Outdoor games develop. On the role of outdoor play in the development and education of preschool children. “Enter the circle - leave the circle”

We live in the age of information and new technologies. Modern children spend more and more time at home at the computer, without feeling the desire to engage in outdoor games and go for walks. fresh air. But regular and moderate physical activity is extremely important for any body. Today we will talk about How do outdoor games influence children's development?, whether it is worth devoting time to them, what educational tasks should be solved during physical exercises.

The role of outdoor games in child development

It’s not for nothing that they say “movement is life.” After all, it is with the help of regular physical activity that the baby will be able to increase his immunity, improve his health and become resilient and dexterous. The role of outdoor play in physical development child is invaluable. Such activities will teach the child to control his body, improve motor skills and help him master new capabilities of his body.

Active games- It's not just entertainment. In fact, the number of benefits from such a pastime is considerable. The child learns to interact with other children; such activities help to relax, overcome shyness, become organized and disciplined, gain new knowledge about the world around him and consolidate already familiar information.

PECULIARITIES! Select games taking into account the age and developmental characteristics of the child.

Carrying out active entertainment in the fresh air is doubly useful. The lungs are well saturated with oxygen, strengthened nervous system, which helps improve sleep quality, increase appetite, reduce fatigue and irritability.

Outdoor games for children goals and objectives

Movable sport games– an excellent tool for introducing a toddler to a healthy lifestyle. With their help, you can teach your baby important skills and abilities. Not only teachers, but also parents themselves can use active activities for educational purposes.

Purpose of mobile entertainment– not only help children have fun in their leisure time, but also teach such important things as teamwork, mutual assistance, agility, endurance, courage, perseverance.

Regular physical activity can improve your baby's health. The parents’ task is to arouse in the child a genuine interest in outdoor entertainment, as well as teach him to play independently, observing all the necessary rules.

Also, using outdoor games with children is an excellent way to adjust the individual characteristics of children. With their help, a shy and timid child can be taught to be sociable and communicative, a hyperactive child to be disciplined and collected, etc.

It is important that each child plays both a leading and a secondary role in the game. For active children Activities that require concentration and the implementation of clear actions, on which the final result will depend, are well suited. Passive kids It’s better to first offer to get comfortable with simple entertainment, gradually helping to develop speed and dexterity, and then, when positive dynamics are achieved, move on to more advanced ones. difficult levels classes.

REFERENCE! Before starting the fun, be sure to explain the rules to the children clearly and in detail, explain that compliance with them is very important, and you must always remain honest and fair in the game. After class, have a conversation with the kids, talk about the mistakes they have made, tell them how to avoid them, and most importantly, don’t forget to praise them for their successes.

Outdoor games as a means of child development

Undoubtedly, outdoor games in the development of preschool and school age necessary, they contribute to both physical and mental development child is an indisputable fact. What benefits does a child receive by regularly practicing this pastime?

The most important thing is that children experience genuine pleasure from outdoor games, emotional uplift and sincere joy. Active activities are great suitable for relieving psychological tension. When a child plays, he relaxes, abstracts himself, “blows off steam,” and learns to control his emotions. Many children gradually overcome their complexes.

Victories and defeats in gaming activities help to master the realities of life from childhood. IN game form The process of education and training takes place best, because the baby is as relaxed as possible in such classes.

When faced with the next rules of the game, the child understands that they cannot be broken, this is excellent discipline and encourages him to be organized.

PECULIARITIES! To maintain your child’s interest in games, it is important to constantly and gradually complicate them and use new options. Use symbolic prizes in the form of sweets or give the winners souvenirs. Remember, while participating in interesting activities, children often forget about time and do not even feel tired.

By playing in a team, the baby learns to interact with other participants, which develops his communication skills and helps him establish communication with peers and find compromises.

Few people know, but outdoor games contribute and development of intelligence. Many active activities involve not only participation in the physical education of children, but also require intense mental work and quick decision-making.

Classes help overcome many personal psychological barriers: shyness, isolation, uncertainty. In order to feel self-confidence, just one victory is enough. Such entertainment stimulates you to become better and helps you reveal your hidden capabilities. After all, many active games are competitive in nature, where each participant strives to be better than the rest.

Through active activities, the child practices expressing a different range of emotions. Karapuz rejoices in his victory, empathizes with the losing participants, supports and protects the weak, etc. All this requires difficult internal work on oneself.

IMPORTANT! If parents want to establish relationships with their baby and strengthen the emotional connection, especially during difficult crisis periods in development, outdoor games will help them with this.

Many active entertainments require the ability to quickly respond to various unexpected situations, take decisions on new problems, showing initiative, ingenuity and quick wits.

It is not difficult to instill an interest in outdoor games among modern children. Regularly conduct exciting, active activities, stimulate your child’s desire to lead a healthy lifestyle, and most importantly, set your own example.

The importance of outdoor games in children's lives: useful video

Movable musical exercises have a complex effect on the development of the baby. You will learn more about this after watching the following video:

Children love to run, jump, and compete.

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

Swan geese

The game develops your child's reaction and endurance.

On one side of the site there is a line separating the “goose barn”. In the middle of the site there are 4 benches, forming a road 2 - 3 meters wide. On the other side of the site there are 2 benches - this is a “mountain”. All players are in the “goose house” - “geese”. Behind the mountain there is a circle “lair”, in which 2 “wolves” are located.

At the signal - “Geese-swans, in the field”, the “geese” go to the “field” and walk there. At the signal “Geese-swans go home, the wolf is behind the distant mountain,” the “geese” run to the benches in the “goose barn.” “Wolves” run out from behind the “mountain” and catch up with the “geese.”

The players who are never caught win.

Age: from six years

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

Number of players: 4 or more

Place of play: street

Alphabetically

To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.

The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:

- so that all names are arranged in alphabetical order;

- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);

- so that everyone stands according to their height (small ones on the left, big ones on the right).

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 while standing on the benches and move without stepping on the floor.

Age: from six years

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoors

Hurry up to pick

With this game you can have fun in a group.

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

At a signal, the participant throws the ball up, and while it 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

The game develops: attentiveness, coordination, dexterity, reaction

Number of players: 2

Place of play: street

Things needed: balls

Cones, acorns, nuts

An active 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 presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.

If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

Age: from six years

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 they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall and face each other with a gesture indicating the chosen animal.

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

Age: from six years

Purpose of the game: relaxation, concentration

Number of players: 10 – 30

Game location: spacious safe room

Target

This interesting game, 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 the ball. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw.

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

Age: from six years

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

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me a hand

Before the game, children choose an area beyond which they cannot run.

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

Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.

Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.

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

Age: from six years

The game develops: attentiveness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumping sparrows

A wonderful children's game. First draw a circle on the asphalt using 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 a circle and jump inside it. Then they jump out of it in the same way.

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

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

British Bulldog

Playing affects the child’s endurance and reaction.

Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands 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 runners become bulldogs.

Age: from six years

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 are hares, draw a circle for themselves, and stand inside.

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

Age: from six years

The game develops: attentiveness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

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

At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.

“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it 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 ends up between their hands, and shout: “Bear, help!”

The “bear” runs up, greases the caught one and takes him to the ice floe.

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

When all the cubs are caught, the game ends.

The last player caught wins and becomes the “polar bear”.

Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.

Age: from six years

The game develops t: agility, reaction, imagination

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops attention and quick reactions in children. Can be used at school for physical education sessions for primary school students.

Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.

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

Age: from six years

The game develops: attentiveness, reaction

Number of players: 7 or more

Then this series of educational and active games is just for you! Games for children from 6 years old. Games for kindergarten and schools.

Between two fires

Anyone can play this game, the main thing is that all players can be divided into two equal teams. Each team chooses a captain. The playing field is first divided in half, then each half into two more parts, and the outer parts should be half the size of the middle ones.

The teams are lined up as follows: the captains stand on the narrow outer stripes, between them, on the middle stripes, the rest of the players are placed - opposing teams stand opposite the captains (for example, the White captain, the Blue team, the White team, the Blue captain). The captains' task is to hit someone from the opposing team and not knock out their players. If one of the players is hit by the ball, he leaves the center and joins his captain.

Players in the center can catch the ball (but not from the ground) and throw it at opponents.

The game continues as long as there are players in the center.

If all the team's players are eliminated from the middle, the captain takes their place. If he can withstand as many opponents throwing the ball as he has team members, the team returns to the middle.

Each captain has three “candles”, i.e. three hits on him do not count.

Place of play: street

Items needed: ball

Number of players: even

Mobility of the game: mobile

Sleeping pirate

Before the game, players choose a driver - a sleeping pirate. He is given the ball.

The pirate squats down so that the ball is almost under him and closes his eyes. The rest - the “thieves” - begin to make noise and jump around him. Everyone tries to come closer and snatch the ball. The “Pirate” must keep the ball and try to grab the “thief” by the hand. If he succeeds, the unlucky “thief” leaves the field and becomes a spectator. If the “thieves” managed to take the ball, then the “pirate” becomes a “thief”, and the successful “thief” becomes a “pirate”.

Items needed: ball

Mobility of the game: mobile

Handkerchief fight

Teams line up against each other. A line is drawn between them in the middle. Each participant has a handkerchief tucked into their belt.

The team that will go on the offensive is chosen by lot. This team is over the line. The presenter shouts: “Fire!” The second team goes on the offensive, and the attacking team runs back. Opponents are trying to catch up with them and take away the scarves. Then the teams change roles and the game continues.

The team with the most enemy handkerchiefs wins.

Players age: from six years old

Place of play: street, indoors

Items needed: scarves

Mobility of the game: mobile

Earth!

They choose a driver. He has a small ball in his hands. The rest are located around the site. The driver throws the ball up and calls the name of one of the players, for example, Seryozha.

Seryozha must try to catch the ball so that it does not have time to fall to the ground. If he succeeds, he in turn tosses the ball and calls the name of the next player.

If the next player does not have time to catch the ball and it falls to the ground, then the player shouts: “Ground!” The rest should freeze in the place where they found themselves at that moment. And the shouting player must hit any participant in the game from the place where he picked up the ball. If he succeeds, then the player who was hit becomes the driver. Game continues.

Players age: from eight years old

Place of play: street

Items needed: ball

Mobility of the game: mobile

Anxiety!

This game requires jump ropes. The driver squats down and begins to rotate the rope above his head. Players must jump over it. Then the driver shouts:

"Anxiety!" and lifts the rope higher and spins it faster. The one of the players who was the first to jump away or sit down and was hit by the jump rope becomes the driver.

Players age: from six years old

Items needed: jump rope

Mobility of the game: mobile

Uninvited guest

For the game, choose a section of the river that is fairly shallow and has a flat bottom. The participants of the game are divided into two teams. They agree on the boundaries of their possessions and place two markers in three places: in the middle (the border between possessions) and at the end of the possessions. Each player prepares a bag of sand (polyethylene or linen) for himself. A large inflatable ball is placed on the border - an “uninvited guest.”

Establish the order of throws among the players in the team and strictly adhere to it. They throw carefully, one at a time, first the bag from one team, then from the other. After each throw, the bag sinks and falls to the bottom. The owner of the bag is forced to dive to get it. He performs his next throw from the place where he took out the bag.

It may happen that one of the players is forced to throw a bag from the enemy’s territory, as a result of which the “uninvited guest” will have to move into the possession of his team.

In this case, the participant in the game throws the bag into his territory past the ball and again waits for his turn.

The winner is the team that quickly drives the “uninvited guest” over the line at the end of the enemy’s possession.

Players age: from ten years

Place of play: a section of the river, shallow and with a flat bottom

Things needed: ball, projectile bags, stakes (to mark boundaries)

Mobility of the game: mobile

Butterfly traps

Participants form three large concentric circles. Everyone standing in the inner circle is given paper hats or bows. They will be "butterflies".

Holding hands, participants move in a circle; the outer circles in one direction, and the inner circles in the other. An unexpected whistle sounds, upon which the players of the two outer circles join hands in pairs, trying to take one of the players in the inner circle into the ring.

If a player from the first circle manages to sit down, then they do not touch him. Those who fall into the trap have their cap or bow taken away. The game is played this way several times. The winners are the participants who keep their hats or bows.

Players age: from eight years old

Mobility of the game: mobile

The starlings have arrived

In different places of the hall, players draw circles - these are “birdhouses”. Each of them houses a pair of “starlings”. The number of players must be odd. One "starling" will be left without a "nest".

Players portray “starlings” - they “fly” around the court in different directions. At the signal “Starlings have arrived!” they run to the birdhouses. You can take any of them. The one who is left without a circle is considered a loser. At the signal “Starlings are flying!” The game continues.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: mobile.

Empty place

Empty Space is a fun, active game for schoolchildren that develops children's reactions well and is designed for a large number of players.

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take free place(left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.

Players age: from six years old

Number of players: 7 – 15

Mobility of the game: mobile

Lenok

They play on the sand near the water. One participant in the game will be the driver.

You need to draw several circles on the sand; there should be one less of them than the number of participants in the game.

The driver is in a circle and makes different movements. All players stand away from the circles and repeat the driver’s movements. The rest of the players must repeat them.

The driver gives the command: “Plant flax!” And all participants in the game must occupy the “nest” circles. The one who did not manage to occupy the “nest” is considered “settled”: he occupies one “nest” and sits in it until the end of the game.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: mobile

Storks

Draw a big circle. All participants stand on one leg and cross their arms over their chest. You need to push your opponents out of the circle by jumping on one leg and without using your hands. The winner is the one who remains in the circle last.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: mobile

Clever owl

Select the “eagle owl”, he hides in his “nest”. The rest in a whisper (“the eagle owl” should not hear) announce the bird that they will portray. Imitating the cry of this bird, the players “fly” around the playground. At the signal “An owl is flying!” all the “birds” try to fly away to pre-prepared “nests”. If the driver manages to catch someone, then he must guess what kind of bird it is. Only then does the caught one become an “owl”.

We suggest: making “bird nests” on tall objects. Everyone needs to “fly” to their own “nest”.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: mobile

Fishermen and fish

They play on the shore, near the water. All participants in the game are divided into two groups. One group is the “fish”, the other group is the “fish”. These two groups should stand opposite each other at some distance. A conversation takes place between the “fishermen” and the “fishes”:

- What are you doing?

- What will you catch?

- Catch it!

The “fish” run away, and the “fishermen” try to catch up with them. If the “fisherman” catches up and greases the “fish”, it is considered “caught”.

Players age: from eight years old

Game location: river bank

Mobility of the game: mobile

Apple picking

Several apples are placed on a chair. The players take turns taking the ball, throwing it up, the ball does not fall to the ground, you need to collect apples from the chair into the basket. Whoever collects the most wins. The competition is held in several stages. You can play with plum pits, walnuts, and apricots.

Players age: from six years old

Things needed: apples or other items that can be collected by participants

Place of play: street, indoors

Mobility of the game: mobile

Caterpillars, let's start!

Participants are divided into teams and line up one after another. Each team is given enough balls so that there are enough for everyone except the first one. The players squeeze the balls between themselves, turning into a long “caterpillar.” At the driver’s signal, the teams run towards the goal, trying not to lose the balls or break the chain. In fact, their movements can hardly be called running. Rather, they are similar to how a caterpillar crawls along the ground.

The team that is the first to reach the finish line wins.

Players age: from eight years old

Place of play: street

Things needed: balls

Mobility of the game: mobile

Day and night

One participant in this game will be the driver. He should say: “Day!” or “Night!”

When the driver says; “Day!”, then all participants should jump, have fun, and play.

When the driver says: “Night!”, all participants must freeze in place. If anyone doesn't have time, he must leave the game.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: mobile

Mirror

In pairs, one person repeats the movements of the other. As an option, the entire group of players repeats the movements of one.

Players age: from eight years old

Purpose of the game: interpersonal interaction, experience of conducting and reporting

Mobility of the game: sedentary

Edible-inedible

On the playground, at a sufficiently large distance from each other, draw two parallel lines. Using a counting rhyme or by lot, the driver is chosen. He picks up the ball and moves beyond one line. Everyone else lines up in one row behind another line.

The driver throws the ball to each player in turn and names some object, fruit, vegetable, berry. Players must catch the ball if an edible item is named, and hit the ball if something inedible is named. In any case, the ball must return to the driver. The one who completes the task correctly takes a step forward. If the player made a mistake, he remains in place or takes a step back if he has already stepped over the line. The one who made a mistake squats twice, and jumps on his haunches three times. The one who reaches the driver faster wins.

The main rule: you cannot hold the ball in your hands for a long time. This applies to both the driver and other players. Anyone who thinks about it should give a forfeit. At the end of the game, forfeits are played out and for each forfeit a specific task is given.

Players age: from eight years old

Things needed: balls

Mobility of the game: mobile

frogs

Players line up in a row in front of a flat wall, retreating some distance from it (approximately 1.5 - 2 meters). They take turns throwing the ball at the wall and jumping over it when it bounces. Anyone who was unable to complete the task or completed it with an error starts all over again.

The difficulty lies in the fact that each time the task becomes more complicated. According to the degree of difficulty, it is divided into several classes. In each class, the ball is first thrown against the wall a very short distance from the ground. Gradually this distance increases until the ball hits the wall at a level above the participants’ heads. In the next class they start from zero again.

First grade. The ball is thrown with both hands, bending slightly forward, straight in front of you into the wall. The ball should be at knee level.

Second class. The ball is thrown from the waist directly in front of you into the wall.

Third class . The ball is thrown at shoulder level directly in front of you into the wall.

Fourth grade . The ball is thrown from behind the head directly in front of you into the wall.

Fifth grade . The ball is thrown from behind the back between the legs directly in front of oneself into the wall. You need to jump over it with your back.

Sixth grade. The ball is thrown from behind the back over the right shoulder directly in front of you into the wall.

Seventh grade. The ball is thrown from behind the back over the left shoulder directly in front of you into the wall.

Eighth grade. The ball is thrown from behind the back over the head directly in front of you into the wall.

Ninth grade. They throw the ball between their legs, turning their back to the wall, and turn to face the wall in order to jump over it.

Tenth grade. The ball is thrown between the legs with the back turned to the wall. It is necessary that he first hit the ground and only then hit the wall. Jump without turning to face the wall,

The winner is the one who completes all the tasks faster and more dexterously.

Age of players: varied

Place of play: street

Items needed: ball

Mobility of the game: mobile

Brave hen

10-12 people play in the water. One of the participants becomes a “kite”, the other – a “hen”. All the rest are “chickens”.

They stand behind the “hen”, forming a column. Everyone holds on to each other, and the one standing first is the “mother hen”.

“Kite” stands 3-4 steps from the column. At a signal, he tries to grab the “chicken” standing last. To do this, he needs to go around the column and position himself behind. But this is not so easy, because the “mother hen” always turns to face him and blocks the way, stretching out her arms to the sides. The entire column at this time should deviate from the “kite” in the opposite direction.

If within a few minutes the “kite” manages to grab the “chicken”, a new driver is chosen. The game repeats itself again.

Players age: from eight years old

Place of play: street, indoors

Mobility of the game: mobile

Pathfinder Competition

The game takes place in winter. Before holding this competition, the organizers agree in advance how the route will be designated for each team. First, the referee's assistants set off and mark the path for the participating teams (the number of assistants will be equal to the number of teams).

Each assistant moves in his own direction, leaving a noticeable mark that is unique to that team. For example, the first assistant leaves a trail with only one stick, another with two, the third goes without any sticks at all, the fourth throws spruce or pine cones along the way, the fifth sticks thin branches on one side of the track, etc. The tracks intersect several times and get confused, but still clearly visible in the snow.

All tracks lead to one point, located 1.5 - 2 km from the start. Skiers should be on the road for approximately 40 - 50 minutes. 1 - 1.5 hours after the assistants leave, the teams start under the command of the captains. They indicate in advance the characteristic differences of landmarks. The winner is the team that is faster than others and in in full force will arrive at a final destination about which they knew nothing in advance.

Players age: from ten years

Place of play: street

Items needed: skis

Mobility of the game: mobile

Forest tags

They are good to play in the forest or in the park. The players scatter in different directions, and the driver catches them. A player who is about to be caught can run up to the tree, touch it, and thus become untouchable. As soon as the player leaves the tree, he is back in the game. The driver is prohibited from guarding those standing by the tree.

Players age: from eight years old

Place of play: park, forest, square

Mobility of the game: mobile

Tulking with a wolf

The driver in this case turns into a “wolf”. Everyone playing, except him, runs around with bunches of grass in their hands. As soon as the player sees that the “wolf” is catching up with him, he can throw his bunch on the ground and say: “Your grass, wolf!” The driver must stop, pick up the grass from the ground and only then continue racing. You are only allowed to throw grass once.

Players age: from eight years old

Place of play: street

Things needed: a bunch of grass, twigs, etc.

Mobility of the game: mobile

Hugging tulle

The driver can insult someone who does not have a pair (you need to hold on to the pair tightly). If a trio is formed, you can kill the one who joins last.

Players age: from eight years old

Purpose of the game: detente, mutual assistance

Number of players: 6 – 30

Place of play: spacious room

Mobility of the game: mobile

King of the Beasts

They play on the shore, near the water. Choose one driver. He will be the “king”, the rest of the participants will be the “beasts”. Each player must tell the “king” what kind of animal he will be.

The “beasts” stand in a row opposite the “king”. The “king” holds the ball in his hands, calls some “beast”, the “beast” must run away. And the “king” throws the ball at him. If the ball hits the player, he becomes the “king’s” assistant and will have to bring him the ball. The “King” names several “animals”, then says: “I catch all the animals!” Everyone runs away, and he must hit some “beast” with the ball.

The "King" must always throw the ball from a certain place.

Next time, the driver can choose the one who was caught first, or he can choose the one who was caught last.

Players age: from eight years old

Game location: river bank

Items needed: ball

Mobility of the game: mobile

Gardener in the water

This game is played on the shore, near the water. You need to draw a large circle in the sand. In this game, the driver will be the “gardener”, the other participants in the game will be the “flowers”. Each “flower” chooses a name for itself, for example, rose, cornflower, cactus, violet, gladiolus. The “gardener” is on the shore, and the “flowers” ​​are sitting in the water. "Gardener" says:

“I was born a gardener,

Seriously angry

I'm tired of all the flowers,

Except for the rose!”

Instead of a rose, a “gardener” can name any other flower. After this, the player whose flower was named must run out of the water and run around a circle on the shore. The "gardener" runs after him. If the “gardener” was able to catch up and insult the player, he leaves the game.

Next time, you can choose the player who was insulted first as the “gardener.”

Players age: from eight years old

Game location: on the shore

Mobility of the game: mobile

Most outdoor entertainment at this age should be played out, have a simple plot and understandable conditions. You don't just have to run, jump and hide. It is also important to transform while playing different characters: animals, plants, fairy-tale characters.

"Limping Fox". This game should be played in a large room or in an open area. From a group of children (the more there are, the better), a “lame fox” is chosen. A large circle is drawn with chalk. All the children, except the fox, stand in it. At the command of the leader (an adult), the children begin to run along the inner edge of the circle, and the “lame fox” (the child jumps on one leg) must touch one of the runners with his hand. Whoever gets caught becomes a “lame fox.” Make sure that children do not break the rules: the fox must jump on one leg, and the other players do not have the right to go outside the circle.

"Hawk". A “hawk” is chosen from a group of children. This can be done using a counting rhyme. The remaining participants are “mice” who need to escape from a bird of prey. The “hawk” takes the lead and cannot look back. Behind him, the children are placed one after another in pairs. At the command of the leader, the pairs break up, and the “mice” scatter in different directions. Anyone who falls into the clutches of a “hawk” becomes a bird of prey himself. “Mice” can not only flee, but also throw a handkerchief or a wad of paper at the “hawk” (not cobblestones). If someone is hit, then the “hawk” is killed, and another player takes his place.

"Cat". This game is similar to hide and seek. But here a heroine appears - a “cat” who knows how to hide well. Everyone else must look for her. The “cat” helps to detect itself by meowing.

BALL GAMES. If the child has a ball in his hands, we can assume that the game has already begun. And if you toss the ball and recite S. Ya. Marshak’s poem “My merry ringing ball” at the same time, then the playing space is filled with new bright content. Children at an early age (from one to three years old) love to have their actions voiced in texts. But even at three or four years old, the child will not refuse entertaining poems “on topic”. All ball games develop visual attention, coordination, motor skills (throwing, catching, throwing) and general motor skills. Don’t be upset if your baby can’t learn to catch a ball for a long time. This complex skill is improved by the age of 4-5 years. Start throwing the ball to each other from a short distance. Also, choose medium-sized balls to make it easier for your baby to grab them with his hands. Encourage success and reinforce the positive aspects of the game in the child’s memory.

◈ “Edible-inedible”. In this simple and educational game children always play with great pleasure. Throw a ball to your child and say different words (nouns). The baby must catch everything that can be eaten, and discard the “inedible” things. There is another version of this game, which is played without a ball: for “edible” we clap our hands, for “inedible” we clap our knees. Try to choose a number of consonant words to develop the child’s auditory attention. For example: “Cheesecake, donut, pillow, frog, toy...”

◈ “Hit the target”. For this game you will need two balls. One (large) is placed on a stool, it will be a “target”. With the second (small) ball, the baby tries to knock the large ball off the stool, being at a distance of 1.5-2 m from it.

◈ "Dog". A “dog” is selected from a group of children. The rest stand in a circle and quickly pass the ball to each other. The dog's task is to intercept the ball. Whoever misses it becomes another “dog”. To get into character, the “dog” can say “woof-woof”, growl or howl in moments of failure.

◈ "Defector". At a distance of 4-5 m, you need to place toys (or any objects) opposite each other. The child is faced with the task of running from one object to another from one side to the other. The driver stands in the “corridor” between the toys and must hit the “defector” with the ball. If the driver hits, then the players change roles.

Safety comes first!

Choose for outdoor games spacious places, without sharp corners. Check the playground for large stones, branches, and broken glass.

Most outdoor games can be played both indoors and outdoors. If time and weather conditions permit, go to the playground. There you will find cheerful and active companions for outdoor games. At this age, children are already able to learn the simple rules of the game and adhere to them. Through play, they learn to cooperate and make friends with their peers.

"Bowling". For this game you will need a ball and homemade skittles. They can be made from plastic bottles filled with sand or water for stability. This game perfectly develops eye-hand coordination, gross motor skills, and balance. Draw a line that the child should not step over during the throw. Place the pins in a triangle shape at a short distance. Show how to throw the ball. If the child cannot cope with the task, move the “skittles” closer. Reward and praise every hit. Don't use glass bottles in this game!

"Stream". For this game you will need a piece of fabric 1 m wide and 2 m long. This will be the stream. Place it on the floor and encourage your baby to jump over the stream. First, make the “stream” narrow by folding the fabric. Then wider and even wider. This game develops the skill of standing jumping. When the stream becomes very wide, jump over it with a running start. Teach your child to land with bent legs. Show how they jump from a place and from a running start.

"The cloud is flying". To play this game you will need an adult assistant. Take a regular white sheet and imagine that it is a cloud. Only not a simple one, but a rain one. The essence of the game is as follows. Two adults take hold of the sheet at the edges and begin to smoothly lift it up and down (the sheet will be inflated with a sail). At the moment when the “cloud” is at the top, children must run under it and not get wet. If the sheet covers it, it means the players were caught in the rain.

"Bird". Place a chair in the corner of the room. This will be the tree on which the bird must hide from the rain. The baby flutters around the room, waving his “wings” arms. Suddenly you say: “It seems like it’s starting to rain!” The child should climb onto a chair and sit on it, like a bird on a branch. Then you say: “The sun is out!” He's flying again. And so on until you get tired of it.

"Bird"(another option). Children love to count not only crows, but also other birds. When you go outside together, pay your child’s attention to how birds chirp, jump, fly, sit on branches, peck grains, clean feathers, etc. Invite the baby to become a bird too. Just don’t rush to explain what needs to be done. Just ask: “How do birds walk, peck, fly?” Then draw circles with chalk on the asphalt (or a stick on the ground) (these will be bird nests), ask the baby to fly and return to his home. It is good if several children participate in the game. Everyone will rush to occupy their “nest”.

"Fun Relay Race" This active game is not only suitable for children different ages, but also for adults. She is indispensable in any children's party where there is a large concentration of children. You will need players (they are divided into two teams), different toys, two boxes. Each team is given treasures that need to be hidden in a chest. Each participant takes an item at the start, runs and takes it to the box and returns back. The next player runs after him. The team that gets the toys into the box the fastest wins.

"Tunnel". For this game you will need a medium-sized hoop and a piece of fabric about 3 m long. The fabric needs to be sewn so that it turns out to be a “pipe”. The width of the fabric should be enough to cover the hoop around the entire circle. This will be the entrance to the tunnel. Ask your baby to climb on it. Try it yourself. Together it’s always more fun and not so scary.

Experts recommend playing “tunnel” games with children as often as possible. They help babies once again go through the stage (matrix) of birth, live it, overcome fears and uncertainty. Build “tunnels” from blankets and chairs, and go down the tunnel slides. You can also close your hands in a ring and ask the baby to crawl through it. The greater the baby's fear of closed and narrow spaces, the more likely it is that he experienced discomfort during birth.

Interesting games for children's development. The games are aimed at developing: communication skills, freedom, hand motor skills, memory, attentive thinking. Games for kindergarten and school.

Fight for the ball

Choose a flat area for the game. Draw circles with a diameter of approximately 1 meter. These circles should be located at a distance of 2 - 3 meters from each other.

Choose 3 - 4 drivers who stand between the circles. All other players take their places in circles and begin tossing the ball to each other. The driver's task is to catch this ball. If they succeed, they shout: “Change!” Players must change places. The drivers try to occupy the vacated circles. The one who is left without a circle becomes the driver next time. The winner is the one who has never been a driver during the entire game.

A few mandatory rules:

1. Players cannot leave the circles, and drivers cannot enter the circles.

2. The ball can be passed in various ways.

3. After the command: “Change!” no one should remain in their own circles.

Place of play: street

Items needed: ball

Mobility of the game: mobile

Siamese twins

Siamese Twins is a game for introverted kids who want to fix that.

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

Participants are divided into pairs. Pairs of players stand sideways to each other and hug each other's shoulders with one arm. It turns out that the one on the right has only his right hand free, and the one on the left has only his left. Together they are a Siamese twin.

The presenter gives a task, and the “Siamese twin” needs to complete this task (for example, tie shoelaces, cut a circle out of paper, comb his hair).

Players age: from six years old

The game develops: communication skills, flexibility

Number of players: 4 or more.

Damaged fax

This children's game resembles a broken telephone, but unlike that game, it develops children's sense of touch rather than hearing.

The players sit next to each other and look at the back of each other's heads. The first and last player are given a pen and paper. The last player draws a simple figure on the sheet, and then the exact same one with his finger on the back of the neighbor in front.

Each subsequent player draws on the back of the person in front what he felt on his back.

The first player redraws on paper what he felt on his back.

After all, they compare the resulting pictures and have fun.

The last player moves to the beginning of the column and the game starts again.

Players age: from six years old

The game develops: attentiveness, hand motor skills, memory

Mobility of the game: sedentary

Number of players: 4 or more

Things needed: paper, pencil

Copy of the monument

A copy of the monument is a game that develops attentiveness in children and adolescents and helps overcome shyness.

The game is suitable for children of primary and senior school age to play during the holidays.

Also suitable for adults, for parties.

Two players are selected from those present. One of them (the copyist) is taken out of the room

and blindfolded, the second (monument) at this time must take some interesting pose and freeze in it. A blindfolded copy player is introduced.

He must, without removing the bandage, determine by touch the pose of the monument and take exactly the same one. Once the copyist has assumed a pose, the blindfold is removed. Everyone compares the original monument and what the copyist produced.

The copyist becomes a monument, and someone from those present is chosen to take the place of the copyist

Notes The game has no losers or winners.

Players age: from six to fifteen years

The game develops: mindfulness, senses, emancipation

Mobility of the game: sedentary

Number of players: 4 or more

Place of play: indoors

Items needed: bandage

Hot and cold

With the help of this game, it is good to give a child a surprise/gift hidden in advance, because during the search process, the child’s interest in the gift increases (just as a delicious smell from the kitchen increases the appetite before dinner).

A surprise/gift is hidden in advance from the child. He must find it according to the presenter's prompts:

Completely frozen - means that the surprise is very far away and the child is looking in completely the wrong direction. Cold - means that the child is looking in the wrong place.

Winter has come again - it means that the child is going in the wrong direction, after the right direction.

Already warmer - means that the child has turned in the right direction

Warmer means that the child continues to walk/search in the right direction

Hot - the child is already close to a surprise

It's hot - the child is close to a surprise

There's a fire! - the child is a few centimeters away from his gift

The child is looking for a hidden surprise, according to the presenter’s tips described above.

The child enjoys the found gift. Obviously, the child's reward is the gift he finds.

Notes If there is not one child, but several of them, then all children are engaged in the search at once. For this occasion, the gift must be appropriate!

Players age: from six years old

The game develops: mindfulness, thinking

Mobility of the game: sedentary

Number of players: 2 or more

Snow duel

A snow duel is almost a real duel, but with snowballs. The game develops well the coordination of movements and the reaction of playing children.

The game follows the rules of a duel, but with some changes. Namely:

The duel takes place not with pistols, but with snowballs, you can dodge being hit and no one kills anyone. The most you can get is a black eye and a slight concussion.

Two players stand 10 meters apart. Each duelist draws a 1-meter circle around himself - within this circle he can dodge his opponent’s snowball.

After the conditional signal, the first duelist throws a snowball at the opponent. After this, the second duelist throws a snowball at the first.

If one duelist hits and the other misses, then the one who hit is considered to have won the duel.

If both miss or hit, the duel is replayed.

The duelist who is being “shot” can dodge the snowball within the circle outlined around him.

If there are other players then new player takes the place of the loser and everything starts all over again.

Notes To reduce the likelihood of injury, you should aim for the torso, not the head. Also, avoid making icy or very hard snowballs.

Players age: from six years old

The game develops: coordination, reaction

Mobility of the game: sedentary

Number of players: 2 or more

Place of play: street

Things needed: snow

Marine figures

For this game you need to choose one driver. The rest of the players are at some distance from him. The driver says: “The sea is worried - one, the Sea is worried - two, the Sea is worried - three, Sea figure, freeze in place!” After these words, all participants in the game must freeze in place, depicting some motionless sea figure, for example, a fish, crab, seahorse or other inhabitants of the seas and oceans. The driver approaches some player and insults him. The player must show how the figure he depicts moves. For example, a fish swims, a crab crawls, a frog jumps. The rest of the participants must guess who the player is portraying.

Next time, the driver can choose the participant in the game who depicted the most mysterious sea figure, that is, one that no one could guess. Or, on the contrary, you can choose as driver the one who depicted the simplest figure that everyone immediately recognized.

Players age: from six years old

Place of play: street, indoors

Mobility of the game: sedentary

Chains

Participants are divided into two equal teams. The players of each team line up in a chain, hold hands and disperse so that the distance between the chains is approximately 7 - 8 meters. The teams agree in advance who will start the game.

The team starting the game (the first), without releasing their hands, walks towards the opponents (the second team) and shouts: “Chains, chains are forged, Who are you not unchained by?”

After that, she returns to her place. The opponents, after consulting, name one of the players of the first team. This player runs up and runs into the second team’s chain with all his might, trying to break it.

If the chain can be broken, then the player who did this takes the one who is to his right into his team. In this case, the first team retains the right to break the chain.

If he fails to break the chain, he joins the enemy’s chain. The right to break the chain passes to the second team.

The game continues until only one player remains on one of the teams. Or the team that has more players after a certain time wins.

There is a game similar to this one - “Ali Baba”. Its essence is the same as in “Chains”, only the players shout different words. One of the teams starts the game with the words: “Ali Baba!” The second team answers in unison: “About what, servant?” The first team speaks again, calling the name of one of the players on the opposing team, for example: “Fifth, tenth, Sasha is here for us!”

Mobility of the game: mobile.

Lapta

This is an ancient and beloved Russian game. It requires a large platform, a ball and a lapta (bat or board). Two lines are drawn on the site. Behind one of them there is a “house”, behind the other there is a “city”, and between them there is a “field”.

The players are divided into two teams. The teams disperse: one goes to the “field”, and the other goes beyond the “city” line. One player from the “city” team hits the ball with his rounder, runs to the “house” and runs back to his place.

Selected field players try to intercept the ball and throw it at the runner. If the “city” player understands that he will not have time to reach the “house” without being greasy, he can stop and then run to the “city” together with the next player on his team. If the player managed to run to the “house” and return to the “city” unsalted, the team gets a point. If the ball is caught by a “field” player on the fly or if a “city” player is hit while running, the “city” team receives a penalty point.

The game takes place in two stages of 20 minutes each. At the end of each period, the teams switch places.

Then the points are counted and the winner is determined based on their number.

Players age: from ten years

Place of play: street, spacious room

Things needed: ball, rounders

Mobility of the game: mobile

Sea king

This game should be played on the shore, near the water. Choose one driver. He will be the "king of the sea."

The “Sea King” lives in the water, and the rest of the participants go swimming and tease him. He must catch up and make fun of one of the players. The “sea king” cannot go ashore.

If the “sea king” insults one of the players, then next time the driver, that is, the “sea king,” will be another player.

Players age: from ten years

Place of play: shore of a pond

Mobility of the game: mobile

Live target

You need a flat area and pre-prepared snowballs. In addition, there must be enough players to be divided into two teams. The essence of the game is to run across the area under the enemy's snowball fire and at the same time dodge the blows.

A large rectangle 20 meters long is drawn across the snow on the site. One team, which will run, stands at the starting line (in front of the transverse side of the rectangle), and the other, which will fire, stands along the site.

The first player of the “defectors” takes off and rushes along the court to its opposite border. At this time, the players of the second team must throw snowballs at him, trying to hit him. A running player can weave, weave, and dodge, but mostly moves in a straight line. If he reaches unharmed, his team gets a point. And if he gets hit with a snowball, he is out of the game.

As soon as the first player reaches, the second takes off, and so on. When the whole team has completed the distance, points are counted and the runners become attackers.

The team with the most points wins.

Players age: from ten years

Place of play: street

Things needed: snow

Mobility of the game: mobile

Cossack robbers

The participants of the game must be divided into two teams: the team of “robbers” and the team of “Cossacks”. The “Cossacks” find a place for the captured “robbers” - a “dungeon”, and meanwhile the “robbers” are hiding.

Then the “Cossacks” begin the search, and the “robber” must be caught up and touched. A “robber” who has been captured has no right to escape. All prisoners are in the “dungeon”, they are guarded by a “Cossack”. "Robbers" can free a comrade from the "dungeon", but to do this they must touch the "prisoner". And if he doesn’t manage to escape right away, the “Cossack” guard can catch him again. The “Cossack” can also catch the “robber” who has come to the rescue.

The game is considered over when all the “robbers” are in the “dungeon”. Then the game can be started over, and the participants can switch roles.

Players age: from ten years

Place of play: street

Items needed: crayons

Mobility of the game: mobile

Cockfighting

A large circle is drawn on a flat area. Two players enter it and kneel in front of each other, each with a scarf or “tail” attached to the back of their belt. The players’ task is to approach the opponent from behind without getting up from their knees and snatch the handkerchief with their teeth. You can't help yourself with your hands.

Players age: from eight years old

Things needed: two scarves; something that can be used to draw or mark a circle

Place of play: any

Mobility of the game: sedentary

Race

The participants of the game stand in a circle. The driver chosen by lot or with the help of a counting rhyme enters the circle. The players pass the ball to each other so that the driver does not get it. The player through whose fault the ball is caught becomes the next driver.

This game has some rules.

1. You cannot hold the ball in your hands for a long time.

2. You can pass the ball in different ways: throw it through the air, roll it on the ground, bounce it off the ground. You can agree in advance and choose only one way to pass the ball.

3. Players are allowed to make deceptive movements, false passes, throws, turns, etc.

4. Any player, including the driver, can intercept the ball flying out of the circle.

If desired, the game can be somewhat complicated. For example, agree that during the game everyone moves in a circle to the right or left, or everyone who missed the ball joins the driver and also tries to take possession of the ball.

This game is similar to the game "Doggy".

Players age: from eight years old

Place of play: street

Items needed: crayons

Mobility of the game: mobile