Outdoor games cf gr kittens and puppies. Teaching outdoor games in the middle group of a preschool institution. Excursion to the trolleybus stop

"Playing outside with kids"

Books are not always at hand, and it is inconvenient to look for outdoor games for children there. Playing cards for outdoor games can solve this problem. Them it is convenient to store in a jacket pocket and you can always quickly remember the words of the game.

Mobile game "Homeless Hare".

Game progress. A "hunter" and a "homeless hare" are selected, the rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up with him. The "hare" can run into the "house", then the "hare" standing in it must run away. When the "hunter" catches the "hare", he himself becomes him, and the "hare" - the "hunter".

Mobile game "Kittens and puppies".

Game progress. The players are divided into two groups. Children of one group depict kittens, the other - puppies. "Kittens" are near the bench; "puppies" - on the other side of the room. The teacher offers the “kittens” to run easily, gently. To the teacher’s words: “Puppies!” - the second group of children climbs over the benches. They run on all fours after the “kittens” and “bark”: “Av-av-av”. "Kittens", meowing, quickly climb onto the bench. "Puppies" return to their "houses". After two or three repetitions, the children switch roles and the game continues.

Mobile game "Flies - does not fly."

Game progress. The host calls any words(fish, plane, tree…). If what is named can fly, the children raise their hands up, if it does not fly, they do not raise their hands. At the end of the game, the most attentive child is noted.

Mobile game "Owl".

Game progress. The teacher says: "The day is coming, everything comes to life." Children move freely around the playground, performing various movements, imitating the flight of butterflies, dragonflies, etc. with his hands. Suddenly, the teacher says: “The night is coming, everything freezes, the owl flies out.” All children should immediately stop in the position in which these words found them, and not move. "Owl" slowly passes by the players and vigilantly examines them. Whoever moves or laughs, the "owl" sends to his "hollow".

Mobile game "Change places".

Goals: learn to work in a team; develop attention, dexterity.

Game progress. A long cord is placed in the center of the platform. Children are divided into two teams, each occupies its own half of the playground. At the signal "Run!" children scatter around their part of the playground, and at the signal “Change!” teams change places. A team is encouraged to in full force she was the first to run across to the other side of the site, that is, she changed her place.

Mobile game "From bump to bump".

Game progress. The teacher lays out 6–8 hoops in the areatwo lines. The players line up in two columns. At the signal of the teacher, the first players begin to jump on two legs from hoop to hoop. As soon as the first player jumps from the last hoop, the second player in the column starts jumping, etc. The team that quickly and correctly wins (without stumbling even once) cross over to the other side of the river. The game is repeated 2-3 times.

Mobile game "Freeze!".

Game progress. The facilitator explains to the children the rules according to which everyone must move around the site, and at the command of the facilitator: “One, two, three, freeze!” - stop. Having said these words, the teacher shows the children one of the cards with a schematic representation of a person's posture. The guys should take the same pose. The one who takes the wrong posture is out of the game.

Mobile game "Find a mate" (with running).

Game progress. The teacher distributes colored flags to the children according to the number of players(odd number). At the signal of the teacher, the children run; at the sound of a tambourine, they look for a couple by the color of the flag and join hands. As a result of the game, one child will be left without a pair, and he leaves the game.

Mobile game "Children and the wolf".

Game progress. The wolf is chosen(leader). The rest of the children imitate the movements(gather strawberries and mushrooms in the forest) . Children say:

Children walked through the forest, picked strawberries,

There are many berries everywhere - both on the bumps and in the grass.

But here the branches crackled ...

Children, children, do not yawn, the wolf behind the spruce - run away!

Children scatter, the "wolf" catches them. floodplainsthis childbecomes a "wolf", and the game starts over.

Mobile game "What we saw, we will not say, but what we did, we will show." .

Game progress. The driver goes out the door. The remaining children agree on what movements they will perform. Then the driver is invited. He says: “Hello, children! Where were you, what were you doing?"

The children answer: “Where we were, we will not say, but what we did, we will show.”

If the driver has guessed the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again.

Mobile game "Do not give the ball to the driver."

Game progress. There are 2-3 leaders in the center of the circle. Children standing outside the circle throw the ball to each other in all directions, and the drivers try to catch it. If this succeeds, then the driver leaves the circle. The driver becomes the child, during the throw of which the ball was caught.

Mobile game "Cat on the roof".

Game progress. Sitting on a bench with eyes closed one of the players is the driver. He is a "cat". The rest of the children are mice. They quietly approach the “cat” and, shaking their fingers, speak in unison in an undertone.

Hush, mice, hush, mice!

The cat is sitting on our roof.

Mouse, mouse, beware

And don't get caught by the cat!

After these words, the "cat" wakes up, says "meow", jumps up and chases the "mice". "Mouse mink" is marked with a line. "Cat" has no right to run over the line. The caught "mouse" becomes a "cat".

Mobile game "Dragonfly Song".

Game progress. Children become in a circle, recite a poem in chorus, accompanying the words with movements:

I flew, I flew

Tired didn't know.

Children gently wave their hands.

sat down, sat down

flew again

I found my friends around the round dance,

We had fun!

The sun was shining.

Get down on one knee.

Again make flying movements with your hands.

They join hands and dance.

Mobile game "Geese-swans".

Game progress. The “wolf” and “shepherd” are chosen, the rest of the children are “geese”. On one side of the site there are "geese", on the side - the lair of the "wolf". The “shepherd” drives out the “geese” to graze in the meadow, then says: “Geese-geese!”

"Geese" stop and answer in chorus: "Ha-ha-ha!"

Shepherd. Do you want to eat?

geese. Yes Yes Yes!

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

The "geese" fly home through the meadow, and the "wolf", having heard the "geese", runs out, trying to catch them. Caught "geese" "wolf" leads to the lair.

Mobile game "Cook".

Game progress. Children become in a circle. The driver walks around the circle, he has a chef's hat in his hands. The children recite the poem in unison:

Let's play chef, no one can yawn,

If you are the cook, then go around quickly.

After the words “Hurry around, go around,” the driver stops and puts a cap on a nearby child. The one who received the cap and the driver stand with their backs to each other and, at the signal of the teacher, go in a circle. Whoever goes around the circle first in opposite directions wins and becomes the leader.

Mobile game "Don't get your feet wet"

Game progress. Two teams, in the hands of one part of the team - two planks each. At the command of the teacher: "Forward!" - each child must, stepping only on the boards, go over the "swamp" and give the boards to the second part of the team located on the other half of the "swamp". The first team to cross the swamp wins.

Russian folk game"Big Ball"

Game progress. The players stand in a circle and hold hands. The driver with the ball is in the middle of the circle. He tries to roll the ball out of the circle with his feet, and the one who missed the ball between his legs becomes the leader, he stands behind the circle. The players turnback to center.Nowleadingyou have to roll the ball into the circle. Then the players again turn to face each other, and in the middle stands the one who missed the ball. The game is repeated.

Russian folk game "Daisies".

Game progress. "Flowers" become in a circle, and Margarita is in its center. Children walk in a circle, holding hands, and say the words:

Margarita collected daisies on the mountain.

Margarita lost daisies in the yard.

He wants to collect everything again, just need to catch up with us .

Children scatter all over the playground, and Margarita tries to catch up with them and tarnish them. Catching up with the child, she says: "Flower garden." At this signal, the stained player must go to the "flower garden". When 5-6 children gather there, the game stops.

Mobile game "Frogs and Heron". .

Game progress. In the middle of the site, a "swamp" is drawn in which "frogs" live. A "stream" is drawn on the sides of the site, and a "heron's nest" is drawn to the side. At the signal of the host: "The frogs are jumping in the swamp" - the players run and jump around the site, depicting frogs. On a signal: "The heron is coming!" - the "heron", having stepped over the "stream", jumps and looks for "frogs". "Frogs", escaping from the "heron", jump over the "brook", trying to hide. "Heron" tries to catch "frogs".

Russian folk game "Bees and swallows".

Game progress. The players - “bees” - fly across the clearing and sing: “Bees fly, they collect honey! Zoom, zoom, zoom!”

"Swallow" sits in his "nest" and listens to their song. At the end of the song, the “swallow” says: “The swallow will get up, it will catch the bee.” With the last word, she flies out of the "nest" and catches "bees". The caught player becomes the “swallow”, and the game is repeated.

Mobile game "Carp and pike".

Game progress. One child is chosen by the "pike" and is outside the circle. The rest of the players are divided into two groups: one of them - "pebbles" - forms a circle, the other - "carp", which swim inside the circle.

At the signal of the teacher: "Pike!" - the leader quickly runs into the circle, trying to catch the "carp". "Karasi" are in a hurry to quickly take a place for one of the players and sit down("carp" hide from the "pike" behind the pebbles). "Pike" catches those "carp" that did not have time to hide. Caught children leave the circle. Then choose a new "pike". Children standing in a circle and inside it change places, and the game is repeated.

Bashkir folk game "Shooter".

Game progress. On site are heldtwo parallellines at a distance of 10–15 m from each other. In the middle between them, a circle with a diameter of 2 m is drawn. One player is the “shooter”. He stands in a circle with a ball in his hands. The rest of the players start running from one line to another. "Shooter" tries to hit them with the ball. The one he hit becomes the "shooter".

Driver's choice: a sudden command sounds: "Sit down!" The one who sat down last will be the "shooter".

Mobile game "Wolf in the ditch".

Game progress. Two parallel lines are drawn in the middle of the hall at a distance of 80-100 cm - this is a "ditch". On one side are the goats. "Wolf" becomes a "ditch". On a signal: "The wolf in the ditch!" - "goats" run to the opposite side of the site, jumping over the "moat", and the "wolf" tries to catch them. Caught "goat" becomes a "wolf".

Mobile game "Bear and bees".

Game progress. The players are divided into two unequal groups: a smaller group - "bees", a larger one - "bears". "Bees" are on a hill. On a signal, the "bees" fly to the "meadow" for honey and buzz. As soon as the "bees" have flown away, the "bears" climb onto the hill - into the "beehive" and feast on honey. On a signal: "Bears!" - "bees" fly and sting those who did not have time to escape into the "forest". The stung "bear" no longer goes out for honey.

Mobile game "Cosmonauts".

Hoops are laid out around the hall, there are one less of them than the players. Children in the middle of the playground("astronauts"), holding hands, walk in a circle, saying:

Fast rockets are waiting for us to walk around the planets.

Whatever we want, we'll fly to such!

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

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

Mobile game " Sly Fox».

Game progress. The players stand in a circle with their eyes closed. The teacher passes and touches the child. Children open their eyes and say three times: “Cunning fox, where are you?” After that, the "fox" runs out to the center and says: "I'm here!" Children scatter, and the "fox" catches them. Those caught move away.

Mobile game "Hurry up to pick up."

Target: to develop in children dexterity and accuracy of movements.

Game progress. Children stand in a circle and are calculated in numerical order.

The teacher holds a stick in his hands, suddenly releases it and calls the serial number. The task of the player under this number is to pick up the stick without leaving his seat. If he doesn't catch it, he leaves the circle. The last remaining in the game are considered the most seasoned and dexterous.

Mobile game "Trap, take the tape."

Game progress. All players put ribbons behind their belts. The "trap" is selected. At the teacher's signal: "Run!" - the children scatter around the playground, and the "trap" runs after them, trying to pull out more ribbons. On a signal: “One-two-three, run faster in a circle!” - Children stand in a circle. The number of taken tapes is counted, after which they are returned to the children. Having lost the tape, the child leaves the game.

Mobile game "Frogs".

Game progress. Hoops are laid out on the floor at a distance. Children ("frogs")livein the "swamp", hoops("bumps")2-3 less than "frogs". If the “hummock” is crowded for the “frogs”, then they must agree on how to accommodate themselves together, and if it doesn’t work out, then they jump to other “hummocks”. Then one hoop is removed. Game continues.

Mobile game "Streams and lakes".

Game progress. Children line up one after another, 4-6 people each, put their hands on the belt or shoulders of the person in front - these are “brooks”. On a signal: "Streams run!" - kids are running(with high knees, in a semi-squat) each in his column behind the leader. At the signal: "Lake!" - each team, holding hands, forms a circle - a "lake". The team that completes the circle first wins.

Mobile game "Where is the sound?".

Game progress. The players are blindfolded. The teacher takes the alarm clock and stands away from the children. Listening to the ticking of the clock, the players must move in the direction of the sound. The leader can change his place several times. Whoever comes closest to the clock wins.

Mobile game "Make a figure".

Walking in a column one at a time. At the signal: "Stop!" - children stop and perform any figure. The fastest guys and interesting figures are marked.

Mobile game "Zhmurki".

Game progress. "Zhmurka" is selected using a counting rhyme. They blindfold him, take him to the middle of the room and turn him around several times. Conversation with him: “Cat, cat, what are you standing on?” - "On the kvass"(wooden utensils for kneading the text). – « What's in the bowl? - "Kvass". “Catch the mice, not us!”

Players scatter, "blind man's blind man" catches them. The "blind man's blind man" should recognize the caught player, call him by name, without removing the bandage. He becomes a "bugger".

Mobile game "We are funny guys."

The site is divided into 3 parts. In the central part there is a "trap". The players in chorus say the text:

“We are funny guys, we love to run and play. Well, try to catch up with us! One, two, three - catch!

After the word “catch”, the children run across to the other side of the playground, and the “trap” catches up with those running. The one whom the "trap" touched,beforethan the player crossed the line,countscaught and sits near the "trap".

Mobile game "Airplanes".

Game progress. Children are built in 3-4 columns in different places of the site, which are marked with flags. The players pretend to be pilots. At the signal of the educator: “Get ready for the flight!” - children make movements with their hands - start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and “fly” scattered in different directions around the playground. At the signal of the educator: "To land!" - "planes" find their places and land: the children are built in columns and go down on one knee. The teacher notes which column was built faster.

Mobile game "Mice in the pantry".

Game progress. Children-"mice" sit in "minks" - on the bench. On the opposite side of the site, a rope is stretched at a height of 40–50 cm. This is a “pantry”. On the side of the players sits a "cat"(educator). The "cat" falls asleep, and the "mice" run to the "pantry". Penetrating into the "pantry", they bend down so as not to touch the rope. There they sit down, pretending to gnaw crackers. The "cat" wakes up, meows and runs after the "mice". "Mice" run into "minks".

Mobile game "Empty place".

Game progress. The leader is selected, the rest of the children stand in a circle, putting their hands on their belts. The driver goes around the circle and says:

I walk around the house and look out the window,

I will go up to one and knock softly.

After the words “I’ll knock,” the driver stops and looks into the circle. There is a conversation with a child standing in a circle: “Knock-knock-knock”. - "Who's come?" The leader says his name. "Why did you come?" - "We run the race."

After these words, both run around the children standing in a circle in different directions, trying to return faster and take an empty place. Whoever runs first takes an empty seat, and the latecomer becomes the driver.

Mobile game "Flock".

Children choose a leader. The teacher together with the children says a rhyme:

Sing along, sing along

Ten birds - a flock:

This bird is a sparrow

This bird is an owl

sleepy head,

This bird is a whistler,

This bird is a corncrake

This bird is a bird

Gray feather.

This is a finch

This is a swift

This is a cheerful siskin,

Well, this one is an evil eagle.

Birds, birds, go home!

After these words, the children scatter, and the driver tries to catch someone.

Mobile game "Potato".

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

Mobile game "Hares and the wolf".

Game progress. Of the playing children, a “wolf” is chosen, the rest are “hares”. At the beginning of the game, the "hares" are in their "houses", the "wolf" is on the opposite side of the room. The teacher says

Hares jump, hop, hop, hop,

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

Grass is pinched, eaten,

Listen carefully -

Is the wolf coming?

Under these words, children jump, perform various movements. After the words of the teacher: "Wolf!" - he leaves the "ravine" and runs after the "hares", they run away to their "houses". Caught "hares" "wolf" takes to his "ravine".

Mobile game "Fox in the chicken coop". .

On one side of the site, a "chicken coop" is outlined. In the "hen house" on the "roost"(on benches) the chickens are sitting. On the opposite side of the site is the "fox hole". The rest of the place is the "courtyard". The driver is chosen - "fox", the rest of the children - "hens". "Chickens" walk and run around the "yard", peck grains, flap their wings. At the signal of the teacher: "Fox!" - "hens" run away to the "chicken coop" and climb the "roost", and the "fox" takes the player, who did not have time to escape, to his "hole". The game is restarted. You can repeat the game with another "fox".

Mobile game "Cossacks-robbers". .

Game progress. Children are divided into two teams: "Cossacks" and "robbers". The "Cossacks" find a place - a "dungeon", while the "robbers" hide. "Cossacks" are looking for "robbers". The "robber" is considered caught if the "Cossack" touched him with a twig(with a whip). The "robber" who was taken prisoner has no right to run away. All prisoners are brought to a "dungeon" guarded by a "Cossack". "Rogues" can release their comrades from the "dungeon" by touching them. But if at this moment they themselves are caught by the "Cossack watchman", then they also fall into the "dungeon". The game is considered over when all the "robbers" are in the "dungeon".

Mobile game "Hurry to catch".

Game progress. Children stand in a circle with the teacher in the center. He holds a stick placed vertically on the floor, covering it from above with his palm. The teacher calls the name of one of the children, quickly releases the stick and moves away. The child must have time to run up and grab the stick without letting it fall. Children can play on their own. In this case, an additional rule is introduced: if the called child managed to grab the stick, he takes the place of the driver. If this was not possible, then the driver remains the same. You can stand facing, sideways or with your back to the center of the circle.

Mobile game "Stop!".

Game progress. The players become in a circle. The driver goes to the middle of the circle with the ball. He throws the ball up or hits it on the ground, calls someone's name. The child who was named runs after the ball, the rest of the children scatter in different directions. As soon as the named childwill take the ball, he shouts: "Stop!" All players must stop and stand still where the team found them. The driver tries to hit someone with the ball. The one to whom the ball is thrown can dodge, squat, bounce without leaving the spot. If the driver misses, then he runs after the ball again, and everyone scatters. Taking the ball, the driver again shouts: “Stop!” - and tries to hit someone again. Salted becomes the new driver, the game continues.

Mobile game "Transfer objects".

Game progress. Draw 2-4 circles on the ground(diameter 50 cm) at a distance of 8-10 meters. In one circle put several differentitems(skittles, cubes , toys ), the other remains free. The child stands at the free circle and, at the signal of the adult, begins to transfer objects here one at a time from another circle. Two teams can play at the same time.

Tatar folk game "Jump-jump".

Game progress. A large circle is drawn on the ground, and small circles are drawn in it.(for each participant of the game). The driver stands in the center of a large circle. The driver says: "Jump!" After this wordplayers change places quickly(circles), jumpingon one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the leader.

Rules of the game. You can't push each other out of circles. Two players cannot be in the same circle. When changing places, the circle is considered for those who joined it earlier

Tatar folk game "Crackers".

Game progress. On opposite sides of the site are marked with two parallel lines two cities". The distance between them is 20–30 meters. All children line up near one of the "cities" in one line: the left hand is on the belt, the right hand is extended forward with the palm up. The leader is chosen. He approaches those standing near the "city" and pronounces the words:

Clap yes clap! The signal is

I run and you follow me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained run a race to the opposite "city". Whoever runs faster will remain in the new "city", and the one who lags behind becomes the driver.

Rules of the game. Until the driver touches someone's palm, you can't run. While running, players must not touch each other.

Tatar folk game Chanterelle and chickens.

Game progress. At one end of the site there are "hens" and "roosters" in the "chicken coop". At the opposite end is a "chanterelle". “Chickens” and “roosters” walk around the site, pretending to peck grains, look for worms, etc. When a “chanterelle” sneaks up on them, the “roosters” shout: “Ku-ka-re-ku!” At this signal, everyone runs to the "chicken coop", a "chanterelle" rushes after them, which tries to catch any of the players

Number of players: any
Optional: red scarves or headbands
All players are divided equally into two teams. Players from the same team are designated "People": they are marked either with bright red scarves-bandages around their necks, or with bright red wide tape wrapped around the biceps of both hands. Players on the other team are designated "Vampires" and do not have any armband markers. The goal of "Vampires" is to capture as many "People" as possible, who, after being captured, also become "Vampires". The main charm of the game is that the "Vampires" do not have any armband markers and the "People" are in constant tension and ready to run away from the "Vampires" filling the playing area.

Snowballs - winter game for kids

Number of players: any
Optional: snow
In winter, you can remember about this old Russian fun.
The game is usually played by two teams throwing snowballs at each other.

Monkey tag - a game for children

Number of players: any
Extras: no
The driver must imitate the runaway like a monkey. For example, if the pursued unexpectedly (the evader will do such things intentionally) jumps on one leg, then the driver must also jump after him on one leg. If the driver did not have time to repeat the movements of the evader in time, then “tagging” is not considered and the evader is given 5 seconds to run away again.

Gates - an outdoor game for children

Number of players: child and adult
Extras: no
If you have a very small, but too mobile child, then you can try to captivate him in this way.
We play outside! The child runs up to you, you spread your legs ... and, as it were, "step over" him. It comes back, reaches you, you again let it pass under you, as if through a "gate". The main thing is energy in a peaceful way. The game can be improved and furnished with jokes, connect additional items and tasks such as "take the ball, carry it through the gate, put it in the stroller ...".

Catchers-cutters - an outdoor game for children

Number of players: any
Optional: 2 spools of thread or very long thread in two colors (preferably blue and red)
We choose a leader. A thread is tied to everyone’s hand in a conspicuous place, but the knot is not tightly tightened. Boys and girls are different colors.
The task is to catch up with any person and break the thread from him. The difficulty is that the one who is caught can also pluck the thread from the hand of the plucker. Whoever has the thread torn off, he goes to the leader.

Dungeon Escape - game for kids

Number of players: any
Extras: no
The game is reminiscent of the old game "Cat and Mouse". Participants of the game, holding hands, form a circle. Inside is a prisoner or captive, outside is his or her friend. The prisoner must break out, his assistant - to deceive the guards. The one who misses the prisoner takes his place.

Bells - an outdoor game for children

Number of players: any
Optional: bell
Children stand in a circle. Two people go to the middle - one with a bell or a bell, the other - blindfolded. Everyone sings:
Tryntsy-bryntsy, bells,
The daredevils called:
Digi digi digi dong
Guess where the call is coming from!
After these words, the "blind man's blind man" catches the dodging player.

Bottomless barrel - a game for children

Number of players: any
Additionally: a barrel without a bottom, a ball
An ordinary barrel without a bottom is suspended on the playground, at a height of three meters. The player on the run must throw the ball into the barrel with an accurate blow from the bottom up. The one who does it three times wins.

natalia kazantseva
Outdoor games for children of the middle group

MOBILE GAMES FOR CHILDREN OF THE MIDDLE GROUP.

Bring up children physically perfect means to ensure that they are healthy and hardened from an early age.

To meet the challenges of improving health children preschool children use different facilities physical education. Integrated use of all funds(hygienic factors, natural forces of nature, physical exercises and others) effectively affect the child's body.

For full physical development and health promotion children preschool age requires a special motor mode, characterized by a variety of forms of physical education. One of these forms is game exercises (outdoor games) .

When teaching the main types of movement in the introductory and main parts of the lesson, children master certain motor skills and abilities, which are then consolidated and improved in outdoor games. pick up outdoor games for physical education, it is desirable in accordance with the alternation of the main types of movements. For example ( games the basic movements are given below, if they teach balance and exercise in jumping, then the game can be offered with climbing elements, if they teach jumping and exercise in throwing, then you can play a game with balance elements, etc. Such a sequence mobile games helps to consolidate and improve those motor qualities that children have mastered in the previous lesson.

For mobile games, you need to think over the organization in advance, prepare the necessary equipment, small attributes. Organization of various physical exercises and mobile games have a positive effect on the emotional state children, helps to strengthen the will, develop courage, independence, increases interest in the game and allows you to solve various motor tasks.

BASIC MOVEMENT - RUN

"Quick to the house". The gymnastic bench - houses - is located on one side of the site. Instructor (tutor)He speaks: "Go for a walk". Children jump off the benches and run around the playground. On signal "Quick to the house" they must quickly stand on the bench.

"Sleeping Fox". Choose a fox. She goes to the corner of the site (burrow) and sleep soundly (closes eyes). On the opposite side of the site, beyond the line - the house of hares. They frolic on the playground, running in different directions (tutor)He speaks: "The fox is awake!" All the children, escaping from the fox, run to their house. The fox catches up with them, trying to touch them with his hand. Caught fox takes to the hole. When there are 2-3 children in the hole, the new fox. The game is repeated. At the end, the most dexterous fox is celebrated.

"Aircraft" (1st option). Children run around the playground, depicting airplanes (spread arms out to the sides). Planes must not collide and break their wings. Crash victims approach the instructor (to the educator). After repairs, they are again sent to flight. At the end, the best planes are marked.

Option 2. Children are seated around the instructor (caregiver) in one corner of the site and squat down. These are planes at the airport. On a signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with wings (outstretched arms). On a signal, the planes come in for a landing and take their place at the airfield. In the end games are marked as the best flying without accidents.

"House Trap". Choose a trap. He becomes in the center of the site. On signal "One two Three. Catch! children scatter, and the trap catches them (touching hand). You can escape from the trap in the house (stand on a bench, board). When 3-4 children are caught, a new trap is chosen. At the end, the best traps and children who were not caught are noted.

"The Fox and the Birds". Children (birds) on benches or in hoops (nests). In the corner is a fox hole. Birds fly out to peck at harmful insects (beetles, worms, midges, etc.). On the instructor's signal (caregiver) "A fox!" All birds fly to their nests. The fox runs out of the hole and tries to catch the birds. Caught she takes to her hole. After two repetitions, a new fox is selected.

"Horses".Children are divided into pairs as they wish.: one is a coachman, the other is a horse. The coachman harnesses the horse - puts on the reins (jump rope). At the instruction of the instructor (caregiver) horses ride around the site, go around obstacles (benches, cubes, etc., trying not to touch them and each other. At a signal, the children change roles.

BASIC MOVEMENT - JUMPS

"Fox in the chicken coop". Gymnastic benches are placed on one side of the site - this is a perch for chickens. On the opposite side is a fox hole. One of the players is appointed as a fox, the rest are chickens. On the instructor's signal (caregiver) chickens jump off the perch. They walk and run around the site (yard, peck grains, flap their wings. On a signal "A fox!" the chickens run away to the chicken coop and climb onto the perch, and the fox tries to catch the chicken that did not have time to escape, and takes it to its hole. The rest of the chickens jump off the perch again and the game resumes. The game ends when the fox catches 2-3 chickens. Another fox is chosen.

"Hares and the wolf". One of the players is chosen as a wolf. The rest are rabbits. On one side of the site, hares make houses (hoops). At the beginning games hares stand in their houses, the wolf is at the other end of the site (in the ravine). On a signal, the hares jump out of the houses and scatter around the site. They then jump on two legs, then sit down, nibbling grass. On signal "Wolf" the wolf runs out of the ravine and catches hares (trying to touch them). Hares run away to their own house. The wolf takes the caught hares to the ravine. The game is restarted. After 2-3 hares are caught, a new wolf is selected.

BASIC MOVEMENT - Crawling and climbing

"The mother hen and the chicks". A cord is pulled across the platform at a height of 50 cm. On one side of the cord-field. on the other, the yard where the chickens are (children) and mother hen (instructor or teacher). Chickens jump on two legs. Instructor (tutor) calling children in the field for a walk. Children crawl under the cord, trying not to touch it, run across the field, peck at grains. (squatting down). After a while the instructor (tutor) calls the chickens to the yard. The children crawl under the cord again. Whoever does not touch the cord is considered the winner.

"Birds and Rain". Birds run around the site. Instructor (tutor)He speaks: "Rain started", "The storm has come" etc. Birds rush to take cover on a tree (gymnastic bench, wall). After a while the instructor (tutor)He speaks: "The rain has passed, the sun has come out". The children are running around the playground again. It is necessary to ensure that the birds circled the entire area.

"Kittens and Puppies". Children are divided into 2 subgroups - kittens and puppies. The kittens are near the gymnastic wall, the chickens are on the other side of the playground in the houses behind the gymnastic benches. Instructor (tutor) offers first a group of children-kittens-run easily, softly. into words: "Puppies!"-second group of childrenclimbs over benches and runs after kittens barking: "Aw-aw-aw". Kittens, meowing, quickly climb onto the gymnastic wall. Puppies return to their homes. After 2-3 repetitions, the children change roles, the game continues.

"Birds and chicks"
Purpose: To develop in children the performance of movements on a signal. Exercise in running in different directions without hitting each other.
Children are divided into 3 - 4 groups; each group has its own nest house. Each group of "chicks" has a mother bird. According to the word of the teacher, the chicks “flew” from the nest. At the word of the teacher “home”, the mother birds return and call the chicks home. In the nest, the chicks sit in a circle. The game is played 3-4 times.

"Mice in the pantry"
Purpose: To develop in children the ability to perform movements on a signal. Exercise in running, crawling.
Children - "mice" sit in minks - on high chairs. On the opposite side, a rope is stretched at a height of 50 - 40 cm. This is a "pantry". On the side of the players sits a "cat" - a teacher. The cat falls asleep, the mice run to the pantry. Penetrating into the pantry, they try not to touch the rope. They sit down there and seem to gnaw crackers. The cat suddenly wakes up, meows and runs after the mice. Mice run into burrows. The game is played 4-5 times.

"Fox in the Chicken Coop"
Purpose: To develop, attention, dexterity, performing movements on a signal. Practice running.
A chicken coop is outlined on one side of the site. On the opposite side 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 are chickens. At the signal of the teacher, the hens walk and run around the yard, peck grains, flap their wings. At the signal of the teacher “Fox! "- the chickens run away to the chicken coop, and the fox tries to drag the chicken, which did not have time to escape, into the hole. The duration of the game is 4 - 5 times.

"Who will throw the bag farthest"
Purpose: To develop in children the ability to act on a signal. Exercise in throwing away with your right and left hands, in running, in color recognition.
Children sit along the walls or on the sides of the playground. Several children, named by the teacher, stand on the same line in front of the rope laid on the floor. Children receive bags of 3 - 4 different colors. At the signal of the teacher “throw it”, the children throw the bag into the distance. The teacher draws the attention of the children to whose bag fell further, and says: “Pick up the bags.” Children run after their bags, pick them up and sit down. The teacher calls other children. The game is repeated 3-4 times.

"Find Your Color"
Purpose: To develop children's attention, the ability to distinguish colors and act on a signal. Practice walking and running.
Children receive flags of three or four colors: red, blue and yellow and are grouped into 4-6 people in different corners of the site. In each corner, the teacher puts a colored flag (red, blue, yellow) on a stand. At the signal of the teacher “go for a walk”, the children disperse around the site. At the word of the teacher, “find your color,” the children gather near the flag of the corresponding color. The duration of the game is 4 - 5 minutes.

"Rabbits"
Purpose: To develop in children the ability to move in a team, to find their place on the site. Exercise in crawling, running, jumping on two legs.
Circles are outlined on one side of the site - “rabbit cages”. Chairs are placed in front of them, to which hoops are vertically tied, and if there are no hoops, a cord is pulled. On the opposite side, a chair is placed - the "watchman's house", on which the teacher sits. Between the house and the cells - "meadow". The teacher divides the children into small groups. Each group stands in a circle. "Rabbits sit in cages" - the children squat down. The teacher alternately approaches the cages and releases the rabbits onto the grass. The rabbits crawl into the hoop and start running and jumping. After a while, the teacher says: "Run into the cells." The rabbits run home and each returns to its cage, crawling back into the hoop. The game is played 4-5 times.

"Sparrows and a cat"
Purpose: To develop the ability to accommodate in space and move in a team without hitting each other, as well as act on a signal. Exercise in deep jumps, long jumps and fast running.
Children stand along the walls of the room on benches, on large cubes or in hoops placed on the floor. These are "sparrows on the roof" or in "nests". A cat is sitting at a distance, the role of which is played by the teacher. Sparrows have flown,” says the teacher. Sparrows jump off the roof or jump out of the nest and, spreading their wings, run in all directions throughout the room. The cat, meanwhile, is sleeping. But then she wakes up, says: "Meow, meow" and runs to catch up with the sparrows, who run to their nests. The cat takes the caught sparrows to her “home”.

"Take what you want and play with who you want"
Purpose: To develop in children: activity, initiative, a sense of friendship.
Children sit on chairs in a circle or semicircle. Opposite the children, at a distance, there is a table on which toys are located: a flag, a handkerchief, reins, a hoop, a ball, musical toys. The teacher calls the name of the child and tells him: "Take what you want and play with whoever you want." The child comes to the table, takes a toy and chooses a friend to play with. After a while, the teacher says: "Put the toy back." The players put down the toy and sit down. The duration of the game is 4 - 6 minutes.

"Colored Cars"
Purpose: To develop children's attention, the ability to distinguish colors and act on a visual signal. Practice running and walking.
Children sit on chairs along the wall. They are "cars". Each is given a flag of any color or a colored circle, a ring. The teacher is in the center of the playground. He holds three colored flags in his hand. The teacher raises a flag of any color. All children with a flag of this color run around the playground; on the move, they buzz, imitating the car. When the teacher lowers the flag, the children stop and, at the signal “to the garage”, step forward to their chair. Duration 4 - 6 minutes.

"Get the bag in the circle"
Purpose: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand. Children stand in a circle. In the center of the circle a circle is laid out of a rope, the ends of the rope are tied; a circle can also be drawn on the ground. Children are at a distance of 1 - 2 steps from this circle. Children have sandbags in their hands. At the signal of the teacher “throw it”, all the children throw their bags into the circle. “Pick up the bags,” says the teacher. Children pick up bags, stand in place. The teacher notes whose bag did not fall into the circle, and the game continues. The game is repeated 4-6 times.

"Two Balls"
Purpose: To develop in children the performance of movements on a signal. Practice passing the ball
Children stand in a circle at arm's length from one another. The teacher gives two balls to the children who are standing nearby. On the “one” command, the children begin to pass the balls, one on the right side of themselves, and the other on the left. When the balls meet at the children who are standing nearby, these children go to the middle of the circle, throw the ball up 2-3 times, catch it, and then go up to the children who are standing in a circle nearby and give them the ball, while they themselves stand on their own. places. Game continues. The teacher marks the children for whom the ball has never fallen when passed to another. The duration of the game is 5 - 6 minutes.

"Find where it's hidden!"
Purpose: To develop children's visual memory, attention. Practice working with a team.
Children sit on one side of the playground. The teacher shows the children a toy or a flag that he will hide. The teacher invites the children to stand up, turn to the wall. The teacher himself moves away from the children a few steps and hides the flag, after which he says: “Look!” The children begin to look. Whoever finds the flag first has the right to hide it when the game is repeated. The game ends when 3 - 5 guys find the flag. The duration of the game is 5 - 6 minutes.

"Tram"
Purpose: To develop in children the ability to distinguish colors and act on a visual signal. Exercise in running and walking in a column.
Children stand along the wall or side of the playground in a column in pairs, holding each other's hands. With their free hands, they hold on to the cord, the ends of which are tied (one child is held with his right hand, the other with his left). The teacher is in one of the corners of the site and holds three colored flags in his hand. The teacher raises the green flag, and the children run - "the tram is moving." Having reached the teacher, the children look to see if the color of the flag has changed; if a green flag is raised, the tram continues moving; if a yellow or red flag appears, the children stop and wait for the green color to appear. The duration of the game is 5 - 6 minutes.

"Kittens and Puppies"
Purpose: To develop dexterity orientation in space. Practice climbing, running.
The players are divided into two groups. Children of one group depict kittens, the other - puppies. Kittens are on one side of the playground, puppies are on the other side. The teacher offers the kittens to run easily, gently. To the words of the teacher: “Puppies! "- the second group of children climbs over the bench. They run on all fours after the kittens and bark. Kittens quickly climb onto their bench or gymnastic wall. The game is played 4-5 times.

"Put the ring on"
Purpose: To develop accuracy, eye, coordination of movements. Practice throwing.
The game consists in throwing rings on various funny figures, for example, an elephant with a raised trunk, a goose with an outstretched neck, etc. At a distance of 1.5 - 2 m from the figure, a line is drawn - the border from which the children throw the ring. The teacher shows how to stand up, how to keep the ring in a horizontal position, how to throw. The duration of the game is 5-7 minutes.

"Free place"
Purpose: To develop in children the ability to perform movement on a signal. Practice running fast.
The players sit on chairs in a circle. The teacher calls the 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.

"Find yourself a mate"
Purpose: To develop children's orientation in space. Get kids to run.
Each child receives one flag. Flags of two colors equally. At the signal of the teacher, the children scatter around the playground. At the signal “find a pair”, children with the same flags stand next to each other. An odd number of children must take part in the game so that one is left without a pair. Turning to him, all the players say: Vanya, Vanya do not yawn (Manya. Olya, etc.)
Pick a couple quickly.
Then, after hitting the tambourine, the children again scatter around the playground, and the game is repeated. The duration of the game is 5-7 minutes.

"Catch a Mosquito"
Purpose: To develop in children the ability to coordinate movements with a visual signal. Practice jumping in place.
The players stand in a circle, arms outstretched to the sides. teacher in the center. He rotates a cord in a circle, to the end of which a “mosquito” is tied. The teacher circles the mosquito slightly above the heads of the players. The players carefully watch the mosquito and, when it approaches, jump in place to catch it. The one who grabs the mosquito says: "I caught it." Duration 4 -5 minutes.

"At the bear in the forest..."
Purpose: To develop children's intelligence, orientation in space and the rhythm of movements. Exercise children in running and catching.
A line is drawn at one end of the site. This edge of the forest. Beyond the line is a place for a bear. At the opposite end of the site, the children's house is indicated by a line. The teacher appoints one of the players as a bear. The children go to the edge of the forest and say: The bear has mushrooms in the forest, I take berries.
And the bear does not sleep and growls at us.
When the players say the word "growls", the bear gets up with a growl, and the children run "home". The bear tries to catch them. Takes the one who is caught. The duration of the game is 5 - 6 minutes.

"Let's jump over the stream"

Purpose: To exercise long jumps from a place. A brook is drawn on the site, narrow at one end, and then wider and wider (from 10 to 40 cm.) A group of children is invited to jump over the brook, first where it is narrow, and then where it is wider, and finally, where it is widest . The duration of the game is 5 - 6 minutes.

"To walk"
Purpose: To develop in children the ability to perform movement on a signal. Practice walking.
Children are divided into 2 identical groups. Each group sits on chairs placed at opposite ends of the platform, in front of the drawn lines. The teacher first approaches one group of children and says: “Well, guys, get ready for a walk as soon as possible!” The children get up and follow the teacher one by one. The teacher, together with the children of the first group, approaches the second group, and all together with the same words invite them for a walk. The children of the second group stand behind the children of the first group and walk together. The teacher takes them as far as possible from their seats. Suddenly, the teacher says: "To the places!", And the children run to their places. Whose group completes the task faster is considered the winner. The duration of the game is 5 - 6 minutes.

"Butterflies"
Purpose: To develop children's intelligence, orientation in space and the rhythm of movements. Exercise children in running and squatting.
Children - "butterflies" stand on the edge of the playground, wherever they want. To the music or to the words of the teacher: "butterflies, butterflies flew into the garden," the children take their hands to the sides, run in different directions, running around one another.
The teacher continues: "everyone quietly sat down on the little white flower." Children squat near the flowers of the named color. At the teacher's signal: "oooo", which means howling wind, storms, butterflies run away from the garden to the edge of the site. The game is repeated on the words: "butterflies, butterflies, flew into the field." The teacher constantly notes the children who easily and quietly ran and squatted. Game duration 5 - 6 minutes

"Run Quietly"
Purpose: To develop in children the ability to act according to the rules. Exercise in light running on toes.
Children are divided into groups of 5 - 6 people. They stand behind the line at one end of the site. The driver is selected, he sits in the middle of the site and closes his eyes. At the signal of the teacher, one group runs silently past the driver to the opposite side. If the driver hears a noise, he says “Stop,” and the runners stop. Without opening his eyes, the presenter shows where he hears the noise. If he pointed correctly, the children step aside; If you make a mistake, the game continues. The group that the driver does not hear will win. The duration of the game is 5 - 6 minutes.

"Cucumber, cucumber..."
Purpose: To develop the rhythm of movements in children. Practice jumping and running.
At one end of the playground - the teacher, at the other - the children. Children approach the trap by jumping on two legs. The teacher says:
Cucumber, cucumber,
Don't go to that end
The mouse lives there
Your tail will bite off.
At the last words, the children run away to their places, and the teacher catches up with them. The duration of the game is 5 - 6 minutes.

"Present"
Purpose: To develop in children the rhythm of movements, resourcefulness. Practice walking in circles.
Holding hands, the children form a round dance. The leader is selected, he stands in the middle of the round dance, and the rest go in a circle to the right side and say:
We brought gifts to everyone, Here's a doll with a bright ribbon,
Who wants, he will take. Horse, top and plane.
With the end of the words, the children stop, and the one standing in the circle calls which of the listed gifts he wants to receive, and the children imitate the movements, accompanying them with the words:
Our horse gallops, chok, chok. chok, that's how the top spins,
The sound of fast feet is heard. He buzzed and lay down on his side.
Doll, doll, dance, the plane flies, flies,
Wave the red ribbon. The bold pilot sits in it
The one chosen goes to the middle of the circle and the game continues.

"Train"
Purpose: To develop in children to perform movement on a signal, the rhythm of movements, resourcefulness. Practice walking in circles.
Children stand in a column according to their height. The first child in the column is a "locomotive", the rest are "carriages". The locomotive, after the teacher's signal, buzzes: "u-u-u", at this time the children bend their arms at the elbows. After the whistle of the locomotive, the children stretch their hands forward and say: "chu", with their hands they depict the movement of the wheels. They repeat this 3-4 times. To the teacher’s words: “The wheels are knocking,” the children take a step in place, they go to the “let’s go” signal, gradually accelerating their step, then on the run. To the words Vos-la: "bridge", or "downhill" the train goes slowly, and "from the mountain" - it goes faster again. When the teacher raises the red flag, the train stops; when green - moves on. The train approaches the station slowly and stops. The locomotive releases steam: "psh - sh." Game duration 5 - 6 minutes

"Aircraft"
Purpose: To develop in children the ability to perform movements on a signal, to exercise in loose running.
Children are built in 3 - 4 columns in different places of the site, which are marked with flags. The players pretend to be pilots. At the signal of the educator: “Get ready for the flight! "- children make movements with their hands - they start the engine. “Fly! "- the children raise their hands to the sides and fly in all directions in different directions. At the signal of the educator: “To land! "- the planes find their places and land: they are built in columns and go down on one knee. The duration of the game is 5 - 6 minutes.

"Sparrows and the Car"
Purpose: To develop children's orientation in space. Practice running and jumping.
Site boundaries are delineated or marked with flags. At one end of the sparrow, at the other - a place for cars. “Sparrows fly out of the nest,” the teacher says, and the children begin to run in different directions. The horn sounds and a car (designated child) appears. Sparrows are frightened and fly away to their nests. The car is returned to the garage. The duration of the game is 5 - 6 minutes.

"What is hidden?"
Purpose: To develop children's visual memory, attention.
Children sit in a room on chairs, on the floor in a circle or in one line. The teacher puts 3-5 objects in the center of the circle and offers to remember them. Then the players stand up and turn their backs to the center or to the wall and close their eyes. The teacher hides one or two things lying in the center of the circle and says: “Look! » Children open their eyes, turn to face the center again and remember what things are missing. The teacher comes up to some children, and each of them tells him in his ear what is hidden. When most of the players give the correct answer, the teacher loudly calls the hidden thing. The duration of the game is 3-4 minutes.

"Hunters and Hares"
Purpose: To develop the ability to throw at a moving target. Exercise children in running and climbing.
On one side of the site, a place for the hunter is outlined. On the other side, the places of hares are indicated by circles. The hunter walks around the site, as if looking for traces of hares, then returns to himself. The teacher says: "hares ran out into the clearing." Hares run out and jump on two legs, moving forward. At the signal "hunter! »The hares stop, turn their backs to the hunter, and he, without leaving the spot, throws a ball at them. The hare hit by the ball is considered shot and the hunter takes him away. The duration of the game is 5 - 7 minutes.

"Horses"
Purpose: To develop in children dexterity, ingenuity, a sense of camaraderie. Practice running in a column.
Children become pairs: one is a horse, the other is a carrier. For the game, reins are given or children hold on to the belt. Let's go, let's go nuts, nuts
To grandfather for a turnip, for a boy,
By sweetie, by hunchback.
With the end of the text, the children continue to run in the same rhythm under the pronunciation of the teacher “hop, gop ..." until the teacher says " Whoa - u ...". When the game is repeated, the children change roles.
Duration 5-7 minutes.

"Bring the Ball"
Purpose: To develop in children observation, quick wit and movement on a signal. Practice running in a certain direction.
Children sit on chairs on one side of the playground. At a distance of 3 - 4 steps, a line is drawn, behind which, according to the appointment of the teacher, 5 - 6 children are placed with their backs to those sitting. The teacher has a box with small balls according to the number of standing children. One, two, three - run! "- says the teacher and throws forward all the balls from the box. Children run after balls; everyone catches up with one of the balls, runs with it to the teacher and puts it in a box. Then the children sit down in their places, and another group becomes behind the line.

"Hares and the wolf"
Purpose: To develop in children coordination of movement, orientation in space. Practice running and jumping.
One of the players is chosen as a wolf. The rest of the children portray hares. On one site, the hares are in their houses, the wolf is at the other end of the site. The teacher says: Bunnies are jumping, lope, lope, lope,
To the green meadow.
Grass is pinched, eaten,
Listen carefully -
Is the wolf coming?
Hares jump out of the houses and scatter around the site. They then jump, then sit down and look around. When the teacher says the last word, the wolf comes out of the ravine and runs after the hares, trying to catch them. The rabbits run away. The wolf takes the caught hares to the ravine. The duration of the game is 5 - 6 times.

"Where did they call?"
Purpose: To develop in children dexterity, ingenuity. Practice running, catching and forming in a circle Children sit in a circle or along the wall of the room. one of the educators playing as intended stands in the center of the circle or in front of those sitting (turning his back). At the signal of the teacher, he closes his eyes. The teacher gives one of the children a bell and offers to call. The child in the center of the circle must, without opening his eyes, indicate with his hand where the sound comes from. If he points correctly, the teacher says "it's time", and the guesser opens his eyes, and the one who called raises the bell and shows it. If the driver is wrong, he closes his eyes again and guesses again. The duration of the game is 3 - 5 minutes.

"Who will run to the flag faster?"

Purpose: To develop in children dexterity, ingenuity. Practice running.
On one side of the playground, children sit on chairs in front of a drawn line. 3-4 children come out to the line and stand in front of the chairs. At the other end of the site are flags. At the teacher's signal "one!" or "Run!", the children run to the flags, take them and lift them up, then put them in place. The teacher notes who raised the flags first. Then all the children who took part go and sit down in their places. The next three or four children enter the line. The game ends when all the children raise their flags up. The game can be repeated 2-3 times.

"Cats and Mice"
Purpose To develop in children dexterity, ingenuity. Practice running and walking.
Of the children, you need to choose "cats" and put them on the side of the site. The rest of the children - "mice", sit in minks (on high chairs set in a semicircle). In each mink, 3-5 mice (for the number of chairs). When it is quiet on the site, there are no cats, mice come out of their minks, run, gather in a circle, dance.
At the words of the educator "cats", the mice rush to their minks. Cats catch them. The teacher notes the most dexterous. When the game is repeated, new cats are selected. The duration of the game is 5 - 6 minutes.

"Kittens and Puppies" Jump games. The game can be played in a room where there is a gymnastic wall, or on a site. The players are divided into two groups. Children of one group depict kittens, others - puppies. The kittens are near the gymnastic wall, the puppies are on the other side of the room (in the booths behind the benches, behind the ladder placed on the edge). The teacher offers the kittens to run easily, gently. At the words of the teacher "PUPPIES", the second group of children climb over the benches. They run on all fours after the kittens and bark “aw-aw-aw-aw!”. Kittens, meowing, quickly climb onto the gymnastic wall. The teacher is there all the time. The puppies return to their homes, the game resumes.

Photo 8 from the presentation "Outdoor games for children" to the lessons preschool education on the topic " Physical development children"

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Physical development of children

"Communicative dance-games" - Implementation of the most important didactic tasks. Dancing with mom. Preschool age. Features of communicative dances - games. Diverse repertoire. Dancing with simple movements. Movements and figures in dances. Joyful emotions. Directions of educational work. Use of communicative dance-games. Learning should be fun.

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