Outdoor games. Mobile games for primary school students. Card file of outdoor games for middle preschool age Outdoor games for students of middle school age

In this article we will talk about the development in children of such a vital quality as attention. Probably, it is not necessary to explain that we need attention not only to acquire new knowledge at school and college, but also to perform ordinary everyday activities. Agree, a person who does not have sufficient concentration and switching of attention simply cannot, for example, cross the road.

It is possible and necessary to develop attention in children from an early age. It is recommended to do this with the help of a game and interesting, exciting exercises for the child. Children learn quickly when they play, so if you and your child devote a little time every day to developing attention games, progress will not be long in coming.

Attention games for children should be varied and aimed at developing different properties of attention: concentration, stability, selectivity, distribution, switchability and arbitrariness. We bring to your attention several examples of games and exercises to improve some of the properties of attention.

Mobile games for attention

  1. "Zoo"(contributes to the development of switchability and distribution of attention). The host turns on the music. While the music is playing, the children walk in a circle, as if walking in a zoo. Then the music stops, and the host calls out the name of an animal. Children should "stop at the cage" and portray this animal. For example, with the word "hare" - start jumping, with the word "zebra" - "beat with a hoof", etc. The game is more fun in a group of children, but it can also be played with one child.
  2. "Edible-Inedible"(a well-known game for almost any age, which develops concentration and attention switching). One participant pronounces the word he has conceived and throws the ball to another. If the word means an edible object, the ball must be caught; if it is inedible, it cannot be caught. You can play this game with two people and keep score, or you can play with a group, for a knockout (this is a complicated option, since no one knows in advance who the ball will be thrown to).
  3. "Vegetables fruits"(develops selectivity and switchability of attention). The host calls out the names of vegetables and fruits, the children-participants should sit down at the word meaning vegetable, and jump at the word meaning fruit. The themes of the named objects can be different (animals-birds, trees-bushes), conditional movements - too (clap your hands, raise your hands up, etc.).

Games for the development of auditory attention

  1. "Broken phone"- a simple and well-known game for the development of auditory attention. The hidden word is whispered into the ear in a circle until it returns to the guessing player, or along the line (then the last player pronounces the received word loudly).
  2. "Cow with a bell". Children stand in a circle, blindfolded driver stands in the center. Children pass each other a bell, ringing it. Then, at the command of an adult: “The bell is not heard!” the child who had the bell in his hands stops ringing. To the question of an adult: “Where is the cow?” the driver must indicate with his hand the direction from where he last heard the ringing.
  3. "Listen to the words". It is necessary to agree in advance with the child (children) that the driver (adult) will pronounce the most different words, among which there will be, for example, the names of animals. The child should have time to clap his hands when he hears these words. It is possible during the game to change the theme of the given words and the movement that the child must make, as well as complicate the game by combining 2 or more themes and, accordingly, movements.
  4. "Nose-half-ceiling". The host calls the words in a different order: nose, floor, ceiling and makes the appropriate movements: touches his finger to his nose, points to the ceiling and to the floor. Children repeat the movements. Then the facilitator begins to confuse the children: he continues to pronounce the words, and to do the movements either correctly or incorrectly (for example, when the word “nose” points to the ceiling, etc.). Children should not go astray and show correctly.

Exercises for concentration and stability of attention

  1. "Palms". The players sit in a row or in a circle and put their palms on the knees of their neighbors (the right one - on the left knee of the neighbor on the right, the left one - on the right knee of the neighbor on the left). You need to quickly raise and lower your palms in order (so that the wave runs through). Hands raised at the wrong time are out of the game.
  2. "Snowball". The first participant to say a word on a given topic or without it. The second participant must first say the word of the first player, then his own. The third - the words of the first and second players and then their own, etc. A number of words grows like a snowball. The exercise is more interesting to perform in a group of children, but you can also do it together, adding words in turn.

Lesson plan for physical education in grades 2-4

Topic: Outdoor games for the development of attention and coordination

Tasks: 1) Teach the game "Foxes and chickens", "The ball to the driver", "Class at attention"

2) Develop coordination abilities

3) Foster collectivism

the date: 21.04.2016 Inventory:

Time: 40 min Location: gym

Teacher: Shkolnik A.A.

During the classes

1. Organizational moment

Building

Execution of the command level up, at attention

2. Introduction to the topic of the lesson

Guys, in order to determine our topic of the lesson, you need to complete several tasks.

1. Task: What am I now calling - the Shepherd and the sheep, Above the feet from the ground, Geese, swans, Frost, Round-bouncer --- what did I just call?

What actions do we perform in games --- (move)

So what are the games? (outdoor games)

Remember what you said.

2. Task Determine how these pictures differ?

What did you use to determine the difference? What were you?

(Attention)

Task 3. Answer my question - what needs to be developed so that your movements are correct, well-coordinated. (sheet demonstration)

Remember your answers and determine the topic of the lesson --- Outdoor games for the development of attention and coordination.

Defining Lesson Objectives:

--- develop attention and coordination

--- learning to play outdoor games

Warm-up: 1 complex, 2 complex --- exercise for attention to sit on cotton

Outdoor switchgear complex

Main part

"The ball to the driver"

Players line up in two or three columns. At a distance of 1 m from them, drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

The game "Foxes and chickens"

From the guys they choose a fox, a hunter and a rooster. Benches (perch) are placed in the center of the hall. Fox - in the far corner of the hall - "in the hole." A hunter with two balls is on the opposite side. A rooster and chickens walk around the hall. On a signal from the teacher, the fox sneaks up to the chickens. The rooster, noticing the fox, shouts: "Ku-ka-re-ku." All chickens must quickly jump onto the bench. The rooster jumps last. The fox tries to knock down the chickens, and the hunter throws balls at the fox, trying to hit. If it hits, then they choose new fox. Play several times.

"Class, be quiet!"

Training. The players line up in one line. The leader is facing the children.

Game content. The leader gives various drill commands, which the children must execute if the leader says the word “group” before the team. If the word "group" is not pronounced, the command cannot be executed. The one who made a mistake takes a step forward and continues to play. After the second mistake, he takes another step forward, and so on. The game lasts approximately 3 minutes.

Those who remain in their original position at the end of the game win.

Right-handed games: 1. Those guys who did not execute the correct command in a timely manner make a step forward. 2. The need to take a step forward for the offender can be replaced by penalty points. In this case, the winners are those participants who score the least number of penalty points.

The final stage:

Breath recovery exercise

How noisy the sea ----- inhale-exhale --- shhhhhhhhhhhhhh

How the wave rolls ---- inhale exhale --------- uuuuhhhhhhh

Hands up lowered exhalation

Close your eyes, imagine

Building-

Reflection: - who will say what we have learned in the lesson?

Have we achieved our goals?

Tell us what you liked about today's lesson

What was difficult?

Applause

Lesson grades. Dz Farewell!

« find the difference»

Purpose: to develop the ability to pay attention to details.

The child draws any simple picture (cat, house, etc.) and passes it to an adult, while he turns away. An adult draws a few details and returns the picture. The child should notice what has changed in the drawing. Then the adult and the child can switch roles. The game can also be played with a group of children. In this case, the children take turns drawing a drawing on the board and turn away (while the possibility of movement is not limited). An adult draws a few details. Children, looking at the picture, should say what changes have occurred.

« affectionate paws»

Purpose: relieving tension, muscle clamps, reducing aggressiveness, developing sensory perception, harmonizing relations between a child and an adult.

Adult pick up 6-7 small items different textures: a piece of fur, a brush, a glass bottle, beads, cotton wool, etc. All this is laid out on the table. The child is invited to bare his arm to the elbow; the teacher explains that the “animal” will walk on the hand and touch it with gentle paws. It is necessary to guess with closed eyes which "animal" touched the hand - to guess the object. Touches should be stroking, pleasant.

Variant of the game: the "animal" will touch the cheek, knee, palm. You can switch places with your child.

« Shouts-whispers-silencers»

Purpose: development of observation, the ability to act according to the rule, volitional regulation.

From multi-colored cardboard, you need to make 3 silhouettes of the palm: red, yellow, blue. These are signals. When an adult raises a red palm - the “chanter” can run, scream, make a lot of noise; yellow palm - "whisper" - you can quietly move and whisper, to the "silent" signal - blue palm - children should freeze in place or lie on the floor and not move. The game should end with "silence".

« hubbub»

Goal: development of concentration.

One of the participants (optional) becomes the driver and goes out the door. The group chooses a phrase or line from a well-known song, which is distributed as follows: each participant has one word. Then the driver enters, and the players all at the same time, in chorus, begin to loudly repeat each word. The driver must guess what kind of song it is, collecting it by the word.

It is desirable that before the driver enters, each child repeats aloud the word he got.

« Changers»

Purpose: development of communication skills, activation of children.

The game is played in a circle, the participants choose a driver who gets up and takes his chair out of the circle, so it turns out that there are one less chairs than the players. Further, the host says: Those who have ... change places (blond hair, watches, etc.). After that, those with the named sign should quickly get up and change places, at the same time the driver tries to take an empty seat. The participant in the game, left without a chair, becomes the driver.

« Talking with hands»

Purpose: to teach children to control their actions.

If the child had a fight, broke something or hurt someone, you can offer him the following game: circle the silhouette of the palms on a piece of paper. Then invite him to revive his palms - draw their eyes, mouth, color the fingers with colored pencils. After that, you can start a conversation with your hands. Ask: “Who are you, what is your name?”, “What do you like to do?”, “What do you dislike?”, “What are you like?”. If the child does not join the conversation, say the dialogue yourself. At the same time, it is important to emphasize that the hands are good, they can do a lot (list what exactly), but sometimes they do not obey their master. You need to finish the game by “concluding an agreement” between the hands and their owner. Let the hands promise that for 2-3 days (tonight or, in the case of working with hyperactive children, an even shorter period of time) they will try to do only good things: craft, say hello, play and will not offend anyone.

If the child agrees to such conditions, then after a predetermined period of time, it is necessary to play this game again and conclude an agreement for a longer period, praising the obedient hands and their owner.

« Speak!»

Purpose: development of the ability to control impulsive actions.

Tell the children the following. “Guys, I will ask you simple and difficult questions. But it will be possible to answer them only when I give the command: “Speak!” Let's practice: "What season is it now?" (Teacher pauses) “Speak!”; “What color is the ceiling in our group (in the classroom)?” ... “Speak!”; "What day of the week is it today?"... "Speak!"; "How much is two plus three?" etc."

The game can be played individually or with a group of children.

« Brownian motion»

Purpose: to develop the ability to distribute attention.

All children stand in a circle. The leader, one by one, rolls tennis balls into the center of the circle. Children are told the rules of the game: the balls should not stop and roll out of the circle, they can be pushed with the foot or hand. If the participants successfully follow the rules of the game, the leader rolls in an additional number of balls. The meaning of the game is to set a team record for the number of balls in a circle.

« The hour of silence and the hourcan”»

Purpose: to enable the child to lose accumulated energy, and for an adult to learn to control his behavior.

Agree with the children that when they are tired or busy with an important task, there will be an hour of silence in the group. Children should be quiet, calmly play, draw. But as a reward for this, sometimes they will have an hour of "you can" when they are allowed to jump, scream, run, etc.

"Hours" can be alternated within one day, or you can arrange them on different days, the main thing is that they become familiar in your group or class. It is better to stipulate in advance which specific actions are allowed and which are prohibited. With the help of this game, you can avoid the endless stream of comments that an adult addresses to a hyperactive child (and he “does not hear” them).

« Pass the ball»

Purpose: to remove excessive physical activity.

Sitting on chairs or standing in a circle, the players try to pass the ball as quickly as possible without dropping it to a neighbor. You can throw the ball to each other at the fastest pace or pass it, turning your back in a circle and putting your hands behind your back. You can complicate the exercise by asking children to play with eyes closed or using several balls at the same time in the game.

« Siamese twins»

Purpose: to teach children flexibility in communicating with each other, to promote trust between them.

Tell the children the following. “Split into pairs, stand shoulder to shoulder, hug each other with one hand on the belt, put your right foot next to your partner’s left foot. Now you are fused twins: two heads, three legs, one body, and two arms. Try to walk around the room, do something, lie down, stand up, draw, jump, clap your hands, etc.” In order for the “third” leg to act “friendly”, it can be fastened either with a string or an elastic band. In addition, twins can “grow together” not only with their legs, but with their backs, heads, etc.

« Onlookers»

Goal: development of voluntary attention, speed of reaction, learning the ability to control your body and follow instructions.

All players walk in a circle holding hands. At the signal of the leader (it can be the sound of a bell, rattles, clapping hands or some word), the children stop, clap their hands 4 times, turn around and go the other way. Those who do not have time to complete the task are eliminated from the game. The game can be played to music or to a group song. In this case, the children should clap their hands when they hear a certain word of the song (specified in advance).

« Hear the command»

Purpose: development of attention, arbitrariness of behavior.

The music is calm but not too slow. Children walk in a column one after another. Suddenly the music stops. Everyone stops, listens to the leader’s whispered command (for example: “Put your right hand on the neighbor’s shoulder”) and immediately execute it. Then the music plays again and everyone continues walking. Commands are given only to perform calm movements. The game is played as long as the group is able to listen well and complete the task. The game will help the educator to change the rhythm of the action of the naughty children, and the children to calm down and easily switch to another, calmer type of activity.

« Arrange posts»

Goal: development of volitional regulation skills, the ability to focus on a specific signal.

Children march to the music one after another. Ahead is the commander, who chooses the direction of movement. As soon as the leader claps his hands, the last child must stop immediately. Everyone else continues to march and listen to commands. Thus, the commander arranges all the children in the order he intended (in a line, in a circle, in the corners, etc.). To hear commands, children must move silently.

« The king said...»

Purpose: switching attention from one type of activity to another, overcoming motor automatisms.

All participants in the game, together with the leader, stand in a circle. The host says that he will show different movements (physical education, dance, comic), and the players should repeat them only if he adds the words "The King said." Whoever makes a mistake goes to the middle of the circle and performs some task for the participants in the game, for example, smile, jump on one leg, etc. Instead of the words "The King said", others can be added, for example, "Please" or "The commander ordered."

« Forbidden movement»

Purpose: a game with clear rules organizes, disciplines children, unites the players, develops responsiveness and causes a healthy emotional upsurge.

Children stand facing the leader. To the music, with the beginning of each measure, they repeat the movements that the leader shows. Then one movement is selected that cannot be performed. The one who repeats the forbidden movement is out of the game. Instead of showing movement, you can call numbers out loud. The participants in the game repeat all the numbers in chorus, except for one forbidden one, for example, the number "five". When the children hear it, they will have to clap their hands (or spin in place).

« Listen to the pops»

Purpose: training of attention and control of physical activity.

Everyone walks in a circle or moves around the room in a free direction. When the facilitator claps his hands once, the children should stop and take the stork pose (stand on one leg, arms to the sides) or some other pose. If the host claps twice, the players should take the “frog” position (squat, heels together, socks and knees to the sides, hands between the feet on the floor). For three claps, the players resume walking.

« Freeze»

Purpose: development of attention and memory.

Children jump to the beat of the music (legs to the sides - together, accompanying the jumps with claps above the head and on the hips). Suddenly the music stops. The players must freeze in the position in which the music stopped. If one of the participants did not succeed, he leaves the game. Music sounds again - the rest continue to perform movements. They play until there is only one player left in the circle.

« Let's say hello»

Purpose: relieving muscle tension, switching attention.

At the signal of the leader, the children begin to randomly move around the room and greet everyone who meets on their way (and it is possible that one of the children will specifically seek to say hello to the one who usually does not pay attention to him). You need to say hello in a certain way:

  • 1 clap - shake hands;
  • 2 claps - greet with shoulders;
  • 3 claps - greet with backs.

A variety of tactile sensations accompanying this game will give a hyperactive child the opportunity to feel his body, relieve muscle tension. Changing partners in the game will help get rid of the feeling of alienation. For completeness of tactile sensations, it is desirable to introduce a ban on conversations during this game.

« Fun game with a bell»

Purpose: development of auditory perception.

Everyone sits in a circle, at the request of the group, a leader is chosen, however, if there are no people who want to lead, then the role of the leader is assigned to the coach. The driver is blindfolded, and the bell is passed around in a circle, the task of the driver is to catch the person with the bell. You cannot throw the bell to each other.

Children love to run, jump, compete.

Outdoor games develop not only dexterity, endurance, reaction speed, but also many of the games we offer develop attention, logical thinking, and the ability to quickly switch.

Swan geese

The game develops reaction and endurance of your child.

On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2 - 3 meters wide. On the other side of the site, 2 benches are placed - this is a “mountain”. All players are in the "goose house" - "geese". Behind the mountain, a circle “lair” is outlined, in which 2 “wolves” are placed.

On a signal - “Geese-swans, in the field”, “geese” go to the “field” and walk there. At the signal “Geese-swans home, the wolf behind the distant mountain”, the “geese” run to the benches in the “goose house”. Because of the "mountain" the "wolves" run out and catch up with the "geese".

Players who are never caught win.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, thinking, reaction

Number of players: 4 or more

Place of play: street

alphabetically

In order to better remember the names, in order to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.

The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:

So that all names are arranged alphabetically;

So that everyone stands by the color of their hair (brunets on the left, blondes on the right);

So that everyone stands in height (left - small, right - large).

Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.

Age: from six years old

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoor

Hurry up to pick up

With this game you can have fun in a team.

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.

On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.

The participant who managed to pick up more balls wins.

Age: from six years old

The game develops: attention, coordination, agility, reaction

Number of players: 2

Place of play: street

Items needed: balls

Cones, acorns, nuts

A mobile game that children really like.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.

If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Age: from six years old

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in a line in the center of the hall, face each other with a gesture denoting the chosen animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.

Age: from six years old

Purpose of the game: relaxation, concentration

Number of players: 10 - 30

Place of play: spacious safe room

Target

This is developing dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has a ball. Those outside the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend to make a throw.

The leader runs around dodging the ball. The player who did not hit the leader with the ball takes his place.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, accuracy, reaction

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me your hand

Before the game, children choose a territory beyond which they cannot run out.

One leader is chosen - a tag, the rest of the players freely move around the site.

Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.

Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.

If the tag caught up with a single player, they switch roles.

Age: from six years old

The game develops: alertness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumpers - sparrows

Great children's game. First, a circle is drawn on the asphalt with chalk.

In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".

They jump into the circle and jump inside it. Then they also jump out of it.

The "crow" tries to catch the "sparrow" when it jumps inside the circle.

If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Age: from six years old

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

british bulldog

Playing affects the stamina and reaction of the child.

Children assign two catchers ("bulldogs"). "Bulldogs" stand on one side of the site, and all the others - on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".

The game continues until all the runners turn into bulldogs.

Age: from six years old

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

homeless hare

An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside.

The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

Age: from six years old

The game develops: mindfulness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

Polar bears - an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

On the edge of the site, which is the sea, a small place is outlined - an ice floe, on which the driver stands - "polar bear". The rest of the "bears" are randomly placed throughout the site.

"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.

Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.

"Bear" runs up, taunts the one he has caught and takes him to the ice floe.

The next two caught also join hands and catch the rest of the cubs.

When all the "bears" are caught, the game ends.

The last player caught wins and becomes the polar bear.

Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.

Age: from six years old

Game development t: dexterity, reaction, fantasy

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty - a game that develops the attention and quick reaction of children well. It can be used at school for physical education minutes for elementary school students.

The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.

If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate moves.

Age: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Irina Serguts
Card file of outdoor games for the average preschool age

No. 1 "Mousetrap"

Purpose: To develop in children endurance, the ability to coordinate movements with words, dexterity. Exercise in running and squatting, building in a circle and walking in a circle.

Description of the game: the players are divided into two unequal teams: the big one forms a circle - a “mousetrap”, the rest are mice.

Oh, how tired the mice are,

Divorced their passion!

Everyone ate, everyone ate

Here to attack (2 times)

Beware, cheaters

We will get to you.

Here, let's arrange mousetraps,

Let's get everyone now!

Then the children put their hands down, and the "mice" remaining in the circle stand in a circle and the mousetrap increases.

No. 2 "Roll the ball"

Purpose: to develop endurance, attention, dexterity. Practice rolling the ball.

Description of the game: the players form a circle, kneel and sit on their heels. The instructor rolls the ball to one of the children. He pushes away from himself with his hand, preventing the other player from touching the legs. If the ball touches the feet, the child takes a step out of the circle. Sitting around the circle, the loser takes part in the game if he pushes off the ball accidentally sent to him. The duration of the game is 4 - 5 minutes.

No. 3 "Bird flight"

Purpose: to develop endurance in children, the ability to move on a signal. Practice running, climbing.

Description of the game: children stand scattered at one end of the playground - “birds”. At the other end there are gymnastic benches or a gymnastic wall with several spans. At the signal “birds fly away”, the birds fly with their wings spread. At the signal “storm”, the birds fly to the tower - they hide from the storm. At the signal "the storm has stopped", the birds fly. Duration 5-7 minutes.

№4 "Burn, burn bright!"

Purpose: to develop in children endurance, orientation in space. Practice running fast.

Description of the game: the players line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. "Catching" stands on this line. Everyone says:

Burn, burn brightly, so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing! One, two, three - run!

After the word “run”, the children in the last pair run along the column (one on the left, the other on the right, trying to grab the hands in front of the catcher, who tries to catch one of the pair before the children have time to meet and join hands. If the catcher succeeds do, then he forms a pair and stands in front of the column, and the rest is catching.

No. 5 "Cunning Fox"

Purpose: to develop patience and observation in children. Exercise in fast running, in building in a circle, in catching.

Description of the game: players stand in a circle at a distance of one step from each other. Outside the circle, the "fox's house" is outlined. The children close their eyes, and the teacher goes around the circle and touches one of the players, who becomes a "sly fox". Children open their eyes. The players ask in chorus three times, first quietly and then louder: “Cunning fox, where are you?” The cunning fox comes to the middle of the circle, raises his hand and says: "I'm here!" Children scatter, and the "fox" catches. Caught - to the house. Duration 6-8 minutes.

#6 "Hide your hands behind your back"

Purpose: to develop in children the speed of reaction to the signal. Exercise in running, in catching, fixing the correct posture.

Description of the game: they choose a driver - a “trap”, stands in the middle of the site. The rest stand in different places on the site and hold their hands behind their backs. At the “start” signal, the players lower their hands and begin to run in any direction, but only within the boundaries of the area indicated by the flags. The task of the "trap" is to catch one of the players, but you can only touch those who have their hands down. If the player managed to put his hands behind his back and say "I'm not afraid", the trap cannot touch him. If the trap failed to catch anyone, another one is assigned. Duration 5-7 minutes.

#7 "Guess what they did"

Purpose: to develop in children endurance, initiative, imagination.

Description of the game: choose one child who moves 8-10 steps away from the rest and turns his back. Children agree on what action they will portray. At the word “time”, the guesser turns, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

What we saw - we will not say

And we will show you what we did.

All children depict some kind of action (play the harmonica, ride horses, etc.) The driver must guess this action. The duration of the game is 4-6 minutes.

No. 8 "Two frosts"

Purpose: to develop in children inhibition, observation, the ability to perform movements on a signal. Practice running

Description of the game: the players are located on two sides of the site, two drivers stand in the middle (Frost - Red Nose and Frost - Blue Nose) and say:

We are two young brothers

Two frosts removed:

I am frost - Red nose,

I am Frost - Blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players respond:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, all the players run into the house on the opposite side of the site, and the frosts try to “freeze” them (touch them with their hands). The duration of the game is 5-7 minutes.

No. 9 "Traps from the circle"

Purpose: to develop in children the ability to coordinate movements with words. Exercise in rhythmic walking, in dodging and catching, in building in a circle

Description of the game: children stand in a circle, holding hands. Trap - in the center of the circle, bandage on the arm. The players move in a circle and say

We, funny guys, love to run and jump.

Well, try to catch up with us. One, two, three - catch!

Children scatter, and the trap catches up. Caught temporarily steps aside. The game continues until the trap catches 2-3 children. Duration 5-7 minutes.

No. 10 "Traps with a ball"

Purpose: to develop the ability to perform movements according to the word. Practice throwing at a moving target and dodging.

Description of the game: the court is limited by lines. In the center of the court, the players form a circle, standing apart from each other at a distance of arms extended to the sides. One child becomes the center (leader). At his feet are 2 small balls. The driver makes a series of movements, the players repeat. At the signal of the teacher: “Run from the circle”, the children scatter, and the driver tries to hit one of the children with the ball. At the signal “one, two, three in a circle, run,” the children again form a circle. The leader is changing. Duration 5-7 minutes.

No. 11 "The Frogs and the Heron"

Purpose: to develop in children the ability to act on a signal, dexterity. Practice high jump

Description of the game: a square is outlined - a "swamp" where "frogs" live. In the corners, pegs are driven in or cubes are placed. Height 10 - 15 cm. A rope is stretched along the sides of the square. Outside the "heron's nest" square. At the signal "heron", she, raising her legs, goes to the swamp and steps over the rope. Frogs jump out of the swamp, jumping over a rope, pushing off with two legs. Stepping over the rope, the heron catches the frogs. Duration 5-6 minutes.

No. 12 "Snake"

Purpose: to develop in children endurance, attention, synchronism of execution.

Description of the game: children pronounce:

Hey hey hey

Good snake!

Show up, show up

spin the wheel

The instructor invites all children to portray a snake. Children put their hands on each other's shoulders and slowly “snake” move forward after the teacher. Obstacles can be placed in front of children (cubes, arcs, etc., which the snake must go around without knocking over.

No. 13 "Wolf in the ditch"

Purpose: to develop courage and dexterity, the ability to act on a signal. Practice running long jump.

Description of the game: two parallel straight lines are drawn on the court at a distance of 80 - 100 cm - a "ditch". A “house of goats” is outlined along the edges of the site. The instructor appoints one player as a “wolf”, the rest are “goats”. All goats are located on one side of the site. The wolf gets into the ditch. At the signal “wolf in the ditch”, the goats run to the opposite side of the site, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the moat. The duration of the game is 5-7 minutes.

No. 14 " Free place»

Purpose: to develop in children the ability to perform movement on a signal. Practice running fast.

Description of the game: the players sit on chairs in a circle. The instructor calls a couple of children sitting nearby. At the signal "one, two, three - run!" they run in different directions around the circle, run to their place and sit down. The teacher and all the players note who took the first free place. The duration of the game is 5-7 minutes.

No. 15 "Owl"

Purpose: to develop in children inhibition, observation, the ability to perform movements on a signal. Get kids to run.

Description of the game: "owl" stands out from among the players. Her nest is away from the site. The players on the court are randomly placed. "Owl" - in the nest.

At the signal of the instructor: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, bugs, etc. At the second signal: “The night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.

After 2-3 exits of the “owl” to hunt, it is replaced by new drivers from among those who have never caught it.

The rules forbid the "owl" to watch the same player for a long time, and the caught one to escape.

No. 16 "Homeless Hare"

Purpose: to develop orientation in space in children. Practice fast running

Description of the game: a certain number of hoops are laid out, but fewer than the players. On command - "Run", the children run in a circle for the hoops. On command - "Stop!", The players jump into the hoops. Whoever doesn't get the hoop, their games come out. You can not withdraw children from the game, but start over. The duration of the game is 5-7 minutes.

No. 17 "Firefighters for training"

Purpose: to develop in children a sense of collectivism, the ability to perform movements on a signal. Exercise in climbing and in building in a column.

Description of the game: children are built facing the gymnastic wall at a distance of 5 - 6 steps in 3 - 4 columns. A bell is hung against each column at the same height. At the signal “1, 2, 3 - run,” the children standing first run to the wall, climb in and ring the bell. Then they descend and stand at the end of their column. Repeat the game 6-8 times.

No. 18 "Catching butterflies"

Purpose: to develop in children endurance and the ability to act on a signal. Practice running with dodging and catching, squatting.

Description of the game: choose two players - "children with nets." The rest of the players are "butterflies". On the word “fly”, the children scatter around the playground. At the signal "catch" two children run out to catch butterflies. They catch, closing their hands around the caught, then take him to a conditional place. To the words “Butterflies sat on flowers”, butterflies sit down and rest. When 3-5 butterflies are caught, note which pair caught more. Repeat the game 6-8 times.

No. 19 "Geese-swans"

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

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

Shepherd: Geese, geese!

Geese: Ha-ha-ha!

Shepherd: Do you want to eat?

Goose: Yes, yes, yes!

Shepherd: So fly.

Geese: We can't, the gray wolf under the mountain won't let us go home!

Shepherd: Well, fly as you like, just take care of your wings!

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

No. 20 "Shaggy Dog"

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

Description of the game: the children stand on one side of the hall, the dog on the other side. Children quietly approach him with the words:

Here lies a shaggy dog, with his nose buried in his paws.

Quietly, quietly, he lies, either dozing, or sleeping.

Let's go up to him, wake him up, and see what happens!

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

No. 21 "At the bear in the forest"

Purpose: To teach children to alternately perform different functions (run away and catch).

Game description: The bear's den is determined (at the end of the playground) and the children's house on the other. Children go for a walk in the forest and perform movements according to the verse, which they say in chorus:

At the bear in the forest,

Mushrooms, I take berries,

The bear doesn't sleep

And growls at us.

As soon as the children have finished saying the poem, the bear gets up with a growl and catches the children, they run home.

No. 22 "Brave mice"

Purpose: To teach to navigate in the hall. Cultivate endurance, ingenuity.

The leader is chosen. He will be a cat. The mice stand on the opposite side of the room from the cat, who is sitting on a chair. Mouse children slowly move towards the cat during the following words:

The mice came out once

See what time it is.

One two three four,

The mice pulled the weights. (instructor claps loudly)

Suddenly there was a strange sound...

The mice ran away.

The cat wakes up and tries to catch the mice. They, in turn, run away to their place. The mice that are touched by the cat are considered to be caught.

No. 23 "Airplanes"

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

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

Rules: Players must fly out after the signal "Fly!".

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

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

No. 24 "Whose link will gather sooner"

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

Game description:

Children have different colors and different sizes. geometric figures. Symbols are placed in different places of the group. Children must determine their place (by color and size).

No. 25 "Fox in the chicken coop"

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

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

The fox can catch chickens, and the chickens can only climb the roost on the signal "Fox!".

Options: Increase the number of traps - 2 "foxes". "Kuram" to climb the gymnastic wall.

No. 26 "Sparrows and the cat Vaska"

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

Game description: A circle is drawn on the ground or a cord with tied ends is placed. The instructor chooses a trap, which becomes the center of the circle. This cat is Vaska. The rest - sparrows, are outside the circle.

The instructor says:

A sparrow sways merrily on a branch.

A sparrow on a branch smiles at the sun.

Our sparrow flew, flapping its wings

And, probably, in the air we are dancing a field.

Well, the cunning Vaska cat crept up to the sparrow-

Sparrow, fly away!

Save yourself from the cat!

The cat catches sparrows. When he catches 2-3 birds, a new cat is selected.

No. 27 "Hares and the wolf"

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

Description of the game: One of the players is appointed as a wolf, the rest represent hares. On one side of the site, hares mark their places with hoops. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The instructor says: “The bunnies are jumping, hop - hop - hop, onto a green meadow. They pinch the grass, listen to see if the wolf is coming. Hares jump out of the circles and scatter around the site. They jump on 2 legs, sit down, nibble grass and look around in search of a wolf. The instructor pronounces the word “Wolf”, the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares run each to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf catches 2-3 hares, another wolf is selected.

Hares run out at the words - hares jump.

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

No. 28 " round dance game Bunny"

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

Description of the game: children stand in a circle, holding hands. In the center of the circle is a sad bunny. Children sing:

Bunny, bunny! What happened to you?

You are sitting very sick.

You get up, get up, jump!

Here's a carrot! (2 times)

Get it and dance!

All the children come up to the bunny and give him an imaginary carrot. The bunny takes a carrot, becomes cheerful and begins to dance. And the children clap their hands. Then another bunny is selected.

#29 "Find a mate"

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

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

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

Each time the players must have a pair.

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

No. 30 "Homeless Hare".

Purpose: To teach children to act on a signal. Develop attention, ingenuity.

Game description: Rabbit children make houses out of jump ropes folded in a ring. On a signal, the hares run out of the houses, jump one after another, jump on one leg. Hares rush to occupy any house, but one house is not enough. He becomes a "homeless hare". Now he acts as a leader, saying:

Hares run in the field

Jumped across the meadow

Children run out and frolic on the playground. The game continues.

No. 31 "Toss and Catch"

Purpose: To teach children to compete. Practice throwing the ball with both hands from the bottom up and catching it.

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

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

#32 "Who left?"

Purpose: To teach children to navigate in the group room and on the site. Develop memory, attention.

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

No. 33 "Cucumber - cucumber ..."

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

Description of the game: at one end of the hall - an instructor, at the other children. They approach the trap - the "mouse" by jumping on two legs. The instructor says:

Cucumber, cucumber, don't go to that tip,

The mouse lives there, it will bite your tail.

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

No. 34 "The mother hen and chickens"

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

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

No. 35 "Rabbits"

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

Description of the game: on one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite side is a watchman's chair. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs. (chairs can be replaced with hoops or arches)

OUTDOOR GAMES

Scouts and sentry

The hour is chosen. Flags (5-7 pieces) are placed around it at a distance of 15-25 steps. All the rest are scouts. They move away at such a distance that the sentry does not see oh. The task of the scouts is to steal the flag. The sentry can only move along the perimeter, limited by flags. If the sentry, having noticed the scout, calls him by name, the scout is out of the game. If the sentry saw a scout running away with a flag, and managed to call him by name, the flag returns to its place, and the scout hides again. The game ends either when there is 1 flag left or when there is 1 scout.

(The scouts may not leave the game, but be captured, i.e. stand in the limited space of the sentry. At the same time, other scouts can release him by touching him. If the sentry does not have time to name the liberator, the prisoner is free. With this option, the game can go on indefinitely).

Liberation

The players are divided into two teams: guards and spies. A circle is drawn, around the perimeter of which there is a blindfolded guard. In the center is a hostage. Spies must free him, sneaking between the guards unnoticed and taking him out of the circle. Guards stand about an arm's length apart. If the guard touches the spy, he becomes another hostage. After a certain period of time, the guards and spies change places.

Trains

7 or more people play. Equipment: whistle.

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

Sebihuza

There is a stripe in the center of the room. Two teams on opposite sides of the lane are trying to pull a friend over to their side. The one who steps behind the line goes to the other side and fights for the opposite team ..

Game.

Children stand in a circle, hold hands. The leader is in the center. The players walk in a circle and say in a singsong voice:

Uncle Tryphon

There were seven children

Seven sons:

They didn't drink, they didn't eat,

They looked at each other.

Together they did like me!

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best of all becomes the leader. Rules of the game. When the game is repeated, the children standing in a circle go in the opposite direction.

Frost-Red Nose

Two houses are designated on opposite sides of the site, players are located in one of them. In the middle of the site, the driver stands up - Frost-Red Nose. He says:

I am Frost-Red Nose.

Which one of you decides

To go on a path? .

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run across the playground to another house. Frost catches up with them and tries to freeze (touch with a hand). The Frozen ones stop at the place where Frost overtook them, and stand until the end of the dash. After several runs, another driver is chosen.

Chase

Divided into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposite team standing in front of him. Then, at the signal of the leader, the players standing in circles begin to move with side steps in different directions. On the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. It is necessary to pursue only the player who was standing opposite. The leader counts to thirty, then says: "Stop!" - and counts osalennyh. Then the teams switch roles.

Tunnel

The players are divided into two teams and line up in columns of two, holding hands, one column parallel to the other. At the signal of the leader, the children standing last in the columns run forward under the raised hands of the players and stand in front of their column, raising their hands up. The latter is a signal for those who are behind, and they do the same as the previous pair. The team whose players finish the run first wins.

Seine

Two or three players join hands, forming a "net". Their task is to catch as many "floating fish" as possible. If the "fish" is caught, then it joins the drivers and becomes part of the "net".

labyrinth

Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (side arms do not raise) The hare runs through the maze without running under his arms. At the command of the teacher "to the right" the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

Ball in hand

The players line up. Outstretched arms with open palms are held behind the back. One of the players is behind them. He has a ball or a pebble in his hand. Walking along the line, he pretends to want to drop the ball into someone's palm. Players must not look back. Finally, he drops the ball into someone's hand. The player who received the ball suddenly breaks out of the line. Neighbors to the right and left must grab him (or touch him down) before he moves. But at the same time, they do not have the right to leave the line. If they fail to capture him, he may return to his seat and the game continues. If he is caught, he changes places with the leader.

Moscow hide and seek.

One person turns his back to the participants and one of the participants hits him with his hand on the back, then he turns and says to whom he thinks, and they answer him: “How much will you give?”. (For example, run around a house or building), he says how many circles, and only then he is told whether he guessed correctly or not. If not, then he himself runs, and during this time everyone is hiding in a certain area. Then he looks for everyone he finds, runs to a certain place and shouts “tukita”, whoever has time to tukitatak himself. The one whom he taps. He becomes the leader.

Ocean is shaking.

The leader is selected and the participants say the following words: “The sea worries once, the sea worries two, the sea worries three, freeze the sea figure.” Participants must depict any figure they wish, and the presenter must guess the figures and say which one he liked best. The person whose figure you like becomes the leader. (The game is supposedly endless).?.

Kondaly.

2 equal teams are taken and stand against each other at a distance of 4 meters, hands are taken tightly. In turn, each team says the following words: “Kondals” - the first team, “Chained” - the second, “Unchain us” - the first, “Which of us” - the second. Then the first team chooses any person from the opposite side and he must break their chain, if he does not break, then he is part of the first team. Then the commands change, i.e. words begin to speak the second command. We play until there is not a single person in one of them.

Agents 007

Venue: lawn

Duration: 5 min.

Quantity: 20 persons

Equipment: film jars + for example: sand, cereals, pebbles, coins, pebbles, small screws, water, etc.

Game progress:

Each participant is given a jar of film. Inside they can be pebbles, sand, salt, flour, etc. The task of the participants is, without opening the jar, by sound, to find their partner as quickly as possible.

Flight

Let's start with the fact that we will offer everyone to call themselves some kind of bird (animal), provided, however, that there should not be two identical birds in the game. The players are placed in a room in a circle, leaving the middle of it free.

One of the participants in the game is the driver. Its place is in the middle of the circle. The driver is blindfolded. He's a slut. Perhaps it would be useful if someone reminds the driver again which birds are represented in our game today. However, from time to time they themselves, as best they can, will let you know about themselves, calling to each other with bird voices - chirping, croaking, quacking. Blind Man's Buff calls for any two birds, which, according to his assumptions, are at opposite ends of the room. The summoned must change places. Making a flight, that is, moving, they can resort to various tricks and evasions: squat, crawl, distract the blind man's blind man with false maneuvers, thereby helping each other.

If the flight is made by them safely, they notify the blind man of this by clapping their hands, and he calls two other birds. This continues until the blind man's blind man catches someone. In this case, the one caught becomes a blind man, and the former driver takes the vacant place in the circle, immediately declaring himself to be some kind of bird.

Neighbor on the right

All participants in this fun game sit down in a circle. The driver becomes in the center of the circle. Turning now to one, then to another of the players, the leader asks each one a question or asks to perform some movement: stand up and turn around in place or clap your hands three times, etc. But answer the question asked, or the required movement must be performed not by the one to whom the driver is addressing, but by his neighbor on the right, whom the driver does not even look at. Having received an answer, the driver immediately turns to another, to a third, and so on, until one of the players makes a mistake.

A question is asked (or a task is given) quickly and suddenly. Just as quickly you need to give an answer (or perform the required movement). If a question is asked that is difficult to answer right away, then you can say: “I don’t know,” which is already the answer, but just don’t be silent.

It would seem that these rules are very simple and easy to remember, but in the game they are often violated due to the suddenness with which the driver addresses the participants in the game. Either the one to whom the question is addressed answers it himself, or the neighbor to the right of surprise will be confused and will not immediately realize that he is just supposed to answer. Who broke the rule, he will have to give way to the leader of his place in the circle and give a phantom.

dodgeball

The playing field (-8-10 meters long is outlined on both sides by lines behind which there are bouncers (leaders), their task is to knock the players out of the field with the ball, the ball is served alternately from one bouncer to another, there are a lot of options for players, a) the bouncer becomes "knocked out" or newly arrived player, b) the players are divided into teams and the knocked out players leave the field until all the players of the team are knocked out, while a "candle" can be caught from the hands of the bouncer, which means either the opportunity to stay in the circle, or return one of the knocked out players on the field, c) if the previous options are widely known, then I encountered this only once - in the pioneer camp. There should be quite a lot of players - at least 4-5 in each of the two teams. In each team - one bouncer (B) and the rest of the players (I) on the field are placed as follows:

| | | B1| I2 | I1 |B2 ] | ]

Each of the teams in turn possesses the ball and kicks out the opponent’s players (I1-I2), knocked-out players from the category of players go into the category of bouncers, that is, they go out of the field into the sector (B1-B2, respectively), only the player who caught "candle" (the ball caught from the ground is not considered a "candle", the player who catches such a ball goes to the dodgeball). The team that still has players left wins, and they start the next round.

Steps

A circle with a diameter of 1.5-2 meters is drawn, in which all participants are placed, the driver throws the ball as high as possible and runs farther from the circle, one of the players who managed to catch the ball shouts "stop" and assigns the number of steps to the driver (steps can be the most diverse and in different quantities, for example, 2 "giants" and "5" midgets "), if after completing the assigned steps he manages to touch the driver, he himself becomes the driver. I remember only a few steps, but you can dream up yourself: " Giant" - big steps in a jump, "Lilliputians" - half a step, "thread" - from toe to toe, "ducklings" - squat, "umbrellas" - jump with a coup, "bunny" - jump-legs together).

The circle is divided into sectors - countries, while water pronounces a game phrase (again lost, you have to invent it), the players scatter. The command "Stop!" Sounds, the players freeze, then the water selects the victim (usually the one closest to him) and assigns steps, if he guessed it, then cuts off fromthe country of the loser has a piece for himself, no, he gives up part of his territory (you can cut only by standing with your foot (feet) on your territory, and then how you can reach it (the circle should be large enough).

Potatoes

The ball should be light, preferably a small inflatable one. Players standing in a circle throw the ball each other(they catch or beat off like in the game "volleyball"), the one who misses or drops the ball becomes a "potato" - squats in a circle and the ball can be hit on it. If the ball after hitting the "potato" falls to the ground, then it is not considered missed and the game is resumed, if the "potato" manages to catch the ball (like a "candle"), then the lost ball becomes the "potato", and the rest of the players leave the circle. The last of the two remaining players to drop the ball to the ground becomes the first "victim" of the new hand.

Spots on a string

Tie a rope 3-4 meters long to the post. Draw a circle of the same radius around the column. Scatter two or three dozen pebbles (cones, sticks, etc.) inside the circle. This wealth will be guarded by one of you, the one you choose by lot. And all the rest (five people), having settled down first outside the circle, try to take possession of the pebbles, take them out of the circle as much as possible. The watchman must hold on to the rope with one hand, but the other is free for him to stain careless miners. The one who is tarnished is out of the game. After the agreed time (three minutes is enough?), the watchman's shift ends. You can count how many pebbles were stolen from him, and how many he saved.

Now repeat with the other watchman. When everyone is in this role, it will not be difficult to determine who was more successful in it.

Edible - inedible

The playing field is drawn in a line, where each line is separated from the other by one step (you can play on a wide ladder), the players stand behind the last line and the driver throws them a ball in turn, calling various items. If an "edible" word sounds, the player must catch the ball, "inedible" - skip or discard, if the player's actions correspond to the named word, the player goes to the next line (on the trail, step). The one who first crosses the last line wins and becomes the driver.

I know 5 names!

They mint the ball (palm) on the ground, pronouncing the next word with each blow: "I know 5 names of girls (boys, names of flowers, birds, and so on ad infinitum): Masha - one, Tanya - two, Katya - three, "Sonya - four , Ira - five", "I know 5 ..." If a player makes a mistake or makes a long pause, the ball goes to another player, when the ball circles and returns to the player, the game for this player resumes from where it left off ( as it is done in the "classics"), while it is better to agree in advance in what order the objects will be called. This game is useful even without a ball, at home.

Eat quieter...

One of the options for "sea figures", the driver becomes on one side playing field, the players are at its other end, the water turns away and says: “You go quieter - you will continue, one, two, three, stop” and turns around, the players who are running to the driver at this moment should freeze, the one who did not have time to stop in time returns to the starting line. The winner, the first to reach the water, becomes water himself. The whole interest lies in the fact that the phrase can be cut off in any way (an element of surprise is introduced), but the last word should still be "stop", only after it the water can turn around.

houses

House circles are drawn on the field, exactly one less than the number of players, water bypasses the houses, collecting players in a chain and takes them away, while telling where it leads them, after the command "go home" everyone rushes back and the player who did not get the house , becomes driving. I don’t remember the words at all, it’s not particularly important, but here’s my hasty version of the beginning of the saying: “the gnomes went for a walk, left their houses: Misha the gnome (for example), Sasha the gnome (etc., listing all the players), they went into the forest, but got lost, walked for a long, long time, (further to taste) "then follows an unexpected command" home "in any place of the story - developsattention and response.

ringlet

The players sit on a bench and hold their palms folded like a boat in front of them, the water clamps a ring (or a coin) in its “boat” and passes through all the players in turn (more than once), putting their palms into the palms of the players, imperceptibly shifting the “ring” to one of them ", then says: "Ring-ring, go out on the porch", the task of the player who received the ring is to get up and go out, while becoming the driver, the task of the rest is to keep him, if they, of course, have time to figure out who got this ring, it is interesting to play in the composition at least 4-5 people.

Traffic lights.

After the leader is chosen, everyone stands on one side of him at a distance of five steps. The driver turns away from the players and calls any color. Participants must find this color in their clothes, and holding on to it, they can freely go to the other side. Anyone who does not have this color must run across so that he is not caught. Whoever gets caught becomes the driver.

Squirrels - arrows

(someone mistakenly, or maybe correctly, calls this game "Cossack-robbers") The players are divided into two teams, the "shooters" are given time to hide and then the chase begins, the search is carried out along the tracks-arrows placed by the players-"shooters" cornering, maybe more. As soon as the last "shooter" is found and caught, the teams switch roles.

Leapfrog

Jumping over each other in a chain, "Brook" is also known to everyone and is more suitable for folk dances (IMHO).

Above the feet from the ground

The players in a row scatter and attach themselves so that their feet do not touch the ground (sit down, hang on trees, etc.) your location.

Pike

G variant of salochek (tags), the salted clings to the water and together they salat the next, the last salted player becomes the leader.

Pike 2

Another version of this game, but the stony ones freeze in place, opening their hands, they can be re-enchanted if the driver allows other players to approach them, the last one becomes the driver salted.

merman grandfather

Everyone stands in a circle and walks around the driver with their eyes closed: "Grandfather Vodyanoy, why are you sitting under water! Come out for a minute! Let's play a joke!" After that, the merman gets up and chooses any player at random, touches and tries to guess who it is. If you guessed right, then guessed, it becomes "Water".

Third wheel

"The players stand in a circle in twos (one after another) the driver runs after one of the free players in the outer circle without crossing it, the player can stand in front of one of the pairs and then the one who turns out to be third and stands with his back to the border of the circle will have to run away. The salted one becomes the leader.

Sat on the golden porch

The driver spins in place and rotates jump ropes around him near the ground (if long, it is better to fold them in half), saying (for each turn, according to the word): “The king, the queen, the king, the queen, the cook, the tailor, ... were sitting on the golden porch, ... (I don’t remember further, but it rarely came to that, if you come up with it yourself :) So, the players around should jump over the rope, whoever doesn’t have time, he leads and until the next mistake is called the word on which he got tangled in the rope.

cannibal

The cannibal sits with his eyes closed and everyone touches him in turn, the one whom he manages to grab by the hand becomes a "cannibal".

Elephant

Two teams play: the "elephants" stand in a chain, holding each other in a bent state, the riders jump on them and the "elephant" tries to walk with this burden.

ball game

The key phrase is Squirrel, but you can come up with it yourself, girls usually play it. Hitting the ball against the wall in turn, they jump over the ball that bounced to the ground, if the jump fails, the player is given a name according to the next word of the key phrase. As soon as the phrase ends, the player is out of the game.

King

The players stand in a circle, dance around the Leader ("king") in a round dance with the words: - The _king_ walked through the forest, through the forest, through the forest, I found myself a princess, princess, princess, (the king chooses a princess from the round dance) Let's jump with you, jump , jump, (everyone performs the indicated actions) And we jerk our legs, we jerk, we jerk, And we stomp our legs, we stomp, we stomp, And we clap our hands, we clap, we clap, We shake our heads, and we start again ... (it’s better to choose a princess with your eyes closed)

cock fight

The number of players - 20 - 40 people.

Training. Divide the children into pairs according to their abilities. In each pair, the players stand opposite each other, one leg is bent, hands behind their backs.

Description of the game. On signals, the players strive to unbalance the opponent with shoulder jerks, forcing him to stand on both legs.

Rules. 1. Do not push with your hands.

2. you can not change the leg without a command.

The pedagogical value of the game. This is a game of resistance. It contributes to the development of strength, agility, speed of reaction.

Wattle

Teams of 4-5 people each participate in the game. Children stand in lines opposite each other and learn to weave wattle. To do this, they cross their arms in front of themselves and connect the right hand with the left hand of the neighbor on the left, and the left hand with the right hand of the neighbor on the right. Both ranks, lowering their hands, go towards each other with the words:

One two three four,

Must follow orders.

No, of course, in the whole world

Friendship is better than ours!

After that, the children disperse or scatter along the veranda. At the signal of an adult, they should stand in ranks and form a wattle fence. The rank that performs the action first wins.

Who is flying?

The players and leader stand in a circle. An adult pronounces, for example, the following words: “The starling is flying!” - and raises his hands up, the children do the same. After several repetitions, he suddenly says again: “The bear is flying!”. If one of the players raised their hands at the same time, he lost, takes a step out of the circle.

Catch-throw

Children stand in a circle, an adult in the center. He throws the ball and catches it back, saying: "Catch, throw, don't let it fall." The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from! up to 2 m or more. Older guys with a good fishing skill are invited to name words of the opposite meaning. For example, one child, throwing the ball, says "narrow", caught, throwing the ball to another, calls the word of the opposite meaning - "wide", etc.

Traffic light

Participants in the game must be very careful. When the host says green, the guys should stomp their feet; when the color is yellow - clap your hands. Silence when red.

Make a figure

Children run, jump all over the playground, and one child - the judge - stands aside. At the signal of the counselor “One, two, three!” all children stop and make a “figure”. The judge examines all the "figures", chooses the one he likes, and this child becomes the judge. Rules. The players stop on a signal and each time depict a new “figure”. The judge, choosing a “piece”, must evaluate a beautifully and accurately executed movement.

Stay calm

The players form a circle. The driver walks inside the circle and, stopping in front of someone, says loudly: “Hands!”. The one to whom he addressed should stand calmly, and his neighbors should raise their hands: the neighbor on the right - left, the neighbor on the left - right. Whoever makes a mistake, raises the wrong hand or gapes, he replaces the leader.

Chut - Gut

5-6 guys play. They stand in one line at the line. Each of them should have a stick 60 - 70 cm long. At the signal of the counselor, the players one by one begin to throw their sticks, trying to make them fly as far as possible (but in one direction). The one whose stick falls closest must run forward,collect all the thrown sticks and bring them back, but at the same time he must continuously repeat: “Chut-gut”, “Chut-gut” (until all the sticks are returned to their owners).

Then the game is repeated. The one who is the most awkward 3 times in a row and whose stick is closest is out of the game.

A statue.

This game is best played with a big ball. Players stand in a circle and throw the ball to each other. Whoever did not catch the ball receives a punishment: he will have to continue the game while standing on one leg. If in this position he manages to catch the ball, then the penalty is removed. If he misses the ball again, he will have to get on one knee and try to catch the ball in that position. With the third mistake, the unfortunate player is lowered to both knees. If he manages to catch the ball, everything is forgiven. On the fourth error, the player is out of the game;

Cities

This is a game of great mobility. It develops a child's quick reaction and eye. In addition, the game has educational value. Children train in counting, develop memory, memorize the names of the city!

Draw a big circle on the ground. Everyone stands in a circle. Everyone chooses the name of the city.

The leader throws the ball up and calls a city. The player whose city he named must catch the ball. If he caught it, then, in turn, he can also throw the ball up and name any city. And if he didn’t catch, then all the players scatter in different directions while he catches up with the ball. When a player grabs the ball, he yells "Stop!" And then all the "cities" freeze in place.

The player with the ball chooses any city and determines by eye how many kilometers it is. Every kilometer is a step.

She walks up to him and counts her steps. If, after the named number of steps, he can reach the player, he becomes the city, and the player is the leader. The game starts again from the circle.

Traps

You are running away from the leader, and he must overpower you. Whom he caught, he must take the lead by the hands to catch the rest. This continues until everyone is caught.

Day and night

Across the platform or hall, in the middle, two parallel lines at a distance of 1-1.5 from one another. On both sides of them, at 10 - 15 m., lines of "houses", "day", "night" are drawn parallel to them.

Everyone who wants to play is divided into two teams: one of them is "night", the other is "day". Both teams line up at their mid lanes. Moreover, the players of both turn to face their "homes *" i.e. with their backs to each other,

In the very center of the site stands the leader. He suddenly gives "Day!". After this signal, the players of the night team run away to their "home", and the players of the "day" team try to catch up with them and knock them down. Salted go to the "day" team. The leader again gives the signal: "Day!" or "Night", trying to strictly alternate the names of the teams so that they are unexpected for the players. In order to distract the attention of the players and somehow diversify, leading before the signal can invite them to their socks, raise their hands up or forward, sit down, etc. Then suddenly say: "Night" or "Day!", Defeating the team where there are more greasy players. Rules:

1. It is forbidden to run to your house before the leader gives a signal. 2. The players can build "facing the leader (side by side to each other).

snake

The players join hands and form a long "chain" or "snake". At the head of the "chain" is the strongest player who, running, pulls the rest. He runs in different directions, describing various figures, passes under the hands of his comrades who make up the "chain", and braids everyone. Sometimes it stops and spins in place, wrapping the whole "chain" around itself. The twisted and twisted "chain" must be able to unravel, otherwise he loses the right to further guidance.

Having done several exercises with the "chain", the leader tries to break it with quick and unexpected turns. First, it pulls the "chain" in a straight direction, then suddenly turns sharply to the side back, from which the latter in the "chain" acquire such a rapid movement that they do not hold back.

The player, through whose fault the "chain" broke, leaves the game, the "chain" is connected again. Ig] "" continues until only strong players remain in the "chain", whom the leader is not able to lose, no matter how fast and unexpected movements he makes.

It's boring to sit like this

There are chairs along opposite walls of the hall. Children sit on chairs near one wall. Read the verse:

It's boring, it's boring to sit like that. All look at each other. Isn't it time for a run? And change places?

As soon as the rhyme is read, all the children run to the opposite wall and try to occupy the free rooms, which are one less than the participants in the game. Whoever is left without a chair is out. Then two chairs are removed. Everything is repeated until the winner takes the last remaining chair.

sick cat

Brazil

played by more than five people

Game progress. One player is a healthy cat trying to catch everyone else. Each player who has been tarnished must place his hand exactly on the spot where he was tarnished. He also becomes a cat, but sick and helps a healthy cat when catching. A sick cat can only stain with a healthy hand. The player who is not tarnished wins. He becomes a healthy cat for the next round.

Thai boxing

Two people in the ring blindfolded fighting
bags filled with soft rags. Various options are possible:
give a bell to one, and a bag to another - he hits the sound, a man with
evades with a bell, you can give bags to both, and introduce two intermediaries -
they direct their players in short commands.

Relay race

The group lines up in several columns. Each has a row of pins in front of it. The first person closes his eyes and tries to bypass them, and the group
tells him the direction to go. The difficulty lies in the fact that when
groups begin to shout at the same time, to distinguish from the general noise of the team of their
groups is extremely problematic.

Log

Two people in a circle take a log. Need to push out with a log
circle opponent.

two rings

The group stands hand in hand around a painting on the zimla
rings. Inside this large ring is a small one. Human can
to be only either outside the big ring, or inside the small one. Everyone's task is
force others to step into forbidden territory and still hold on
himself.

Run in tandem

You need to run the distance with your feet tied. You can do it in pairs or even several people.

american triangle

Everything is divided into fours. Three form
triangle. The rest is the leader. His task is to knock down one of the triangle.
The task of the other two in triangles is to protect their comrade. salt,
stretching your hand through the circle is impossible, you can only run around the triangle around. When
the leader manages to taunt, the tethered one becomes the leader, gradually everything
change roles.

Potyag

Belarus

10 or more people play.

Game progress. The participants of the game are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows. Ahead of the chain are becoming stronger and more dexterous participants - "clockwork". Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and pull each in their own direction, trying to either break the enemy’s chain or pull it over the intended line.

Rule. They start pulling exactly on the signal.

Brook

The number of participants is odd.

Participants stand in a row in pairs, join hands, and raise their hands above their heads. It looks like a "corridor". The remaining participant, grabbing the hand of any person standing in a pair, runs with him along the "corridor", and they stand together at the beginning. The participant left without a pair, in turn, does the same. During the game, each participant must change partners.

Hat

The leader announces the dance. It can be any dance: slow or fast. You can dance in pairs or alone. Everyone starts dancing. The leader has a hat. He puts it on the first participant he comes across. The most important thing is not to be left with a hat in your hands or on your head when the music stops. Therefore, it is necessary to get rid of the hat as soon as possible - put it on someone else. If a couple is dancing, you can put on a hat to one of the dancers and pick up a partner. The one with the hat becomes the leader.

kite and klusha

Two drivers are selected: "Kite" and "Klusha".

All other players become chickens. They line up in a column, one at a time, and hold tightly to each other. The “kite” needs to drag the “chicken”, and the “klusha”, spreading its arms to the sides, protects its offspring. The one whom the kite catches becomes naked.

Fight for the ball

The players are divided into two equal teams. Each team chooses a captain. The playing area is limited by lines. Approximate dimensions of the site - 18x36 meters.

Team captains go to the middle of the site and stand opposite each other. All other players, placed on the court, become pairs: one player is from one team, the second is from the other. The host tosses the ball between the captains, who try to catch it or pass it to one of their players. Having caught the ball, the player seeks to pass it to someone else from his team. Members of the other team hit, intercept the ball from the opponents and pass it to their players. The task of all participants is to make ten passes in a row between their players. The team that succeeds earns a point and the game continues from the middle of the court. If the ball is intercepted by an opponent, the pass count starts again.

They play for a set time: 10-15 minutes (or up to the indicated number of points - 10 - 20). The team with the most points or the one with the designated number of points first wins.

Rules of the game:

  1. You can’t snatch the ball, you can only intercept it on the fly or knock it out of your hands without pushing your opponent.
  2. If the ball overflows the field, then the opposing team throws the ball from the place where it overflowed the boundary.
  3. If two players touch the ball at the same time, the game stops and the referee must throw a dropped ball between them.
  4. With the ball, you can not run more than three steps, but you can lead it by hitting the floor, as in basketball.
  5. If during the passes the player committed rudeness (took the ball, deliberately
    pushed an opponent), the game stops and the ball is given to the team that passed
    ball.

black horse

The participants in the game choose a leader. The leader's task is to "tarnish" all the players. To do this, all participants scatter in different directions, and the leader, catching up, touches the shoulders of the players with a light touch. The one who was “tarnished” freezes in place, spreads his arms to the sides and shouts: “Disenchant me, black horse!”, “Crucify” your friends can only be a hot hug. So, the leader's task is to "tarnish" all the players, the players' task is to help each other out.

Fire brigade

Germany

10 or more people play.

Chairs according to the number of players are set in a circle, backs inward. The players (firefighters) walk around these chairs to the sound of music (beats of a tambourine, drum). As soon as the music stops, the players must place a piece of clothing on the chair they are standing next to. The game continues. When each participant removes 3 items (they end up on different chairs), an alarm sounds: “Fire!”. Players must quickly find their belongings and put them on. Whoever gets dressed the fastest wins.

Alone in a circle

Hungary

5 or more people play.

Equipment: ball.

Game progress. Players stand in a circle and throw a large light ball to each other until someone makes a mistake and drops it. This player goes into the circle and stands in the middle. The players continue to throw the ball, but they try not to grab the one standing in the center, but the ball hit him. If, nevertheless, the central player manages to catch the ball, then he can throw it at anyone. Whoever hits, he takes his place. The game becomes more interesting if it goes at a good pace and with a quick transfer it is possible to make the person in the center turn and jump well.

Capture the Flag

Rules of the game: Two teams participate. The territory of the camp is conditionally divided into 2 equal halves (you can draw a line or mark landmarks). Each team hangs its flag in an accessible, conspicuous place. The task of both teams is to capture the enemy flag and bring it into their territory without being tagged. If the flag is captured by several players, the flag may be transferred.

The flag can be guarded by no more than three people, but not in the immediate vicinity of it, but at a distance (4-5 meters from the flag), i.e. in a circle with a radius of 4-5 meters, the guards do not have the right to influence (salt) the enemy if he is already inside this circle. Guards can only keep the invaders from returning when they try to leave the rescue zone. Each team has a prison on its territory, where the caught (singed) players of the opposing team are taken. You can only saline on your own territory. In the prison, the prisoner is guarded vigilantly, but he can be released if a player from his team sneaks up to the prison unnoticed and touches him. In this case, they freely return to their territory, and no one can salt them.

big hunt

Rules of the game; The camp is divided into three or four teams. The task of each is to collect a sufficient number (for example, 50) of toothpicks or any other small identical items. Some counselors have toothpicks, but none of the teams knows which ones. The players themselves must find out, because. these counselors do not give themselves away, try to be inconspicuous or may even disguise themselves. Among the counselors there are also "killers", whose task is to take the participant out of the game by drawing a strip on the open area of ​​\u200b\u200bhis body.

A wounded player has no right to look for toothpicks until he runs back to the base and "heals". At the base, they heal him by crossing out black stripe red. After that, he continues to collect toothpicks. The team that collects the required number of toothpicks receives a blueprint (all teams receive this blueprint after they have collected the required number of toothpicks), using which they are the first to have the opportunity to find a real camp treasure - a box of sweets.

Trap

Preparation: the players form two circles. The inner circle, holding hands, moves in one direction, the outer one in the other.

The content of the game: at the signal of the leader, both circles stop, standing in the inner circle raise their hands, forming a gate. The rest then run into the circle, passing under the gate, then run out of it. Suddenly, the leader gives the next command, and the players of the inner circle abruptly lower their hands down. Those who are inside the circle are considered trapped. They join those in the inner circle and join hands. The game repeats and continues until then. until three players remain in the outer circle, who will be the winners. Rules of the game: 1 - the game starts at the sign of the leader and in the given directions 2 - the caught players become in the inner circle,

Mill

All players stand in a circle at a distance of at least 2 meters from each other, one of the players receives the ball and passes it to another, that third, etc. round. Gradually, the transmission speed increases. Each player tries to catch the ball.

Rules of the game: A player who misses the ball or throws it incorrectly is out of the game. The one who remains last wins.

Owl and birds

Before starting the game, children choose for themselves the names of those birds whose voice they can imitate. For example, a dove, a crow, a jackdaw, a sparrow, a titmouse, a goose, a crane, etc. The players choose an owl. He goes to his "nest, and those who play quietly, so that the eagle owl does not hear, come up with what kind of birds they will be in the game. Birds fly, scream, stop and squat. Each player imitates the cry and movements of the bird that om has chosen.

At the signal "Owl!" all birds try to quickly set a place in their house. If the eagle owl manages to catch someone, then he must guess what kind of bird it is. Only a correctly named bird becomes an owl.

Right handed game. Bird houses and the owl house should be located on a hill. Birds fly to the nest on a signal or as soon as the eagle owl catches one of them.

cat and mouse

The players (no more than five pairs) stand in two rows facing each other, join hands, forming a small passage - a hole. Cats are in one row, mice are in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat has caught the mouse, the players line up. The second pair starts the game. The game continues until the cats catch all the mice. Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Fifteen

The players choose a driver - a tag. Everyone scatters around the site, and the tag catches them. Rules of the game. The one whom the tag touches with his hand becomes the tag.

Options.

1. Fifteen feet off the ground. The player can save himself from the tag if he stands on some object

2. Fifteen - bunnies. Fifteen can only tarnish a running player, but as soon as the latter jumps on two legs / one leg, he is safe.

3. Fifteen with a house. Two circles are drawn along the edges of the site, these are houses. One of the players is a tag, he catches up with the participants in the game. The persecuted person can save himself from spotting in the house, since spotting is not allowed in the graves of the circle. If the tag touches one of the players with his hand, he becomes a tag.

4. Fifteen with a name. All players, except for Fifteen, choose the names of flowers, birds, animals for themselves. Fifteen does not stain the one who named himself in time (for example, a fox).

5. Circular tags. The participants of the game stand in a circle at a distance of one step. Everyone marks their place with a circle. Two drivers stand at some distance from each other, one of them is a tag, he catches up with the second player. If the evader sees that the tag is catching up with him, he asks for help from the players standing still, calling one of them by name. The named player leaves his place and runs in a circle, the tag is already catching up with him. The free seat is occupied by the player who started the game. A free circle, if in time, can be occupied by a tag, then the one who is left without a place becomes a tag. The game continues, the tag catches up with the player who left the circle.

Ball up

The participants of the game stand in a circle, the driver goes to the middle of the circle and throws the ball up with all his might, while naming the name of one of the players. Those who play together with the driver scatter in different directions. The player whose name was called, as soon as he catches the thrown ball, must shout "Stop!" At this signal, the players must stop. And the new driver must hit the ball at one of the players, taking three big steps from the place where the ball was thrown from. If he hits, then the touched player becomes the driver, if he hits, then he leads again.

flashers

Some of the participants in the game occupy chairs arranged in a circle, while one chair must remain free. The other players one by one stand behind the participants sitting on the chairs. The one who is behind empty chair, should wink at one of the players sitting on a chair, and the latter, in turn, can take an empty seat. It is important for the rest of the participants standing behind the chairs to keep the players on the chairs.

Four forces

The players stand in a circle, in the middle of it is the leader. He throws the ball to one of the players, while saying one of the four words: “earth”, “fire”, “water”, “air”. If “ground” is said, the one who caught the ball should quickly name some domestic or wild animal. At the word “water”, the player names a fish. When the word "air" sounds, the player must give the name of the bird. At the word “fire”, everyone needs to turn around several times, waving their hands. The ball is then returned to the driver. The one who made a mistake is out of the game

Oh-she-she-she!

Players stand in a circle and are calculated in numerical order. The leader, being in the center, calls any two numbers. The players who got these numbers should hit their knees, adding: “Oh-she-she-she!” - and quickly switch places. The host seeks to take the place of one of the players. The participant left without a place becomes the leader.

Steps

The players stand in a circle, the leader - in the center, the music turns on, and the driver begins to dance, and the players must repeat all his movements. At the same time, the driver tries to unexpectedly and imperceptibly step on someone's foot, and the players should try to dodge. Whoever failed, becomes the leader, and the game starts all over again.

Please

The leader is in the middle of the room, doing various movements asking them to repeat. The players repeat the movements only if the leader adds “please” to his request. Whoever makes a mistake and repeats the movement when “please” is not said is out of the game.

Unusual relay race

The participants are divided into two teams. At the command of the leader of the team, the following tasks are performed: (everyone decides how to run. No need to look around - there is no only right decision. Be bolder!)

  1. run in a triangle! No, not in a triangle, but in a triangle. How do triangles run?
  2. Now, in the other direction, run in a dotted line!
  3. They ran in squares, in an oblique line, in a column, soft-boiled. The team that completes the tasks first and originally wins.
  4. completed tasks.

Bear in the forest.

Preparation: The leader is selected - the bear, he stands in the corner of the site - the den. The rest of the players are children. They stand on the other side of the playground in their house. The space between the children and the bear is boron
Game: Children go to the forest for mushrooms and berries, gradually approaching the bear. During the collection of gifts, the children say in unison: At the bear in the forest
Mushrooms, I take berries.
And the bear sits
And growls at us
Only after the last words, the bear, who pretended to be asleep, wakes up and runs to the children, and they quickly scatter in different directions from the bear. The task of the latter is to catch one of the children. Caught, it becomes a bear and goes to the den.

Birder.

Preparation: A circle with a diameter of 1 meter is indicated. They choose Ptitselov and Sparrow, all other participants in the bird: pigeons, tits, ducks, etc. Sparrow sits in the center of the circle, in a cage. The bird-catcher walks around the cage, guarding the prisoner from the attack of birds, who try to touch the sparrow with their hands in order to free him. Whom the Birdcatcher touches, he is considered caught and sits in a cage. If Ptitselov fails to knock anyone down for a long time, then a new driver is chosen. Winner: Birdcatcher, if he caught all the birds.

dragon head

The players cling to each other like a train. At the command of the head of the dragon - the first person - tries to catch the tail - the last person. He, in turn, must dodge. When the last one is caught, it goes to the beginning of the chain.

Fishing rod

Participants stand in a circle. The leader stands in the center with a "fishing rod" - a jump rope or rope, at the end of which a bag of sand is tied. The host spins the fishing rod in a circle, and the participants must bounce, trying not to hurt it.

Golden Gate (planets)

Of the participants, planets are formed (3-4 people each), which, holding hands, become in a circle. The rest form a snake, where each holds on to the waist of the other. To the music (or the planet participants all together say: “The Golden Gate is not always passed. The first time is forgiven, the second time it is forbidden, and the third time we will not let you through! At this time, the hands of the planets fall) the snake runs under the hands of the “planets”. When the music stops, the "planets" capture those who did not have time to run under their arms. That. The planets grow and so on until the last participant - the most nimble.

Colors

The players become in a circle. The leader commands; "Touch yellow, one, two, three!" Players as quickly as possible try to take hold of the thing (object, clothing, body part) of the other participants in the circle. Those who do not have time are out of the game. The host repeats the command again, but with a new color. The last one left wins.

On the wreckage of the ship

The game is for 4 or more participants of any age, is played outdoors - where there are objects on which participants can climb so as not to stand on the ground. Younger children can play indoors by jumping on pillows or blankets scattered on the floor. In a word, any territory with a sufficient amount of "wreckage" - safe places to hide - will do. The rest of the space is considered the sea. One of the participants plays the role of a pirate who is chasing the others. The sea surrounds them everywhere, and you can only escape on the wreckage of the ship. A tanned player who has at least one leg left in the sea becomes a pirate himself. A pirate is not allowed to run after one player for a long time, because no one should stay in place for a long time. You can stay in safe areas for no longer than 10 seconds. Two players cannot occupy the same space at the same time. The winner is not determined - the game continues until the participants are tired.

three lives

Each participant is given three "lives". The ball lies on the ground, and the players stand on the court in random places. The player closest to the ball picks it up and throws it, trying to hit another player with it. Whoever is hit by the ball loses one "life". But the game continues, and the participant who picked up the ball, aim at another player. As long as the ball is in the air, you can move. As soon as someone catches the ball, everyone freezes in place until the ball hits one of the players or flies past. Participants who lose all three "lives" are out of the game. The winner is the last remaining participant.

Chair from the hands

Two teams. Start, finish and distance. Teams of three are formed. Two team members cross their arms to form a chair, and the third sits on it. The player is carried to the finish line and back, trying to do it as quickly as possible. Then the players change - and so on until each member of the team sits on a chair. You can play the game in a shallow pool, in a deep one - drag a team member, floating on the water. The winner is the team that will be the first to transfer all their players to the chair.

Touch the shadow

Game for any number of participants. Bred outdoors in sunny weather. It is based on a game of tags, but in this case the goal of the driver is not to touch the player himself, but his shadow, with his hand or foot. The salted player becomes the driver. The only way salvation - hide in the shadows. Otherwise, the player must be constantly on the move. While two players are running, the rest remain in place

river bank

A line is drawn that divides the field into two parts: the coast and the river. The driver randomly calls "shore" or "river". Players at this time must either jump onto the shore or into the river. If, on the command “river”, the player is already in the “river”, then he simply bounces in place.


Outdoor games are of great importance in the life of a child, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also affect the development of thinking, ingenuity, dexterity, dexterity, moral volitional qualities. Outdoor games for children strengthen physical health, teach life situations help the child to develop properly.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Preschoolers in play tend to imitate everything they see. In the outdoor games of kids, as a rule, it is not communication with peers that manifests itself, but a reflection of the life that adults or animals live. Children at this age are happy to fly like sparrows, jump like bunnies, flap their arms like butterflies with wings. Due to the developed ability to imitate, most of the outdoor games of children of primary preschool age have a plot character.

  • Mobile game "Mice dance"

Purpose: to develop physical activity

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

Mice lead a round dance,
A cat naps on the stove.
Quiet mouse, don't make noise
Don't wake cat Vaska
Here Vaska the cat wakes up -
Will break our round dance!

During the last words, the cat stretches, opens its eyes and starts chasing mice. The caught participant becomes a cat, and the game starts over.

  • Sun and rain game

Tasks: to teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.

Description: Children sit in the hall on chairs. The chairs are their "home". After the words of the teacher: “What good weather, go for a walk!”, The guys get up and start moving in an arbitrary 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 - drop - drop!". Gradually, the rain subsides and the teacher says: “Go for a walk. The rain is over!"

  • Game "Sparrows and a cat"

Tasks: to teach children to jump off 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 site. On the other side of the site is a "cat". As soon as the "cat" dozes off, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs, grains. The “cat” wakes up, meows, runs after the sparrows, which should fly to their nests.

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

  • Mobile game "Sparrows and car"

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

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

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

  • Game "Cat and Mice"

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

Tasks: This outdoor game helps to develop in children the ability to perform movement on a signal. Practice running in different directions.

Description: Children - "mice" sit in minks (on chairs along the wall). In one of the corners of the site sits a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, starts catching mice that run into the holes and take their places. When all the mice return to their burrows, the cat once again walks around the room, then returns to its place and falls asleep.

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

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

Description: Among the participants, one driver is chosen, who will be the "bear". Draw two circles on the playground. The first circle is the bear's lair, the second circle is the house for the rest of the game participants. The game begins with the fact that the children leave the house with the words:

At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And 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 run to the house and was caught by the "bear" becomes the driver ("bear").

  • Through the brook (an outdoor game with jumps)

Tasks: To teach how to jump correctly, walk along a narrow path, keep 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 the stream, they must cross (jump) it over the pebbles without getting their feet wet. Those who stumbled - wet their feet, go to dry them in the sun - sit on a bench. Then they get back into the game.

  • Birds and cat game

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, a large circle drawn.

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

  • The game "Snowflakes and wind"

Tasks: Exercise in 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 is spinning in the air of snowflakes"). At the signal "No wind!" - squat (“snowflakes fell to the ground”).

    Mobile game "Find a mate"

Tasks: to develop in children the ability to perform actions on a signal, quickly line up in 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 with 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 in kindergarten in a group or on a walk. Children of all ages: from toddlers 3 years to children middle group 4-5 years old are happy to play them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old character gaming activity changes somewhat. Now they are already beginning to be interested in the result of an outdoor game, they are striving to express their feelings, desires, to realize their plans. However, imitation 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 their places in their “hives” (benches, 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 for honey, but remains in the den.

    Game "Burners"

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

Description: An odd number of children take part in the game, who become pairs and hold hands. Ahead of the column is the leader, who looks ahead. Children repeat the words in chorus:

Burn, burn bright
To not go out
Look at the sky
The 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 along the column forward, 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 join hands. If you manage to catch, then the driver with the caught one forms a new pair, and the participant left without a pair will now drive.

  • Mobile game "Two frosts"

A well-known game for preschoolers with simple rules. Tasks: to develop braking in children, the ability to act on a signal, exercise in running.

Description: On opposite sides of the site there are two houses, marked with lines. Players are placed on one side of the court. The teacher chooses two people who will become leaders. They are located in the middle of the playground between the houses, facing the children. These are two Frosts - Frost Red Nose and Frost Blue Nose. At the signal of the educator “Begin!” both Frosts utter the words: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Blue Nose Frost. Who among you will dare to set off on a 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 the Frost freeze in place and remain standing like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Cunning Fox"

Purpose: to develop dexterity, speed, coordination.

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

After that, the teacher invites the children to open their eyes and, looking around, try to determine who is the cunning fox. Next, the children ask 3 times: "Cunning fox, where are you?". At the same time, the questioners look at each other. After the children asked a third time, sly Fox jumps to 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 cunning fox is trying to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Catching deer"

Tasks: practice running in different directions, agility.

Description: Two shepherds are chosen among the participants. The rest of the 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, and they try to dodge the ball. The deer hit by the ball is considered to be caught and leaves the circle. After several repetitions, counts the number of deer caught.

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

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

real athletes
Run for a change.
They will jump and jump
And chase each other.

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

Different games with a ball
We'll definitely start.
And in the "Frog", and in the "Dog",
In "Brook", and in "Quick Ball".

Ran to the turn
Rolled over the gate.
Jumped across the yard
Escaped over the fence.

Spinning fast, flying!
Who will catch him now?
Hurry catch up
And tell your neighbor.

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

We inflated a huge ball,
Played and rested.
It's time for us to get back to class.
We have classes there.

    Game "Fishing rod"

Tasks: to develop dexterity, attention, speed of reaction.

Description: Participants sit in a circle. In the center is the leader - the educator. He holds a rope in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump so that the rope does not touch their legs. Those participants whose legs are touched by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

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

    Spider and flies game

Description: in one of the corners of the hall, a web is indicated by a circle, in which there is a spider - the driver. All the other guys are flies. All flies "fly" around the hall, buzzing. At the signal of the host "Spider!" flies freeze. The spider comes out of hiding and carefully examines all the flies. Those who move, he leads into his web. After two or three repetitions, the number of flies caught is counted.

    Mobile game "Mousetrap"

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

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

“How we got tired of mice, they gnawed everything, everyone ate!
We will set up a mousetrap and then we will catch mice!

While the participants are saying these words, the rest of the guys should run under their clasped hands. At the last words, the hosts abruptly drop their hands and catch one of the participants. Caught joins the catchers and now there are three of them. So gradually the mousetrap grows. The last participant left is the winner.

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

Schoolchildren also like to play games during breaks or walks. We have selected games that you can play on walks during after-school or during lessons physical education in grades 1-4. The rules of the game become a little more complicated, but the main tasks of the games are: training in dexterity, reaction, speed, general physical development and the ability to work with children.

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 Bunny"

Purpose: to develop mindfulness, 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. The hunter is trying to catch up with the fleeing homeless hare.

The hare can escape from the 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 who is caught becomes a hunter.

  • Mobile game "Feet from the ground"

Objectives: Learn to follow the rules of the game.

Description: The driver, along with other guys, walks around the hall. As soon as the teacher says: “Catch!”, All participants scatter, trying to climb any elevation where you can raise your legs above the ground. Only those who have their feet on the ground can be salted. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty"

Tasks: to develop reaction speed, agility, attentiveness, to improve running skills.

Description: participants form a circle, and the leader is located behind the circle. Touching the shoulder of one of the players, he thereby calls him to the competition. After that, the driver and the participant whom he has chosen run along the circle in opposite directions. The one who first takes the empty space left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Mobile game "Third extra"

Tasks: to develop dexterity, speed, to cultivate a sense of collectivism.

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 escaping player can at any time get ahead of any pair. In this case, the back player of the pair he is in front of becomes the one being overtaken. If, nevertheless, the player managed to catch up and overpower, then the drivers change roles.

  • Shootout game

Tasks: to develop dexterity, attentiveness, speed of reaction.

Description: A game is played on a volleyball court. Stepping back 1.5 meters from the front line inside 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 located on its own half of the site from the middle line of the corridor. Both teams must choose a captain. You can't enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the middle line. The greasy player is sent prisoner and stays there until the players of his team throw the ball into his hands. After that, the player returns to the team.

Outdoor games on the go

Walking with children in kindergarten or aftercare in primary school, the teacher needs something to keep the children busy: 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 which game they want to play. Games on fresh air have a beneficial effect on the development of the child's body and strengthen the immune system. And the time of the walk flies unnoticed.

Before starting the game, the teacher needs to pay attention to the state of the playing field: are there any extra objects, fragments and everything that can prevent children from playing and create a traumatic situation - unfortunately, not only on the street, but also on the school site or kindergarten you can find a lot of rubbish.

  • Game "Train"

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running after each other.

Description: Children are built in a column. The first child in the column is a locomotive, the rest of the participants are wagons. After the teacher gives the horn, the children begin to move forward (without clutch). At first slowly, then faster, gradually moving to a run, they say “Chu-choo-choo!”. “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher again gives a whistle, the movement of the train resumes.

  • Mobile game "Zhmurki"

Tasks: education of dexterity, development of the ability to navigate in space, observation.

Description: Free space is required to play the game. A leader is chosen, who is blindfolded and taken to the middle of the site. The driver is rotated several times around his own axis, after which he must catch any player. The one who is caught becomes the leader.

  • Game "Day and night"

Tasks: exercise in 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 in the middle of the hall or a cord is placed. At a distance of two steps from the drawn line, the teams stand with their backs to each other. At the command of the leader, for example, “Day!” the appropriately named team starts catching up. Children from the “night” team must have time to run away beyond the conditional line before their rivals have time to tarnish them. The team that manages to tarnish the most players from the opposite team wins.

  • Game "Baskets"

Tasks: to exercise in running one after another, to develop speed, speed of reaction, attentiveness.

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

  • Game "Grab, run away"

Tasks: 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 calls his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all the children must run to "their" place. The task of an adult 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 breaks and physical education lessons, on a walk in the preschool educational institution and the GPA.

Compiler: Oksana Gennadievna Borsch, teacher primary school, Deputy Director for educational work.

"Tug of War"

Training. A rope (or a thick rope rope) 6-10 m long is placed in the middle of the site along it. The middle of the rope is marked with a colored ribbon (cloth). It must be on the transverse line drawn on the floor before the game. Parallel to this (middle) line on both sides, 2-3 m from it, two more lines are drawn. The players are divided into two teams, equal in number of players and in strength.

Game content. At the first signal "Come to the rope!" the players, divided into pairs in a team, stand to the right and left of the rope. At the second signal "Take the rope!" students bend down and pick up the rope. At the whistle, the teachers of the team try to pull the rope in their direction. When one of the teams manages to move back with the rope so that the ribbon crosses the control line 3 m from the middle, a whistle is blown and the fight stops. The rope is put back in place and the game is repeated.

The team that was able to pull the rope to their side more times wins.

Rules of the game: 1. The game starts only after the leader's signal. 2. It is impossible to intercept the rope with your hands. 3. You cannot take your hands off the rope during the game.

"Moving Target"

Training. Students form a large circle (stand two or three steps apart). A line can be drawn in front of the socks of the players. The driver stands out, who goes into the middle of the circle.

The player who has been the leader for the longest time wins.

Rules of the game: 1. Throwers are not allowed to step over the line during the game. 2. Hitting a player after the ball bounces off the ground does not count. 3. If the driver managed to catch the ball, he is not out of the game. 4. Hit in the head does not count.

"Who is stronger?"

Training. For the game, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, in which rope rings are placed. Control lines are drawn 2 m from the circles on each side.

Game content. At the direction of the leader, five or six people from each team come up to the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed in advance). On a common signal, each of the players making up a pair tries to pull the opponent over the control line located behind. The out-drawer receives one point for his team.

The team with the most points wins.

Rules of the game: 1. When pulling, do not intentionally let go of your hands. 2. A person who has crossed the control line with both feet is considered to be overdrawn.

"The Big Circle Relay"

Training. Flags are placed at the four corners of the site, and a large flag is placed in the center. The class is divided into three teams, which are built in columns one at a time near the start line. One runner is called from each team to the start line.

The team whose last player finishes first without flags around wins. He must be the first to run up to the central flag (stand) and knock on the staff with a baton. The second one who comes running brings his team the second place.

Rules of the game: 1. Small flags run around from the outside. 2. The last player in the team, before running to the central flag, must necessarily run around the fourth corner flag.

"Running in teams"

Training. A line is drawn in front of the teams standing in columns (8-12 people each), and racks (stuffed balls) are placed 10-12 meters from each of them.

Game content. At the signal of the leader, the first five people take each other by the belt, run around the racks (counterclockwise) and run to the starting line. They run past their column, go around it from behind and run back to the posts. When they run through the starting line, the sixth numbers join them, clasping their belts, and now six of the players are running around the obstacle. After turning around the team, the seventh numbers join them, and so on. The game ends when the whole team, without disengaging their hands, finishes (i.e. the last player crosses the start line). In the game, the first team numbers get the most load, so when repeating, the players are in reverse order.

The team that finishes the relay first wins.

Rules of the game: 1. Start starts on a signal. 2. It is necessary to run around the rack in the indicated direction, without hitting it. 3. It is forbidden to disengage hands. 4. Penalty points are counted for each infringement.

"Relay with sticks and jumps"

Training. The players are divided into two or three equal teams, which line up in columns one at a time three to four steps apart. They stand parallel in front of the line, in the hands of the head player is a gymnastic stick.

Game content. At the signal of the teacher, the first numbers run to the mace (stuffed ball) installed at 12-15 m, run around it and, returning to their columns, pass the stick at one end to the second numbers. Holding on to the ends of the stick, both players hold it under the feet of the players, moving towards the end of the column. Everyone jumps over a stick, pushing with two legs. The first player remains at the end of his column, and the second one runs to the counter, goes around it and carries a stick under the feet of those playing with the third number, etc. The game ends as soon as all participants run with a stick. When the starting player is again the first in the column and a stick is brought to him, he raises it up.

The team whose players completed the task first without making mistakes wins.

Rules of the game: 1. It is forbidden to let go of the ends of the stick when it is carried underfoot. 2. It is forbidden to drop the stick. 3. All players are required to jump over the stick.

"Relay with leapfrog"

Training. The players are divided into two teams, which stand in columns, one parallel to one another. The intervals between teams are 3-4 m. In front of each column, at a distance of 8-12 m from the starting line, a circle (1.5 m in diameter) is drawn or a rectangle is drawn. The first numbers of the teams get into it. Everyone rests his hands on one leg and, leaning forward, hides his head.

Game content. At the signal of the teacher, the players standing in the columns in front run forward and perform a vault, pushing off with both legs and leaning their hands on the back of a friend (leapfrog jump), and then stand in his place. The jumped players run back to their columns, touch the next players with their palms, and then stand behind their teams.

Those who received a hand touch run forward, perform a vault and remain in circles, etc. The game ends when all players have finished jumping, i.e. the player who was first jumped over by jumping over a teammate will remain standing in the circle, and the one jumped over will cross the start line from where the players started running.

The team that finishes the relay the fastest wins.

Rules of the game: 1. It is forbidden to run beyond the starting line until the returning player touches the next player with the palm of his hand. 2. The jumped player must not change his posture during the game and stand outside the circle (square).

"Two balls over the net"

Training. The game is played on the volleyball court. Instead of a volleyball net, a rope with attached ribbons can be stretched. The players are divided into two equal teams in the number of participating teams, which stand on two halves of the site in two or three rows. Each team receives a volleyball.

Game content. At the whistle of the referee, the teams throw the balls over the net to the opponent's side. The transfer of balls continues until two balls are on the same side at the same time. The whistle is blown, the game is stopped and the team with two balls on its side loses one point to the other team. The balls are returned to the teams and again (on a signal) their transfer begins.

The first team to score 10 points wins.

Rules of the game: 1. The ball must not fly under the net. 2. The ball must not fall over the edge of the opponent's court. 3. Both balls must not be on the opponent's side at the same time. 4. If the balls collided in the air while serving, the players should repeat the service of the balls. 5. If a player throws the ball over the net before the whistle, his team loses the point. 6. For each violation of the rules, penalty points are counted to the team.

"Relay with dribbling and throwing the ball into the basket"

Training. The game is played on a basketball court. Two basketballs are required to play the game. The players are divided into two equal teams and line up one against the other at the sidelines in the right corner. The starting line is the front line. Players in front, approaching the starting line, receive the ball. The rest stand on the side of them behind the sideline.

Game content. At the command of the head "Attention, march!" the first players run forward, dribbling the ball with hits on the ground (floor), reach the shields on the opposite side, hit the ball against the shield or throw the ball into the basket (by agreement), come back, dribbling the ball also with hits on the ground to the middle of the field, from where they transfer it to the next player. The next players in the teams go to the starting line (near the end line) and, having caught the ball, perform the same task. The game continues until all players have completed the set task.

The winner is the team that finishes the game faster, makes fewer mistakes or does not have them at all. If the team finished the game later, but made significantly fewer mistakes, then it is considered the winner.

Rules of the game: 1. The first players are not allowed to start before the signal, and the next - before catching the ball from the previous one. 2. You can’t run with the ball, it should be driven by hitting the ground. 3. If it is necessary to hit the ball into the basket, then the player has no right to run back until he completes this task; maybe he will have to make a few throws. 4. Returning back, the player can throw the ball to the player of his team only from the established place. 5. For each violation of the rules, the team receives a penalty point.

"ball average"

Training. The game is played on a court or in a hall no less than 6x12 m in size (preferably in a basketball hall or on a court). Players are given a basketball and armbands or vests - at the rate of half of the players. In the hall (on the site) they are outlined for the opposite corner and a line is drawn, forming a corridor - a neutral zone. A circle is drawn in the middle of the court to start the game. The players are divided into two equal teams; each chooses a captain and a catcher. One team differs from the other in armbands. The catchers of the teams stand in the corners of the hall. Players are placed on the court in pairs (from different teams). At the central circle become captains.

Game content. The head, having gone to the middle of the site, throws the ball up between the captains. Each of them tries to hit the ball to his players. Having taken possession of the ball, the players of each team seek to bring the ball as close as possible to their catcher by passes and throw the ball to him so that he catches it on the fly. Opponents try to intercept the ball and, in turn, bring it down and throw it to their catcher. The players prevent the catcher from catching the ball. At the same time, neither the players nor the catcher have the right to enter the neutral zone. The players of each team are approximately equally divided into defenders and attackers. Both can move around the field. When the catcher of one of the teams catches the ball on the fly, the game starts again from the center of the court, and the team receives a point for catching the ball by the catcher. The game continues for a set time (10-15 minutes), after which the teams change sides of the court and play the second half of the game. The team with the most points wins.

Rules of the game: 1. Running with the ball is not allowed. The player can take no more than 2 steps, and on the 3rd pass the ball. Otherwise, the opponents throw the ball from the side, opposite the place where the mistake was made. 2. The ball is considered to be caught if the catcher has caught it from the air or after rebounding from the opponent. 3. A ball bouncing off the ground or a wall does not count towards the catcher. 4. The ball that has flown out of the boundary of the site is thrown in by the opposing player from the place where the ball flew over the boundary. 5. If the defending player enters the neutral zone, the ball is thrown in by the opponent from the side. 6. If the catcher jumps into the neutral zone while trying to take possession of the ball, the catch does not count. 7. After the catcher catches the ball, the game starts from the middle or the opponent drops the ball from the front side near the corner of the court (by agreement). 8. You can not push each other and snatch the ball. For violation of this rule, a free throw is given: the injured player stands 5-6 m from his catcher and throws him the ball, which can only be hit by one of the defenders of the opposing team. All others are behind the foul line. The penalty line is drawn 5-6 m from the neutral zone. 9. If two players grab the ball at the same time, a jump ball is awarded.