)

Children stand in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children follow the instructions of the teacher to the right or left under the following text:

In an even circle,

One after another

We are going step by step.

Stand still

Together together

Let's do it... like this!

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

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

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

Cap and stick

Material. Wand; cap with tassel.

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

The cap is pulled down to the child's nose and covers his eyes without touching them. Children, holding hands, run in a circle and say: “One, two, three, four, five - the stick will knock.” At this time, the driver, squatting, taps the stick on the floor.

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

Make a figure

Progress of the game. A leader is selected from among the players and stands aside. The rest of the children run and jump from foot to foot all over the room (playground). At the teacher’s signal (strumming a tambourine or the word “stop”), everyone stops in some position and does not move.

The presenter goes through all the “pieces” and chooses the one he likes best. This child becomes the driver-evaluator, and the previous driver joins the rest of the children, and the game is repeated.

Get to your places quickly

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

Progress of the game. Children stand in a circle at a distance of arms outstretched from each other. The place of each player is marked with some object, for example a cube, which is placed on the floor.

At the teacher’s signal “run!” or when the tambourine is hit, children leave the circle, walk, run or jump across the entire playground (room). Meanwhile, the teacher removes one of the items, thus depriving one child of a place. When the tambourine is struck or after the “take your places” signal, all children run in a circle and take any place. To the one left without a place, the children say in unison:

Vanya, Vanya (Masha, Olya, etc.), don’t yawn,

Take a seat quickly.

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

Who will collect more

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

To make the game more difficult: blindfold.

Progress of the game. Uniform small objects spill out on the floor or on a flat area.

2-3 children are selected from among those playing, and they are given baskets or buckets. At the signal “one, two, three!” They begin to collect cones (balls, cubes), while they are allowed to take only one object in their hand.

At the signal “stop!” collection of items stops. The teacher counts who scored more. Then other children compete. The game can be repeated as many times as there are people willing to participate in it.

For more dexterous children, who are more likely to be winners than others, the game can be complicated: ask them to collect objects blindfolded.

Who has the ball?

Material. The ball has a diameter of no more than 15 cm.

Progress of the game. The players form a circle. The driver is selected. He stands in the center of the circle, the rest move close to each other, everyone’s hands are behind their backs.

The teacher gives someone a ball (diameter no more than 15 cm), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says “hands,” and the person he is addressing must put both hands forward, palms up. If the driver guessed correctly, he takes the ball and stands in a circle, and the one who has the ball begins to drive.

The game is repeated until the children's interest in it runs out.

Ring on a stick

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

Progress of the game. A cord is tied to the ring, the second end of which is attached to a stick.

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

Fleas

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

Progress of the game. The players (4 people - according to the number of bits) take 5 circles and one bat of a certain color from the box.

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

The players take turns placing their fleas on the stake line and, pressing the edge of the bat on the edge of the flea, make it fly up and fall into the box. The first one to get his five fleas into the box wins. By pressing the bat on the flea with different forces, you can adjust the length of its jump.

Pilots

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

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

The pilots have propellers of a different color attached to their chest for each group.

On the opposite side of the site is a place with shelters where planes will fly. The “airfield manager” designates which group of aircraft will fly first. The “pilots” of the assigned group start their engines and, at the signal from the “chief” (waving the flag), take off. At this moment, the “pilots” remaining at the airfield are resting - turning their backs to those departing. Having flown around the circle, the “pilots” continue their flight further, and each one lands in different places under one or another cover. After this, the “chief” transmits: “Get ready to search for planes!” All the “pilots” are getting ready to set off: they pump up gasoline, start the engines, and at the signal from the “boss” (waving the flag) they fly out in search.

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

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

Instructions for the game. The signal to fly is given by a flag corresponding in color to the propellers of this group. The signal can also be given with the words “prepare the blue planes for flight!” or “get the red planes ready to fly!” and so on.

To make the game more harmonious, it is necessary to explain to children that after the signal to start the search, those hiding should remain behind their shelters until they are found, and not change places endlessly.

This game should not be turned into a regular competition for the fastest return to one’s place or for the largest number of aircraft found by each individual, etc. It is important to create a mood of community and mutual assistance in children and to convey in the game the courage and care for each other that is characteristic of our pilots.

Sharks

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

Progress of the game. Children are divided into two unequal groups: sharks (2-3 participants) and sailors. On a large ship (built from planks, snow or painted on the ground) there is a “captain”. He watches the “sailors” swimming in the sea (the children jump off their ship and run around the site, spreading their arms as if swimming). "Sharks!" - the captain shouts. The “sailors” quickly board the ship, and the “sharks” rush after them. Having not caught anyone or, conversely, having taken their prey, the “sharks” swim off to the sea, and the “sailors” jump into the water again, swim and dive. So the game is repeated several times.

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

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

For relaxation, you can introduce the following addition: a storm rises at sea, sharks hide at the bottom, and the sailors sit on the ship and listen to the story of the captain or one of the crew.

Brave tourists

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

Progress of the game. Before the game starts, the teacher says:

— Yesterday I read in the newspaper that several people climbed the high, high Mount Elbrus. It was difficult and scary to get up. But brave tourists were not afraid of danger. To prevent anyone from falling into the abyss, they tied themselves with a long rope and reached the very top of the mountain. Come on, gather here, brave tourists! This snow bank will be Elbrus. It will take us a long time to get to its top through uncleared snow, through those paths, past the slide, through the tunnel (shows the route around the site). Here's a rope for you. But we will not become attached, but will only take hold of it and hold on tightly. I'll go ahead. You are all behind me. Try not to fall wherever we go. Let's see who never trips and lets go of the rope.

Children, holding the rope with one hand, follow the teacher. At the end of the game, the teacher marks the most dexterous ones.

Rules of the game. Look at your feet, walk slowly, without pushing. Don't let go of the rope.

Instructions for the game. For such a game you need to choose a sunny day after a snowfall. When repeating the game, the travel route can be changed. When ascending and descending, you should slow down your steps, taking into account those coming at the end. Weaker children should be placed closer to the teacher, since it is more difficult to walk at the end of the chain.

Wonderful ball

Material.“Wonderful” ball (a ball consisting of parts screwed onto a screw-shaped rod); colored flags. During the game, children read a poem by M. Evensen.

Progress of the game. Children go traveling and take with them a ball that shows them the way. One of the children rolls the ball, trying to roll it away. And everyone says:

Ball, ball, don't be lazy,

Turn wherever you want!

Roll fast, roll at a pace,

Along the path, along the potholes,

Along the highway,

And we, little ball, are behind you.

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

By rolling the ball in different directions one at a time, children travel throughout the room or area.

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

Instructions for the game. If the ball has stopped too far and no color is visible, someone is sent to investigate with colored flags. He raises a flag of the appropriate color and thereby indicates movement.

You can come up with a different path designation and other movements. For example, introduce driving cars (running in small steps), swimming place (running with arm movements, as in swimming), crossing on horses (jumping from foot to foot), crossing on boats (sitting on a bench, tilting the torso forward and backward and move your arms as if rowing).

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

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

Firefighters

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

Progress of the game. There are several fire brigades. They consist of a signalman, a driver and 3-5 firefighters (each group of children assigns roles themselves). Each team knows its number well so that they know who to go to the fire if there is a call.

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

The “duty person” (teacher) goes to the phone (to a toy or simply puts one fist to his ear), finds out where the fire is (conducts an imaginary conversation on the phone out loud), then loudly announces: “First team! There’s a fire in the house over there, behind the hill!” (points to some structure, tree, etc.).

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

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

Rules of the game. Only the team that is called can go to a fire. Firefighters must remember the specified order of departure and return and carefully place all things on the bench.

Instructions for the game. If there is a sufficient number of things needed for the game, you can simultaneously send two teams, and sometimes even three, to the fire. The latter is much more difficult and is only possible in a well-organized group.

There should be variety in the tasks given to firefighters. For example, you can warn that a fire has occurred in a multi-story building and you need to blow the jet higher (raise your arms higher, climb onto a ladder or podium, etc.). The locations of fires at different ends of the site should be indicated. If the children know the numbers, you can make numbers and hang on the wall the number of the team that is called to the fire. If there are buildings on the site, you can use them in this game.

Games can be diversified, for example: instead of relaxing in a club, you can depict how firefighters are sleeping (sitting with their eyes closed), in winter - skating, sliding along ice paths, and in summer - how they are riding bicycles (jumping from foot to foot along the paths) .

This game can also be played indoors if you have a large, spacious room.

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

frogs

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

Progress of the game. A large rectangle is outlined on the ground - this is a river. The banks are drawn on both sides, with hummocks on them (circles outlined at such a distance that it would not be difficult to get from the hummock into the water, i.e., into the outlined rectangle, in one jump).

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

Here from a hatched rotten place

A frog splashed into the water.

And, puffing up like a blister,

She began to croak from the water:

“Kwa, ke, ke, qua, ke, ke,

It will rain on the river."

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

The caught “frog” remains on the hummock until the “crane” flies away and until all the “frogs” come out again.

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

Children squat on the hummocks and can swim (run inside a circle) in the water. You can only get back onto the bump by jumping.

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

Directions for the game. From the hummocks to the river it is approximately 45-55 cm. It is necessary to show the children that this distance must be jumped in one jump. The crane's nest must be nearby, otherwise it would not be able to catch the frog.

It is necessary to ensure that the first rule is observed, since when speaking a poem, children rest after jumping. It should also be explained to children that the “frogs” do not jump from the water onto the hummocks until the “crane” flies away. This way, the game regulates the jumping, otherwise the children will get very tired.

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

Horses

Material. Board, stick.

Progress of the game. Children are divided into two unequal groups: grooms (1/3 of the children) and horses (the rest of the children). A place is outlined - a stable. There are “horses” in the stable. The “grooms” are sitting on a bench nearby. The “senior groom” (teacher) approaches a board placed on a bench or hanging from a tree, and beats 15-18 blows on it with a stick. During this time, the “grooms” quickly bring out their pair of “horses,” harness them and line up in threes one after another. The “senior groom” checks whether the “horses” are well harnessed. “But, let's go!” - he commands. The area is filled with running threes. Each “groom” drives his horses either at a trot or at a walk. “The horses got scared!” - says the “senior groom”. The “horses” scatter around the site. The “grooms” are catching up with them, trying to quickly lock all the “horses” in the stable. Then the “grooms” sit down to rest on a bench. Children change roles and the game resumes.

Rules of the game. You need to have time to harness the “horses” while the blows are being struck on the board. Signals must be obeyed. In the field of the words “the horses got scared” you can catch any “horse”. A horse brought into the stable must not run away.

Instructions for the game. This game is a complication of the usual horse game. Grooms are designated either by choice or by counting. The "head groom" gives signals in such a way that the children have enough time to move, but so that they do not get tired.

As a recreation, you can introduce the following addition to the game: “grooms” examine the horses, feed them, and clean them. The roles in the game change after each “horses” return to the stable.

Bear and children

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

Progress of the game. One of the children is chosen to play the role of a bear. He sits in his den (a rectangle or circle drawn on the edge of the area). All the players portray children who go into the forest to pick mushrooms or berries (they walk around the playground, bend over as if looking for and picking berries).

“The bear is coming,” the teacher suddenly says. “Don’t move.” The “bear” comes out of the den and carefully examines everyone. He takes those who move to him. Having bypassed everyone, the “bear” goes into his den, and the children continue to pick berries again.

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

Rules of the game. The “bear” does not leave the den until the teacher gives a signal. Children must stop in the position in which the signal found them. The “bear” takes away those who move.

Instructions for the game. If the game is played in a room where there is a carpet, children can lie down to escape from the “bear”. It will be have a good rest after movements. If there are a lot of people playing, you can choose 2 bears who must catch all the children. This option is easier.

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

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

Directions for the game. This option makes it possible to change roles in the game more often and foster mutual assistance. The distance between the house where the children live and the den should be twice as large as from the den to the hive, so that the children have time to “help out.” It is better if the “bear” stands with his back to those running away from the den. You can come up with other ways to “rescue” those caught.

Hunter, hares and dogs

Progress of the game. The play area depicts a forest clearing where hares (children) live. Hare minks (there are several of them) are located around the clearing at some distance from each other. “Hares” live in burrows of 4-6.

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

“Hares” jump out into the clearing, jump, and can even gallop very close to the hunter’s house.

Suddenly the “dogs” started barking and ran out. They were released by the “hunter” who had previously kept them in the house (the teacher holds their hands to allow the “hares” to come very close). The “hares” quickly run away to their burrows, where the “dogs” cannot reach them. The caught “hares” are taken to the “hunter” (and they miss one game).

The game continues until the agreed number of “hares” is caught (approximately 4-5). Then new dogs are chosen and the game starts all over again.

Rules of the game. "Hares" jump all over the clearing; The closer they get to the hunting house, the braver they are considered. “Dogs” run out of the house to catch “hares” only when the “hunter” sends them. Caught “hares” do not run out of the hunting house. You can escape in any hole.

Instructions for the game. You can introduce a special additional rule: dogs are chosen from among the bravest and best at jumping (in this game the role of dogs is especially attractive), this will encourage children to watch themselves and not give in to the “dogs”. The game can be played both on the site and indoors. In winter, hare holes can be made of snow, in the form of small snow fences (three sides blocked, one left for entry). In summer, you can make minks out of pine cones, pebbles, or draw them on the ground with a stick.

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

To encourage children to be brave, you can draw a vegetable garden near the “hunter’s” house, where “hares” will come for carrots and cabbage.

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

You can gradually complicate the game by introducing the following rules: “hares” can only escape in their own hole, “dogs” rush to catch “hares” only when the “hunter” says “take it!” Final Rule requires a lot of endurance. It’s easier for children when the teacher himself restrains them and sends them out to catch them.

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