Sports games for children 7-10 years old. Sport games. Cones, acorns, nuts

Card index of outdoor games for children 6-7 years old

Program content:

Teach children to use a variety of outdoor games (including games with elements of competition) that promote the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, and the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with variations of games, combine movements, showing creativity. Develop interest in sports games and exercises (small towns, badminton, table tennis, hockey, football).
card number 1
Outdoor game "Traps"
Target:
Progress: With the help of a counting rhyme, a driver is selected - a trap - and stands in the middle of the hall (area). At the signal: “One, two, three – catch!” all the players run away and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain). The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Outdoor game "Nimble guys"
Target: Develop dexterity, eye and precision of movements.
Progress: The players are divided into threes and stand in a triangle (the distance between children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Outdoor game "Catch up with your partner"
Target: Exercise children in running with acceleration.
Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site (distance 15 – 20). The player in the second line tries to touch (spot) the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Outdoor game "Tops and Roots"
Target: Consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, exercise the ability to catch the ball.
Progress: 1. An adult shows a vegetable (models or natural) or names it; children name it and show with movements where it grows; if on the ground, they raise their hands up; if underground, they squat. A child can also act as an adult and show the vegetables himself.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins.
card number 5
Outdoor game "Don't stay on the floor"
Target: Exercise children in even running while maintaining a distance, and develop coordination of movements in jumping.
Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all the children run up and try to climb any height (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Outdoor game "Flies - does not fly"
Target:
Progress: Children stand in a line. The presenter names various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.
card number 7
Outdoor game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Progress: The players line up in three columns (in front of each column there is a cube of its own color). The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area). After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.
card number 8
Outdoor game "Owl"
Target: Development of attention, response to verbal commands and voluntary regulation of behavior.
Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. On the signal: "Day!" - The game continues.
Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, placing your feet on the same line.
card number 9
Outdoor game "Giants and Dwarves"
Target: Train children to act on cues.
Progress: The driver (most often an adult) explains to the children that he can only pronounce the words “giants” and “gnomes.” When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loud and bass, and "gnomes" - in a quiet squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his toes.
The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.
card number 10
Outdoor game "Fishing Rod"
Target: Practice jumping with energetic push-off with both feet from the ground and bending your legs under you during the jump.
Progress: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, with a bag of sand tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump, trying to prevent the bag from touching their feet. The teacher rotates the bag in both directions alternately.
card number 11
Outdoor game "Quickly pass"
Target:
Progress: The players stand in 3-4 lines and are located half a step from each other. The first player in each row has a large diameter ball. At the teacher’s signal, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Outdoor game "Don't get caught"
Target:
Progress: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds. The game stops. Another driver is chosen, and the game is repeated with all the children.
card number 13
Outdoor game "Circular rounders"
Target: To develop children's dexterity in ball games and speed in running and dodging.
Progress: Children are divided into two teams. Players of one team stand in a circle, each with a ball in their hands. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are defeated, the teams change places.
card number 14
Outdoor game "Shapes"
Target: Development of attention, orientation in space, ability to act on a signal.
Progress: At the teacher’s signal, all children scatter around the hall (playground). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in three, etc. until five.
card number 15
Outdoor game "Ball over head"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players are divided into threes. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Outdoor game "Pass on the move"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Progress: The players are divided into pairs and stand on the starting line. One player of each pair holds a large diameter ball in their hands. At the teacher’s signal, the children, throwing the ball to each other as they go, move to the opposite side of the hall (area) to the designated line (distance 10 m). The pair that quickly and without losing the ball reached the finish line is noted.
card number 17
Outdoor game "Migration of birds"
Target: Practice climbing, developing agility and strength.
Progress: On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal "Birds fly away!" children, flapping their arms like wings, scatter throughout the hall. At the signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”
card number 18
Outdoor game "Echo"
Target: Exercise in the development of phonemic hearing and accuracy of auditory perception.
Progress: Before the game, the adult asks the children: Have you ever heard an echo? When you travel in the mountains or through a forest, pass through an arch or are in a large empty hall, you may encounter an echo. That is, of course, you won’t be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, because it always repeats exactly what you tell it. Now let's play echo.
Then they appoint a driver - “Echo”, who must repeat what he is told.
card number 19
Outdoor game "Jump over - don't hit"
Target: Practice jumping on two legs, develop strength and agility.
Progress: The players line up in two columns and stand two steps apart from each other. Two drivers stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the teacher’s signal, pass it under the feet of the players, and they must jump over the rope.
card number 20
Outdoor game "Hurry up to run out"
Target: Strengthen the skill of walking and running with changing the direction of movement, the ability to act on a signal from the teacher.
Progress: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle hold hands and start running to the right or left (or walking quickly), and the guys in the center of the circle clap their hands. At the teacher’s signal “Stop!” those running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After counting “three” the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Outdoor game "Ball for the driver"
Target:
Progress: The players stand in 3-4 columns (or 3-4 circles). The driver with the ball stands at a distance of 2-2.5 m from each column. At the teacher’s signal, the drivers throw the ball to the players standing first, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Outdoor game "Frogs"
Target: Practice jumping and throwing the ball.
Progress: Children line up in 3 or 4 columns and stand in front of the wall at the starting line. The first players in the column have a ball of medium or small diameter in their hands (depending on the preparedness of the children). The distance to the wall is 1.5 - 2 m. The child throws the ball against the wall and jumps over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
Outdoor game "Traps with ribbons"
Target: Practice running. Develop dexterity and the ability to quickly navigate.
Progress: Children line up in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the teacher's signal: "One, two, three - catch it!" - children run around the playground. The trap runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three, quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost their ribbons to raise their hands, i.e. lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.
card number 24
Outdoor game "Carrying balls"
Target: Develop the ability to perform movements on cue. Practice running fast.
Progress: The players line up in two columns and stand on four sides of the hall (area). In the center there is a large diameter hoop (or basket) in which small balls are placed according to the number of players. At the teacher’s command, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the designated line, etc. The team that completes the task quickly and without errors wins.
card number 25
Outdoor game "Quickly take it"
Target: Develop the ability to perform movements on cue.
Progress: The players form a circle and walk around objects (cubes, balls, skittles); There are 2-3 fewer items than players. Suddenly the teacher gives a signal: “Take it quickly!” Each player must take an object and lift it above their head. The one who did not have time to take the item is considered a loser.
card number 26
Outdoor game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Progress: The driver stands in the center of the hall and closes his eyes. Children form a circle without holding hands, walk in a circle to the right and say:
We gathered in an even circle,
Let's turn around at once,
How about we say: “Leap - hop - hop”
Guess whose voice it is.
The words “skok – skok – skok” are pronounced by one child (as directed by the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again plays this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Progress: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squat, etc.)
card number 28
Outdoor game "Mousetrap"
Target: To develop children's self-control and ability to coordinate movements with words. Practice running with crawling.
Progress: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest are “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. They all ate. Beware, cheats, we will get to you! Let’s set up mousetraps and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher's words "Clap!" children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
Outdoor game "Entertainers"
Target: Develop children's creative abilities, spatial orientation, attention.
Progress: Using a counting rhyme, an entertainer is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are! Together together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer.
card number 30
Outdoor game "In places"
Target: Develop the ability to throw and catch the ball, be dexterous, attentive, and develop an eye.
Progress: The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At the signal, everyone scatters around the hall (area) in different sides, and the teacher removes one item. At the signal "Get to your places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser.
card number 31
Outdoor game "Pass the ball"
Target: Practice performing tasks with a ball.
Progress: The players line up in 3-4 columns. The distance between children in the column is one step. The first player in the column receives the ball (large diameter). At the teacher’s signal, the first players pass the ball with both hands back between their legs and run to the end of their column. The next players pass the balls back and run to the end of their column and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Outdoor game "Sly Fox"
Target: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.
Progress: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, walks around the circle behind the children and touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.
Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says: “I’m here!”
If the fox gave himself away earlier, the teacher appoints a new fox.
A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Outdoor game "Tag"
Target: Practice running quickly with dodging, lining up in a circle, and catching.
Progress: All the players run freely around the site, the driver - the tag - tries to tarnish someone. A player who is stained becomes a tag; if the tag cannot catch someone for a long time, then the teacher appoints another driver. If the group is large, then you can appoint two drivers.
card number 34
Outdoor game "Stop!"
Target: Practice walking and perform tasks when given a signal, repeat the game balance exercises.
Progress: The players stand in one line or randomly close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk quickly, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. The player who manages to cross the finish line before the driver says the word “Stop!” becomes the driver.
card number 35
Outdoor game "Jumping sparrows"
Target: Practice jumping over cords.
Progress: The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Outdoor game "Frogs and Heron"
Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.
Progress: The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They remain there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.
Directions: Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.
card number 37
Outdoor game "Hunters and Falcons"
Target: Practice running fast, develop reaction speed.
Progress: On one side of the hall (platform) there are falcons. There are two hunters standing in the middle of the hall. At the teacher’s signal “Falcons, fly!” children run across to the other side of the hall, and hunters try to catch (spot) them before they cross the conventional line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players line up in 3-4 lines. The first player in each line has a ball (large diameter) in his hands. At the teacher’s signal, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn in a circle and pass the ball in the opposite direction. The first in the line receives the ball, all children turn again and take their original position. The teacher announces the winning team.
card number 39
Outdoor game "Day and Night"
Target: To develop dexterity and speed in children.
Progress: The players are divided into two teams – “Day” and “Night”. A line is drawn in the middle of the hall (area) (or a cord is placed). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.
card number 40
Outdoor game "Two Frosts"
Target: Practice running in all directions, develop reaction speed, and the ability to act according to the rules.
Progress: On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers,
Two frosts are removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you will decide
Hit the road - set off on the path?
All players answer in chorus:
We are not afraid of threats
And we are not afraid of frost.
After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two dashes, other Morozovs are chosen.
card number 41
Outdoor game "Spider and flies"
Target: Continue to practice running in different directions and the ability to maintain balance. Develop endurance.
Progress: In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web. At the signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes the one who moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Outdoor game "Keys"
Target:
Progress: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers: “Go to ... (names one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy a circle for a long time, he shouts: “I found the keys!” Then all the players change places, the one left without a place becomes the driver.
card number 43
Outdoor game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.
Progress: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel spun. And then around, around, everyone ran, ran, ran.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, that’s the end of the game!” The movements of the carousel are becoming slower and slower. At the words “The game is over,” the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.
card number 44
Outdoor game "Blind Man's Bluff"
Target: Improving orientation in space.
Progress: The teacher appoints the driver as the counting rhyme - blind man's buff. He stands in the middle of the platform, bounded by cords. He is blindfolded and asked to turn around several times. All the children run away, and the blind man's buff tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; To prevent the blind man's buff from leaving the site, he is warned with the word "fire".
When the children spin the blind man’s buff in the place of the leader, they say the sentence together:
- Cat, cat, what are you standing on?
- On the porch (on the kettle).
-What are you drinking?
- Kvass!
- Catch mice, not us.
Here is another sentence option:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Outdoor game "Passed - sit down (ball relay)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The game is played in the hall or on the court. It requires 2-3 volleyballs. The players are divided into 2-3 equal teams, which line up behind the line in a column one at a time. The captain stands 6-8 meters ahead of each team with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly stands up. The first team to complete the task and its captain to lift the ball up wins. The player who dropped the ball must recover it, return to his place and continue passing. Also, players should not miss their turn.
card number 46
Outdoor game "Polar bears"
Target: Develop speed, agility, endurance.
Progress: At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is 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. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the 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”. The game continues until all the cubs are caught.
The last player caught wins and becomes the “polar bear”.
Rules: A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” hits 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.
card number 47
Outdoor game "Frogs in the swamp"
Target: Practice jumping on two legs while moving forward, developing strength, agility, and speed of reaction.
Progress: On one side of the hall (behind the line) there is a leader - a crane. In the middle of the hall there is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from a hatched rotten place
Frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, another crane is chosen from among those who have never been caught.
card number 48
Outdoor game "Ball against the wall"
Target: To develop children's attention and dexterity. Practice catching the ball with both hands.
Progress: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Outdoor game "We are funny guys"
Target: Exercise children in running. Strengthen the ability to act on a signal.
Progress: Children stand behind the line on one side of the playground (hall). There are two drivers in the center of the site. The children say in chorus:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch it!
After the word "Catch!" the children run to the other side of the playground, and the drivers catch up with them. The one whom the driver has insulted moves aside. Once the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Outdoor game "Hunters and ducks"
Target:
Progress: Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the majority (about a third) of the ducks have been fattened, the teams change roles.
card number 51
Outdoor game "Quiet - loud"
Target: Develop observation, attention, the ability to listen to a signal and act in accordance with it.
Progress: Using a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players some object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly; when he moves away, the clapping becomes quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is chosen.
card number 52
Outdoor game "Wolf in the Moat"
Target: Exercise children in running and jumping. Strengthen the ability to act on a signal.
Progress: In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher’s signal: “The wolf is in the ditch!” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.
card number 53
Outdoor game "Who gets to the ball faster"
Target: Train children to run at speed.
Progress: Children stand in two lines. Task: run to an object as quickly as possible, pick it up and lift it above your head (distance 10m). At the teacher’s command “March!” The exercise is performed by the first rank. The teacher marks the first three participants. Then the second group completes the task, the teacher notes the winners.
card number 54
Outdoor game "Kick pass"
Target: Develop dexterity in ball games.
Progress: The players stand in circles of 3-4 people. There is a driver in the center of each circle, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (foot pass); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.
card number 55
Outdoor game "Burners"
Target: Practice running at speed.
Progress: The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
Burn, burn clearly
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.
card number 56
Outdoor game "Passing the ball in a column"
Target: To develop children's dexterity and speed in playing with the ball.
Progress: Children are lined up in 3-4 columns; the distance between players is one step. The first person in the column has a ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands above their heads (with their feet shoulder-width apart). The last player in the column receives the ball, runs to the beginning of the column and also passes the ball. The task is completed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without losses wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to cultivate in children a sense of teamwork and mutual assistance.
"Ball against the wall." The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball, which he hits against the wall at an arbitrary pace, alternately with his right and left foot.
"Smart guys." The players are located in pairs throughout the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to your partner with your right and left feet alternately.
"Circle exactly." Various objects (cubes, medicine balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without letting it go far from himself.
"Goal into the goal." Using several cubes, gates are indicated. Players take turns going to the starting line (distance from the goal 5m) and try to kick the ball into the goal with a precise movement of their foot (right or left).
"Knock down the object." At a distance of 4 m from the starting line, pins are placed on the same line. Task: after a short run-up, hit the ball to knock down an object.
"Accurate pass." The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass." The players stand in a semicircle (small group, distance between players is 2m), in front of them is the driver with the ball. He kicks the ball to the first player with a quick and precise movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Nimble and fast." The players in a line run the ball to the other side of the court, lightly kicking it with either their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, while rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, with a teacher with a ball in the center. He sends the ball to the children one by one. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in the three." Children become threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate." Children dribble the ball from one side of the court to the other to the marked line (distance 10m) and, not reaching 2m from the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Target: Develop agility, speed, coordination of movements.
"don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in his hands. Assignment: throw the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it." Tossing a shuttlecock with one hand and catching it with the other, standing still and in motion (over a short distance).
"Shuttlecock towards you." Children stand in two lines; the distance between the ranks is 2 m, at a distance of arms outstretched to the side from each other. Every child has a shuttlecock. At the teacher’s signal, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall or collide when being thrown.
"Throw it into the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2 m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Repel the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and throws the shuttlecock to them one by one, and they return it. After some time, another driver is selected.
"Hit the shuttlecock." Children stand in a circle (semicircle). Each player has a racket and a shuttlecock. Children throw the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Pass on - don't drop it." The players stand in a line. Each child has a shuttlecock and a racket. At the teacher’s command, children throw the shuttlecock with a racket, moving forward at a step. The pace is arbitrary.
"Shuttlecock over the net." In the middle of the site (hall) at a height of 120 cm from the floor, a net (or cord) is stretched. Two teams of 5-6 people play. Players stand on both sides of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team hit the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
Outdoor game "Don't touch me"
Target: Exercise children in walking and running like a snake, enrich motor experience, develop coordination of movements, orientation in space.
Progress: 6-7 pins are placed in parallel in two rows at a distance of 40-45 cm from each other from the starting line after 2 m. All players line up in two columns. At the signal, children run after each other in a “snake” between the pins, running around them on one side and the other, returning to the starting line. The team that doesn't hit a single pin wins.
card number 60
Outdoor game "Third wheel"
Target: Learn to follow the rules of the game, develop agility and running speed.
Progress: The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the one catching up touches the one running away, then they change roles. No one should stop the player from running away from the pursuer.
Options: 1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.
3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then, the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Outdoor game "Whoever is named, catches it"
Target: Develop attention, dexterity, and speed of reaction to a signal.
Progress: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.
card number 62
Outdoor game "Gawker"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Progress: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.
card number 63
Outdoor game "Stop!"
Target: Develop auditory attention, spatial orientation, hand-eye coordination.
Progress: The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.
Rules: The one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.
card number 64
Outdoor game "Mice and houses"
Target: Strengthen the ability to quickly change direction of movement and act on a signal.
Progress: Using a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “Mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes a driver. If he fails, he goes from house to house asking them to sell the house. If the driver says: " The cat is walking!”, then everyone must change places, and the driver strives to take someone’s house.
card number 65
Outdoor game "Four Elements"
Target: Develop attention, observation, ability to quickly make decisions, expand vocabulary.
Progress: The players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on land, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire!”, then you cannot catch the ball. For an incorrect answer or catching the ball to the word "fire", the player is eliminated from the game. They play until the last remaining participant.
card number 66
Outdoor game "Stander"
Target: Development of motor and communication abilities, dexterity, speed of reactions and coordination of movements, imaginative thinking.
Progress: Before the game starts, a driver is selected using a counting rhyme. All participants in the game stand in a circle, and the driver stands in the center of the circle. He throws the ball high and shouts loudly “Stander - Olya!”, calling the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as quickly as possible. And all the other children run away, trying to be as far as possible from the new driver. As soon as you manage to catch the ball, the driver shouts “Stander-stop!” After this, everyone must stop in place and turn to face the driver. The driver chooses any of the children and calls his name: “I’ll end up in Kolya!” After this, Kolya should fold his hands in a ring in front of him. The driver must hit the ball into this “basketball” hoop. To make it easier to get into the ring, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. The steps are as follows: “Simple” - an ordinary step
"Giant" - a big step. “Lilliputian” - the step is taken the length of the foot, that is, the heel of the other is placed against the toe of one foot. "Umbrellas" - a jump with a turn. "Frog" - jump from a squatting position. For example, it might sound like this: “Before Kolya there are four Lilliputian, two giant and three umbrellas!” After this, the driver begins to move towards Kolya. There are also rules here. Firstly, you need to move along the shortest straight line, and, secondly, you need to complete all the steps mentioned and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver; if you don’t hit, then he will drive himself.
card number 67
Outdoor game "Defense of fortifications"
Target: The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with feet - stopping, passing, hitting inside feet and instep, develops courage, quick orientation and tactical thinking.
A small circle and a large circle with a diameter (2 and 4 m, respectively) are drawn in the center of the hall. The players are located outside it. In the center of the small circle, a “strengthening” is installed - three clubs (pins). A “defender” is selected and stands next to the fortification.
At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by hitting and catching balls. The player who knocks down three clubs (pins) at once or the third (last) changes places with the “defender”.
Rules: 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The "defender" has no right to step outside the line of the small circle, hold with his hands
"strengthening" or installing knocked down clubs again.
Option: Playing with feet.
Directions: 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.
card number 68
Outdoor game "Horses and runners"
Target: Practice running, jumping on one leg, develop agility and spatial orientation.
Progress: A playing area of ​​3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: “Home!” He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself.
card number 69
Outdoor game "Colors"
Target: Practice the ability to run fast, be agile, and follow the rules of the game.
Progress: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become painters. Paint participants sit in a circle or in a gazebo, sometimes children stand in a line. The seller quietly (in his ear) tells everyone what color of paint corresponds to him. Children remember their color. The buyer monk should not know the colors of the paints. A monk comes to a paint store and addresses the seller: “I’m a monk in blue pants, I’ve come for paint.”
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller answers: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, and bring them back! The tasks for a monk can be different: gallop on one leg, walk like a duck, squat, or something else. If the named paint is present in the store, then the seller answers the monk: - There is such a thing!
- What is the price?
- Five rubles (The monk loudly slaps the seller’s palm five times). At the last clap, the named “paint” jumps up from his place and runs around the gazebo or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught paint participant becomes a buyer-monk and the game continues. If the monk was unable to catch the paint, then the game starts over.
Variant of the game "Paints" with a player - "devil": The devil also comes to the store to buy paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I am a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller by clapping his palm. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter some agreed upon words.
- Thanks buddy, have the pie!
As soon as the devil says the last word, the color stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps
giant steps,
Lilliputian steps,
brick steps (heel to toe).
The devil is told what steps he should take towards the paint. If you walk and touch the paint, then the devil himself becomes paint.
card number 70
Outdoor game "Birds and Cages"
Target: Increasing motivation to play activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Progress: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.
card number 71
Outdoor game "North and South Wind"
Target: Develop endurance and attention; improve your running ability.
Progress: Choose two drivers. One person is tied with a blue ribbon on his hand - this is the north wind, the other - a red one - this is the south wind. The rest of the children are running around the playground. The north wind tries to freeze as many children as possible and touch them with its hand. Frozen people take some kind of pose (arms to the sides, up, on the waist, standing on one leg, etc.). The south wind seeks to unfreeze the children, also touching it with its hand and exclaiming: “Free!” After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Outdoor game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Progress: Choose a trap. At the teacher’s signal: “One, two, three! Catch!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.
card number 73
Outdoor game "Traps in pairs"
Target: Practice running, the ability to navigate in space, develop agility and speed.
Progress: They choose a driver. At the teacher's signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.
card number 74
Outdoor game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Progress: 2-3 gymnastic benches are placed across the site. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a vegetable garden where cabbage grows. After frolicking in the clearing, the hares climb over the fence (or creep up) and feast on cabbage. When all the hares are in the garden, the teacher says: “The watchman is coming!” The hares run into the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Outdoor game "Catching Monkeys"
Target: To develop initiative, observation, memory, and dexterity in children. Practice climbing and running.
Progress: Children portraying monkeys are located on one side of the site near the gymnastics wall. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take the captured monkeys home.
Directions: We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.
card number 76
Outdoor game "Chase the ball!"
Target: Develop gross motor skills, visual attention, eye.
Progress: Children stand in a circle. An adult gives two children standing in different places, on the ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed at the signal, without allowing players to pass.
card number 77
Outdoor game "Hunters and Hares"
Target: Practice the ability to throw at a moving target, climb (jump) over an obstacle, and run quickly.
Progress: On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for tracks of hares, and then returns to his place. On the signal: "Hares!" - they run out of their houses into the clearing and jump on two legs, moving forward. On the signal: "Hunter!" - the hares run into the houses. And the hunter throws the ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; You cannot shoot hares in houses.
card number 78
Outdoor game "Flock"
Target: Improve the ability to maintain distance while moving, develop attention and reaction speed.
Progress: Children are slowly running across the playground - it's a flock of birds. The leader is ahead. He leads the flock around the area around the sandbox and slide (or other structures) along a path (in full view of the teacher). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock scatters. Everyone strives to quickly find some kind of shelter (bush, tree) or fly up onto a branch (stand on a log, boom, side of a sandbox, etc.). The last bird to hide is eliminated from the game for one repetition. A new leader is appointed, and the flock follows him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted for maintaining the required running pace and choosing the most interesting route.
card number 79
Outdoor game "Ice, wind and frost"
Target: Develop agility, endurance, and speed skills.
Progress: The players stand in pairs facing each other and clap their hands, saying:
- Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: “Ding, ding” until they hear the signal: “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal "Frost!" everyone lines up in a circle and joins hands.
Rules: Those children who have a circle in their circle win larger number players. It is necessary to negotiate quietly about who will build the ice floe with whom. Children who have reached an agreement join hands. You can change movements only with the signal “Wind!” or "Frost!" It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.
card number 80
Outdoor game "Bumblebee"
Target: Develop attention, speed, and the ability to act on a signal.
Progress: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (hit his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.
Rules: Roll the ball only with your hands; You cannot catch or hold the ball.
card number 81
Outdoor game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Progress: Children take ribbons of three colors and tie them on each other's hands. Then everyone lines up along one side of the court. The teacher says: “Get ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the ribbon, for example: “Yellow!” At this signal, children run only with a yellow ribbon. The rest should remain where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher names another color, then a third. When repeated, children will

Mill

Age: 5 - 7 years.

Purpose of the game: develop precision and speed of movements in children.

Necessary equipment: rubber ball.

Progress of the game. Participants in the game (it can be played by the whole group) stand in a circle facing the middle. At the teacher’s command, the players begin to pass the ball from hand to hand to each other, trying not to lose it. Gradually, the speed of passing the ball should increase. Each player tries not to drop the ball. If this does happen, the player is eliminated. The game continues until only one, the most dexterous one remains.

Fishing

Age: 6 - 8 years.

Purpose of the game: develop dexterity in children and the ability to work in a team. The game helps develop coordination of movements.

Progress of the game. The best way to play is on the court. An arbitrary number of players take part in the game. Among those playing with the help of a counting rhyme, they choose a “fisherman”, the rest play the role of “fish”. The game begins. The "fisherman" runs after the "fish". Having caught up with one of them, the “fisherman” takes her by the hand, and the two of them catch the next “fish” without releasing their hands. With each new “fish” caught, more and more players join the “fisherman”, forming a whole “ fishing net" The game ends when the last “fish” is caught in the “fisherman’s” net.

Note. Each time there are more and more assistants to the “fisherman”, but this does not simplify the task, as it might seem at first glance: it is much easier for one person to catch up than for a whole group of players, and even holding hands. That is why the players who make up the “chain” must coordinate their movements: only then do they have a chance to catch more “fish”.

If the “net” has already reached a large size, then there is a chance that several “fish” will fall into it at once. In this case, they all begin to help the “fisherman”.

Wattle

Age: 5 - 6 years.

Purpose of the game: develop speed and agility in children. The game helps develop good coordination of movements.

Progress of the game. The game involves two teams of 6-10 people. On the playing field, you need to draw two lines at a distance of 4-5 steps from each other, teams line up on them, one opposite the other. The players of both teams do not line up as usual, but “braid the fence.” This is done simply: children stand in a line shoulder to shoulder. Each player extends his arms to the sides towards his “neighbors”, but not to the closest ones, but to those standing one after another. Neighboring players also extend their hands not to those standing next to them, but to those following them.

The game begins. The presenter (teacher, music director) plays cheerful music, to which both teams first take two steps towards each other, then two steps back, after which they unclasp their hands and begin to jump, run and dance to the music. Then the presenter suddenly stops the melody. At this signal, both teams must line up on “their” line, again “braiding the fence.” The team that does this faster is considered the winner. You can play several times.

Note. The game can be successfully used at children's parties, as it entertains children and allows them to move around to their heart's content.

Backwards

Age: 6 - 8 years.

Purpose of the game: develop dexterity and speed in children. The game helps strengthen coordination of movements and teaches you to work in pairs.

Progress of the game. This is a relay game played in pairs. First, draw a starting line. The players of each pair stand with their backs to each other, holding hands. At the command of the leader (selected among the players or an adult - educator or teacher), the players, without releasing their hands, run to the finish line, after which, without changing position, they return back. The special charm of the game is that each player of the pair runs forward, as usual, in one direction, perfectly seeing the finish line in front of them, and in the other direction, backwards, completely relying on their partner. Only the pair of players whose movements turned out to be faster and, more importantly, coordinated, can win this game.

Note. To avoid injury, this game is best played either indoors or on a previously leveled court.

Rain

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of reaction in children.

Progress of the game(an almost unlimited number of children can take part in the game). A driver is selected (he will be the “rain”). The rest of the game participants stand in a circle. “Rain” becomes the center of the circle. Players join hands and walk in a circle, reciting a poem about rain in chorus.

“Rain” at this time runs inside the circle in the direction opposite to the movement of the other players. With the last words of the poem, the guys stop and stand facing the middle of the circle. The player who happens to be opposite the “rain” says: “Hello, rain, why did you come?” “Rain” in response suggests: “Shall we run a race?”, after which he and the player he has chosen go outside the circle near the “house,” that is, an empty space in the circle, and stand with their backs to each other. The remaining participants in the game count to three, after which the “rain” and the player he has chosen run along the outside of the circle. The winner is the one who, after running the entire circle, manages to be the first to occupy the “house”. If the “rain” wins, then the remaining player takes his place and becomes the driver (“rain”). If the “rain” loses, that is, does not have time to reach the “house” first, then he has to drive again.

Note. Many 5-year-old children's running skills are not yet fully developed, and they get tired quickly. That’s why it’s best for adults organizing the game (parents, teachers) to choose a new “rain” themselves after each round of the game: it’s good if all the children manage to run around a little and test their dexterity.

As preliminary work, you can learn a poem about rain with your children.

Rain, rain, drop.

Water Saber,

I cut a puddle, I cut a puddle,

Cut, cut, didn't cut

And he stopped.

Irina Tokmakova

Swamp

Age: 5 – 7 years.

Purpose of the game: develop your child's jumping skills.

Necessary equipment: several (five, six or more) rubber mats measuring 50 x 50 cm.

Progress of the game. The teacher places the rugs on the floor in a line at such a distance from each other that one can only jump from one rug to another and not step over it. Rugs should be located along the entire length of the room. He goes on to explain that the floor is a swamp that must be crossed. The only way to do this is to jump from mat to mat. After this, the children take turns “crossing the swamp”, jumping from rug to rug. The one who was not very dexterous and stepped on the floor is eliminated from the game. The winner is the one who managed to cross the swamp the fastest without ever tripping or touching the floor with his foot.

Note. Based on this game, you can arrange a kind of competition for teams of players. For example, team captains can be given two mats and asked to “cross the swamp” at speed, that is, when stepping on one mat, quickly place another in front of them, and then, taking a place on the second mat, take the first one with them and place it again in front of you on the floor. You can also complicate the task: lay out the rugs not in a line, but in a circle or zigzag.

Telegraph

Age: 5 - 8 years.

Purpose of the game: to develop children's dexterity of movement and speed of reaction.

Progress of the game. The game involves two teams with an equal number of players. Both teams stand in a line facing each other, the players of each team hold hands. The two eldest (they will be the leaders) stand at the beginning and end of the resulting ranks. Each of the presenters takes the hands of the extreme players of both teams. As a result, the two teams are, as it were, connected to each other by two leaders. Since the game is called "Telegraph", the presenters will also get their names: one will be the "transmitter", and the second will play the role of the "receiver".

Playing “Telegraph” is very simple: the “transmitter” simultaneously shakes hands with the end players of both teams, and they, in turn, must “transmit a message by telegraph,” that is, quickly shake hands with the players standing next to them. In this way, the “message” sequentially reaches the “receiver”, which must evaluate which of the teams transmitted the message faster.

Note. We've talked about the simplest version of the game, but it can be complicated by transmitting, for example, a message in Morse code style (for example, “one short handshake + one long handshake” or “two short handshakes + one long handshake + another short”). In this case, it is important for players not only to quickly, but also to convey the message correctly, and the game in this case will develop not only dexterity, but also attention.

Shalashik

Age: 6 – 8 years.

Purpose of the game: develop children's dexterity of movement and speed of reaction.

Necessary equipment: several (5 - 6) identical smooth sticks 40-50 cm long, a rubber ball.

Progress of the game. The sticks are placed on the ground so that their upper ends come together. It turns out to be a kind of hut. You need to draw a circle around the hut, the line of which should extend from the hut to a distance of 3-4 steps.

One of the players takes on the role of a “guard”: he stands in a circle near the hut. The remaining players go beyond the circle line, one of the players takes the ball. The players throw the ball to each other, trying to knock down the hut. The goalkeeper's task is not to miss a goal and catch the ball, not to let the hut be broken. The ball can be thrown, but it cannot be rolled on the ground. In addition, players standing outside the circle line are prohibited from moving. Anyone who breaks this rule is eliminated from the game. After the hut does break down, the player who managed to do this becomes the watchman himself, and the former “watchman” joins the rest of the players. You can play until you get tired of it.

Zebra

Age: 6 - 8 years.

Purpose of the game: Develop children's movement skills, coordination, as well as finger tenacity and dexterity.

Necessary equipment: rubber ball.

Progress of the game. The essence of the Zebra game is to throw a ball at a wall and catch it (the wall, of course, must be empty and without windows). First of all, you need to draw a “zebra”: step back 1 step from the wall and draw a line on the floor. Taking a step back from the first line, draw a second, etc. The number of lines depends on the age of the children: what older child, the greater the distance between the wall and the line farthest from it can be.

The game begins. The first player stands on the line closest to the wall. The player throws the ball at the wall and catches it. If he succeeds, he takes a step back and stands on the second line. He throws the ball again at the wall, catches it and, if successful, takes another step back. The game continues until the participant completes all the lines in this way. If the child fails to catch the ball, he will have to give way to the next player.

The rules can be adjusted according to the age and capabilities of the participants in the game. You can, for example, allow a child, when catching a ball, to take a step (but no more) forward or to the side. You can also allow the child to throw the ball not directly at the wall, but against the floor: the ball will thus touch the wall after bouncing off the floor.

Note. The rules of the game can be complicated - the ball can be thrown not at the wall, but at some specific target, for example, into a waste paper basket.

Rolling a bun

Age: 4 - 6 years.

Purpose of the game: develop dexterity of movement and quick reaction in children. The game is great for training your hands.

Necessary equipment: large rubber ball.

Progress of the game(it can be played by the whole group). Players sit in a circle facing the center with their legs crossed in Turkish style. One of the players gets the ball. The essence of the game is that players must roll the ball to each other (you can roll the ball towards any player). Everyone to whom the ball is rolling must quickly roll it away from themselves with a quick movement of the hand, preventing it from getting closer to their feet. If the ball touches the feet of a player, he will have to either leave the game or pay a forfeit - sing, dance or read a poem.

Boys and girls

Age: 6 - 8 years.

Purpose of the game: develop in children skills related to speed and accuracy of movements. The game teaches children to work in a team and helps develop endurance.

Necessary equipment: big rubber ball.

Progress of the game. The game involves two teams with an equal number of participants. The first team consists only of girls, the second - only of boys. Teams are located on the court or in the gym. The host (adult) stands in the center of the court, tosses the ball and quickly leaves the playing field. Players must react immediately to this throw. The players' task is to catch the ball and give it to their team. If luck “smiles” on the girls, they will certainly try to keep the ball for as long as possible. They will throw the ball to each other, and at this time the boys will try to “steal” it. If they succeed, the ball will go to their team, and then they will have to protect it from the girls. An indispensable condition of the game is that the ball cannot remain in the player’s hands for a long time: he must quickly either pass or throw the ball to another player on his team. At the same time, touching the hands of another player when passing the ball is prohibited. You can play until you get bored, or for a record: the team that manages to keep the ball for the longest time wins.

Shuttle

Age: 5 – 7 years.

Purpose of the game: develop precision of movements in children, strengthen the skills of playing with the ball.

Necessary equipment: light ball (rubber or medicine).

Progress of the game. The players (10-16 people in total) are divided into two equal teams. Both teams line up at a distance of 1.5-2 m from each other (the distance depends on the age, capabilities and abilities of the players: the older the children, the greater the distance between the two teams should be). Standing facing each other, the children begin the game. Its essence comes down to simply throwing the ball from team to team. This is done as follows. The first player on the team throws the ball to the player opposite (from the opposing team). He must catch the ball and throw it back, but not to the first player, but to the one standing next to him. He, in turn, again passes the ball to the team opposite - to the next player, etc. Thus, the ball is thrown from team to team, and those throwing it change sequentially. That’s why, in fact, the game got the name “Shuttle”: it’s a device on a loom that moves back and forth, helping to weave.

The ball is thrown from team to team until the end of the row, after which the throwing begins in the opposite direction according to the same principle.

If a player accidentally releases the ball from his hands or if he fails to catch the ball, he becomes a prisoner of the opposing team. The winner is the team that has the most players at the end of the game, that is, the team that made the fewest mistakes.

Target shooting

Age: 6 – 8 years.

Purpose of the game: develop dexterity, attention and accuracy of movements in children. Play makes children stronger.

Necessary equipment: volleyball, soft tennis balls, one for each player.

Progress of the game. A large ball is placed in the center of the court. A line is drawn 7-10 steps from it (the distance depends on the age and physical fitness of the players). Players take turns standing on a line and throwing a tennis ball, trying to hit the big ball. In this case, it is important not only whether the player hit or missed the ball, but also how far the big ball rolled: the further, the more successful the throw is considered.

Note. This game can be complicated, and then it is perfect not only for preschool age, but even for middle school. For example, the players stand in a circle, and the leader (one of the adults or one of the children - by prior agreement) throws the ball higher so that it falls into the middle of the circle. While the ball is flying, players try to knock it down with tennis balls. The one who succeeds wins. Naturally, “shooting at a moving target,” even such a “toy” one, is not an easy task, and it is best to start mastering the game from the first option, in which the “target” (a large ball) is motionless.

Palms

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of movement in children. The game helps develop attention and quick reactions.

Progress of the game. This simple game can be played in pairs. One of the players presses his elbows to his sides, and opens the palms of his hands (hands are turned palms up). The other player, on the contrary, holds his hands palms down. In this case, the palms of the second player should be above the palms of the first at a short distance (approximately 10-15 cm). The game begins: the second player tries to slam his palms against the palms of the first player. The first player’s task is to pull his hands away in time, without allowing himself to be “grudged” in this way. If the first player was not dexterous enough and his palms were still slapped, the players change places.

Note. You can play with or without dogs. A “dog” in the game is a false movement of the palms of the second player, with which he only scares the first, forcing him to withdraw his hands, but without the intention of clapping his palms. Several “dogs” in a row can weaken the attention of the first player, and then he can suddenly be “stunned” by the second.

The option we have given here is a classic one. In fact, the game “Palms” has many options. Take this one, which you yourself were probably fond of as a child. The players stand in a circle, with each player's right hand, palm down, resting on the open palm of the next player's left hand. Players take turns clapping their right hand on their neighbor’s left hand to the beat of the rhymes familiar to you from childhood:

black arrow

Goes around the dial.

Fast as squirrels

The wheels are knocking.

In every minute

Sixty seconds each.

The minutes are running, running

And they sing songs.

On the last word, the player tries to slap the hand of his neighbor, who withdraws his hand. If it was not possible to pull back the hand and the player found himself “greasy”, he leaves the circle, and the game continues without him, and its speed gradually increases.

Ball in a circle

Age: 6 - 7 years.

Purpose of the game: develop dexterity of movement and speed of reaction in children. The game strengthens ball handling skills and promotes the development of motor coordination.

Necessary equipment: volleyball.

Progress of the game. Players (10-15 people) stand in a circle facing the middle and put their hands on each other’s shoulders. The driver chosen in advance among the players stands in the middle of the circle, placing the ball at his feet. The game begins. The main task of the driver is to kick the ball out of the circle. The task of the other players is to prevent the ball from leaving the circle: they try to hit the ball back to the driver. Players do not have the right to unclasp their hands. If the driver manages to kick the ball outside the circle, then the player who missed the ball takes his place, and he himself takes a place in the circle.

Note. Only those shots taken by the driver are counted in which the ball flies or rolls past the players’ feet. In cases where the driver hits the ball too hard and the ball flies over the heads of the players, the hit is not counted, and the driver repeats the attempt until he can knock the ball out of the circle according to all the rules of the game.

The game teaches children to calculate free space and balance their strength. But adults must make sure that there are no breakable, fragile things (vases, cups, etc.) near the children playing, otherwise injuries cannot be avoided! Of course, safety rules should be followed during all outdoor games.

Excavator

Age: 4.5 - 6 years.

Purpose of the game: develop dexterity and speed of movement in children. The game instills accuracy and teaches independence.

Necessary equipment: four buckets, two of them filled with sand, and two scoops. You will also need two stools.

Progress of the game. Two children participate in this competition game at the same time. A stool with a bucket of sand is placed next to each player. At a distance of several steps from the first stool, a second one is placed, on which there is an empty bucket. Each player is given a scoop. The presenter invites the children to become excavator operators for a while and explains the rules of the game. They are simple: the player must scoop up sand from the first bucket with a scoop and, with an outstretched arm, holding the scoop by the handle, bring the sand to the empty bucket, where they pour it. Then he must return to the first bucket again, pick up sand again, etc. This must be repeated until the player selects all the sand from the first bucket. After this, the results are announced. Not only does the fastest one win, but also the neatest one: the bucket he fills should contain as much sand as possible.

Note. When carrying sand in a scoop, you cannot help yourself with your other hand by holding the scoop.

This game has many variations and is suitable for children different ages. For example, you can transfer water, an egg in a spoon, while holding the spoon in your hands or in your teeth, etc.

Top

Age: 5 - 7 years.

Purpose of the game: develop dexterity and speed of movement in children.

Necessary equipment: two identical smoothly planed sticks approximately 50 cm high.

Progress of the game. Everyone can play “Volchok” in turn. The player takes a stick in each hand and stands, leaning lightly on them with both hands. While playing, he must let go of the sticks and at the same time turn around his axis so quickly that he has time to catch them before they fall to the ground. The essence of the game is clear and understandable, but playing it is not so easy: you need to be very dexterous and fast. Each player makes several attempts (their number is determined by prior agreement). The winner is the one who managed to catch the sticks more times before they fell.

Note. This game can be played both indoors and outdoors. In the latter case, it is recommended to play not on the ground or sand, but on asphalt.

Catch - push

Age: 5-7 years.

Purpose of the game: teach children to calculate their strength when performing monotonous movements. The game trains the leg muscles and lumbar region, and also develops speed and clarity of movements.

Necessary equipment: rubber or volleyballs (according to the number of pairs of players).

Progress of the game(participates in the game even number Human). The participants of the game are divided into pairs. In each pair, players are located facing each other at a distance of approximately 1 m, with one of the players standing and the other squatting. The crouching player takes the ball and pushes it to the standing player. He must quickly bend down, without bending his legs, and intercept the ball, after which, straightening up, throw the ball to his partner, who must quickly stand up to catch the ball. After the agreed number of throws of the ball, the players change places. You can play until you get tired of it, or until the pre-agreed time runs out. The winner is the pair whose movements were the most accurate and the number of balls caught was the largest.

Note. For this game, you can choose a host who will time the game and monitor the progress of the game. The role of the facilitator can be played by a teacher or teacher.

Who is stronger?

Age: 5 - 8 years.

Purpose of the game:

Progress of the game. The game involves two equal teams of players (the optimal number of players on each team is 7-8 people). To begin with, the playing field is drawn out. It consists of three lines drawn at a distance of 8-10 steps from each other. The length of each line is approximately 4.5-5 m. All lines should be of equal length and located at the same distance.

Both teams line up on the two extreme lines facing each other. They then converge on the center line so that each player on one team is between two players on the opposing team, after which all players link arms with each other. Thus, a chain of players is formed, with each team facing in the opposite direction. The game begins. Its essence is simple: teams must try to pull each other, backing away and trying to move the enemy from their place. It turns out that the players of each team will drag the entire chain to “their” line, to where the team stood at the beginning of the game, before everyone converged in the middle of the field. And as a result, those players who will be stronger will win.

Note. If the chain breaks during the game, the players responsible for breaking the chain are eliminated from the game.

Banners

Age: 6 - 7 years old.

Purpose of the game: develop strength and endurance in children.

Progress of the game. This is another of the many tug games that is simple but fun. A line is drawn on the playing field, then two players stand on either side of it at arm's length from each other. At a signal from the host observing the game, the players begin a single combat: each tries to pull the opponent towards him, forcing him to cross the line. The player who turns out to be stronger is declared the winner.

Note. This game can also be played in teams. In this case, the game involves two teams with an equal number of players in each. Team players stand opposite each other, each on their side of the line. At the command of the leader, the opponents try to drag each other over the line towards themselves. If the player succeeds, then his opponent is considered a prisoner and must take an active part in the “battle”: stand behind the winning player, grab him around the waist and try to drag another member of his team to his side. In this version of the game, the team that manages to collect the most prisoners wins.

Pull-pull

Age: 5 – 8 years.

Purpose of the game: develop muscle strength in children. The game perfectly strengthens the muscles of the arms and legs.

Necessary equipment: metal sports hoop.

Progress of the game(minimum number of players - two, maximum - six). Players are divided into two equal teams. The hoop is placed in the middle of the room or area. Two lines are drawn on opposite sides at a distance of 1.5 m from the hoop. Teams of players move an equal distance from the hoop. At the command of the leader (senior), both teams run to the hoop and grab it from opposite sides. The players' task is to pull the hoop towards themselves and not give the other team the opportunity to drag the hoop over the opposite line. The team that was able to drag the hoop to their half wins.

Note. You can also pull a regular rope or jump rope.

Mail

Age: 5 - 8 years.

Purpose of the game: develop weight lifting skills and train arm muscles. In addition, the game develops dexterity and coordination of movements.

Necessary equipment: plywood box or sandbag. Weight - 200-250 g for children five to six years old, 300 g for children six to seven years old, 450-500 g for children eight years old.

Progress of the game. Players (the number of participants is not strictly limited) stand in a circle facing the middle of the circle. One of the players in the circle - he will be considered the first - is given a “package” (a box or bag of sand). The second player, standing on the opposite side of the circle strictly opposite the first player, is designated the “addressee”. On command, the game begins. The first player passes the “package” to the player standing next to him, who passes it to the next player, etc. When the package reaches the “addressee,” he says: “I got it!” Wait for an answer! - and passes the package to the next player. So, along the chain, the “package” returns to the first player.

If the “package” slips out of the hands of one of the players, then he must pay a forfeit (for example, jump on one leg).

The results are announced: when the “package” arrived faster - to the addressee or back to the sender. In accordance with this, one of the sides of the circle (“mail”) is declared the best.

Note. In this game, the help of an elder will not hurt. He can monitor the progress of the game, mark the mistakes of the players, demand a forfeit payment, time the performance of each team using a stopwatch and announce the results.

Roll the ball

Age: 5 - 7 years.

Purpose of the game: teach children to accurately calculate the force of movement. The game helps develop dexterity and eye accuracy.

Necessary equipment: rubber balls according to the number of pairs of players.

Progress of the game. It is played in pairs. Two children sit on the floor facing each other, each pair of players is given a ball. The distance between players in a pair should be approximately 1.5 m. The first player of the pair energetically pushes the ball away from himself, making a strong movement with his hand. The second player catches this ball. If this was done successfully, the players have the right to move a little away from each other, after which the second player forcefully pushes the ball away from him, and the first catches it. If successful, both players again move slightly away from each other. Thus, the distance between them can increase to 3 or even 4 m; a lot, as you understand, depends here on gaming skills and degree physical development children. Players in a pair that made a mistake either leave the game altogether, or, better yet, have the right to try again - once or more than once.

Note. Methodologically, it is more correct to select pairs of players, one of whom is better at moving.

One is a cowboy, two is a cowboy

Age: 5 – 7 years.

Purpose of the game: develop speed and accuracy of movements in children. The game trains the arm muscles, making them stronger.

Necessary equipment: two long narrow benches, the kind used in physical education classes.

Progress of the game. The presenter (the eldest) reminds the children of the famous cartoon of the same name, after which he asks the children what and how cowboys ride. Naturally, the correct answer is on horseback. After this, the presenter invites the children to play cowboys. Two benches are placed parallel to each other. Two players take part in the game at the same time. They each sit astride their own bench and, at the command of the leader, begin to “jump.” Due to the lack of horses, cowboys move along the bench like this: sitting astride it, the player grabs the bench with both hands, trying to stretch as far as possible, and then pulls himself up with his hands. Then he again reaches as far as possible and again transfers his body, pulling himself up on his arms. The winner is the “cowboy” who “rides a horse” better, that is, “rides” the entire bench faster.

Note. In our version of the game, only two players participate at a time, but no one is stopping you from setting up three or four benches and letting more guys play at the same time. The game can also be made as a team game (for example, divide all players into two teams). The first players portray cowboys, then, having reached the opposite end of the bench, they run back to their team and stand at its end, and a new pair of players enters the game. Thus, all team players will be able to be cowboys. The team that completes the task faster than the other is declared the winner.

Kitty

Age: 4 - 6 years.

Purpose of the game: help improve flexibility in children. The game trains the back muscles, especially the lower back. In addition, it gives children knowledge about domestic animals (in in this case about the cat) and promotes the development of attention.

Necessary equipment: gymnastic mats according to the number of participants in the game.

Progress of the game(an unlimited number of children can take part in it). The presenter (teacher) explains that now everyone has to portray a cat. To do this, he learns two “cat” movements with the children. First movement: children kneel, placing their outstretched arms on the floor. At the leader’s command, they bend their lower back, raising their chin. This is an “affectionate cat”. Second movement: the starting position is the same, but now you need, on the contrary, to arch your back and lower your head. This is an "angry cat". Having asked them to remember both movements well, the presenter explains to the children that now he will tell about the cat Murka. When he talks about something that the cat loves, the children should portray an affectionate cat, and when he talks about something that she doesn’t like, an angry one.

Then the presenter reads the following text, for example: “This is Murka the cat. She is very affectionate. But she doesn't like dogs. Murka loves to lap up milk from a saucer. Murka doesn't like having her tail pulled. Murka likes to sleep curled up. Murka doesn’t like to run through puddles.” And so on.

The text can be anything, but not too long: do not forget that during the story about the cat, children perform physical exercise. At the end of the game, you can invite the children to relax and recite poems about a cat (or, alternatively, talk about your domestic cat).

Note. If the alternation of movements in children becomes automatic, try to “catch” them by reading two statements in a row that should have the same reaction (for example, “angry cat”). Those who do not make mistakes should be praised for their attentiveness.

As preliminary work, we suggest that you learn the following poems with your children in advance.

Cat

Through the window into the window

A strange cat came to us.

The window is open,

The cat is all unwashed.

We said:

- Hello, cat,

Live with us for a little while.

E. Uspensky

Truck

No, we shouldn't have decided

Ride a cat in a car:

The cat is not used to riding -

The truck overturned.

A. Barto

Kiskino grief

Pussy is crying in the corridor.

She has great grief:

Evil people to poor Kiska

They don't let you steal sausages.

B. Zakhoder

Giraffe

Age: 5 - 7 years.

Purpose of the game: develop flexibility in children. The game trains the lower back, leg and arm muscles.

Necessary equipment: several pebbles or other small objects (for example, cubes).

Progress of the game. It is played in turns. The leader (an adult or another player) places pebbles in front of the player. The player must stand straight with his heels together and his toes pointed out to the sides. His task is to collect all the pebbles lying in front of him. Everything would be simple, but the player does not have the right to bend his legs, and he has to collect pebbles, bending over each time. The player also has to reach with all his might to reach the pebbles lying a little further away. The presenter must ensure that the player follows the rules: do not bend his legs and diligently reach for all objects, without missing anything. If the player has done everything correctly and collected all the pebbles, then he is considered the winner. Now he can give way to another player, and he can rest a little.

We stretched and grew up

Age: 5 - 7 years.

Purpose of the game: develop children's flexibility and sense of balance. The game develops the muscles of the arms and legs, promotes the formation of correct posture.

Progress of the game(an unlimited number of people can take part in it). The host explains the rules. They are simple: players must recite a poem with the host, while repeating his movements.

The wind blows in our faces (We wave our arms, palms turned inward, towards ourselves.)

And the tree shakes. (We raise our arms up, bend to the right and left, without straining our arms.)

The wind is quieter, quieter, quieter, (The amplitude of the tilts gradually decreases.)

The trees are growing higher and higher. (We raise our hands up, rise on tiptoes and stretch with all our might.)

Note. There is no competitive element to this game, but it gives children a great opportunity to warm up. The game can be used as a physical education lesson in kindergarten or school lessons: maintaining correct posture is not the easiest thing for children, but this game-exercise will allow children to stretch and relieve tension in the lower back. By the way, we also recommend this “sipping” for adults.

Camel racing

Age: 5 – 7 years.

Purpose of the game: develop flexibility and balance in children. The game helps strengthen the spine.

Progress of the game. Players are divided into several (two, three) teams. The presenter explains that everyone will play a relay race, but not an easy one, but... a camel one. To do this, first of all, players will have to pretend to be camels. This is done like this: the player must bend over and clasp his ankles with his palms, while straightening his legs as much as possible and arching his back. In this position, the player must reach the finish line (it is impossible to move quickly in this position). A player who bends his knees or unclasps his hands leaves the race. The team that completes the task faster than others wins.

Note. The game can be changed. For example, it is not teams of players who can compete with each other, but the players themselves. To do this, you can ask the players, for example, to stand in a circle and move in a circle. From time to time the leader may ask the players to stop. Those who did not lose their balance during the sudden stop continue the game. You can also arrange a whole “camel caravan”: players stand in a chain one after another, and the first player leads them in an arbitrary direction.

Wave

Age: 6 - 7 years old.

Purpose of the game: develop flexibility of movements in children (primarily hands). The game helps develop attention, accuracy and speed of reaction.

Progress of the game. Using a counting rhyme, the driver is selected. The remaining players (at least 10 people) stand in a circle and join hands. The circle of players will represent the sea, and the driver will represent the “boat”. Players begin to make a “wave”, that is, without releasing their hands, perform smooth wave-like movements with their hands. At the same time, they raise and lower their hands. These movements must be performed arbitrarily: it is important that the driver cannot predict where the “wave” will be higher and where lower. The task of the “boat” driver is to slip under the “wave”, that is, to quickly run through the gap between any two players at the moment when their hands are raised. If he succeeds, he takes a place in the circle, and another driver is chosen instead; if not, he repeats the attempt until it is successful.

Note. Players representing the sea may not speed up an unfinished movement specifically to catch the player.

Tumbler

Age: 5-7 years.

Purpose of the game: to develop flexibility of movement and stability in children. The game teaches children to balance strength, improves coordination and balance.

Necessary equipment: sports mat or small mattress. You can also play on the carpet: the main thing is that something soft is laid on the floor.

Progress of the game. Among the players (up to ten people can play in total), a “tumbler” is chosen. To “transform” into a tumbler doll, the player must sit on the mat with his legs crossed (Turkish style) and his hands on his hips. The remaining players, taking turns approaching the tumbler, try to make it fall onto the mattress. The task of the player playing the tumbler is not to lose his balance. The maximum he can afford is to sway without changing his position. If a player manages to unbalance the tumbler, he himself takes its place.

Note. Of course, in order to avoid injury, players are prohibited from pushing the tumbler too hard and sharply. This must be done strongly, but smoothly: the player must be given the opportunity to resist the onslaught. Only one player can push the tumbler at a time. Having made one attempt and failed, he returns to the “tail” of the line of players.

boats

Age: 5 - 7 years.

Purpose of the game: promote the development of flexibility in children. The game perfectly strengthens the spine, teaches clarity, dexterity and speed of movements.

Progress of the game. This is a team game. From two to four teams can take part in it. However, two or three players can take part in this game with equal success: in this case the competition will not be a team one, but, so to speak, personal: each player will play for himself. “Boats” should be played indoors, and it is advisable to mark the playing field: mark the starting line, put several pins or small chairs (according to the number of teams) on the opposite side of the room, which players will have to go around. The essence of the game is a relay race, in which players must race. Only in this case they will have to not run, as is usually done, but pretend to be boats. This is done like this: the player sits on the floor and extends his straight arms to the sides (the arms will represent oars). When moving, the player bends his knees without lifting his feet from the floor, as a result of which he pulls his entire body forward without the help of his hands. Then, having moved, he straightens his legs again, but is already an order of magnitude closer to the finish line. Thus, by either straightening or bending his legs and moving his body forward, the player moves (by the way, if you watch the movements of rowers on kayaks or canoes, it turns out that they row in exactly the same way, now straightening their legs and leaning back, now bending your knees and making an energetic movement forward). During “swimming,” the players’ hands make movements that resemble the movements of oars. The winner is the player who, in this position, is the first to “swim” to the pin (chair) and, having gone around it, returns to the finish line in the same manner. If the game is a team game, then the team whose “boats” swim the fastest wins.

Note. It should be borne in mind that such a game is a rather serious test of flexibility, so for the first time you should not mark out too large a playing field, especially if young children are playing. For older children who have already become experienced “rowers”, you can complicate the task: in the path of the “boats”, place pins-“buoys”, between which the players will have to “swim”. If the player hits the pin, he is considered to have run aground and will have to start “swimming” all over again.

Owl-owl

Age: 5 - 6 years.

Purpose of the game: develop children's flexibility and sense of physical balance. The rules of the game require players to be able to not only move, but also freeze in a given position, so the game is a kind of static exercise.

Progress of the game(12-20 people can take part in it at the same time). An “owl” is selected from among the players. An adult (educator, teacher) plays the role of facilitator and monitors the game. The players stand in a circle at arm’s length from each other, the “owl” stands in the center of the circle and closes its eyes. Everyone except the owl depicts beetles, butterflies, etc. The presenter says: “The sun has risen - everything has come to life!” At this command, the players begin to run in a circle, jumping, waving their “wings,” etc. The “Owl” stands with his eyes closed. After a while, the presenter commands: “The sun is setting, everyone is going to bed!” The players each freeze in their place in the position in which the leader’s words found him. The “owl” opens its eyes and begins the “hunt.” She walks along the circle, looking out among the players for those who could not maintain their balance and moved. The players caught in this way also become “owls” and stand in a circle, after which the game continues according to the same scenario.

Churbachok

Age: 6 - 7 years.

Purpose of the game: teach children flexibility of movement and a sense of balance. The game helps develop coordination of movements.

Necessary equipment: a small wooden block of wood (in the absence of a block of wood, it can be replaced with another item: a large cube from a floor constructor, a jumping ball, etc.).

Progress of the game. Players (up to 20 people) stand in a circle and, holding hands, shout out the following words in chorus:

Chunk, chump,

He bothers us.

Get out of the circle

Whoever knocks down a block of wood with his foot.

Essentially, this verse contains the rules of the game. Having shouted these words, the players, without releasing their hands, jump and gallop around the block. At the same time, they try to move the block of wood that is “interfering with them” from the playing field, but they do this, so to speak, with someone else’s hands: they try to push their neighbors towards the block of wood, while they themselves avoid contact with the object. Naturally, in this case, the players will have to seriously test themselves for flexibility: they will try to pull each other to the block, but at the same time bend and generally resist so as not to be among the losers. The player who hits the block leaves the circle, and the rest start the game from the very beginning. The game continues until there are two players left (one of them will be the winner) or until you get tired of playing.

Confusing

Age: 5 - 8 years.

Purpose of the game: develop flexibility and grace of movement in children.

Progress of the game. 8-10 people can take part in the game at the same time. One of the players plays the role of the leader (it can be the eldest of the children). Players line up at arm's length facing the leader. The host gives the players the same tasks that they must complete. These tasks are not easy, as they will require maximum flexibility and balance from the players. For example, these: “Grip your right shoe with your left hand, and grab your right shoe with your right hand.” left ear. Now step over your left hand right foot", etc. Of course, technically this is not always easy to accomplish, but the benefits of such a game for developing flexibility are undeniable. A player who fails to complete any of the tasks (the presenter carefully records the accuracy of the players’ tasks) is eliminated from the game or pays a forfeit as agreed. The game is won by the most dexterous and most flexible player, who has never lost his way and “got confused” in exactly the right way.

Note. This game can also be played in pairs, then there will be even more options for confusion.

Take care of your hands

The players form a circle, standing one step apart from each other. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the teacher’s signal: “Take care of your hands!” The driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms are touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child in his place (but not from among the losers) and changes places with him.

Magic word

The leader shows various movements and addresses the players with the words: “Raise your hands, stand, sit down, stand on your tiptoes, walk in place...”, etc.

The players repeat the movements only if the driver adds the word “please”. The one who makes a mistake is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to waist level and hold them with their palms up.

The driver strives to slap someone in the palm of his hand. The players, fleeing, quickly give up. The one whom the driver insults becomes the driver.

If there are a lot of players, there can be two or three people driving. Players do not have to remove their hands, but turn them palms down.

The game is more lively when the driver tries to quickly move around the circle in different directions.

Gawkers

Children form a circle and walk in a circle one after another.

At the driver’s signal: “Stop!” stop, clap their hands four times, turn 180° and begin moving in the opposite direction. The one who makes the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each in turn, says the word: “Water!” The child he pointed to must name a fish or animal that lives in the water.

If the driver says the word “earth,” the child names the one who lives on the earth, if the word “air” is named, the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and raise them up, showing the gate. All other participants pass through the gate, saying:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second time is prohibited,

And for the third time

We won't let you through.

The presenters lower their hands at the end of the verse. In front of whom the gate is closed, that participant stands together with the presenters and raises their hands.

The game continues until all participants turn into gates.

Hippodrome

The horse runs and runs. (We clap our hands on our knees.)

The horse is walking on the grass. (Three palms of hands.)

And here is a barrier (We take air into our mouth and hit our cheeks.)

And another barrier...

Actions change. The game is repeated several times.

Paints

Children choose the “owner” and two “customers”; everyone else playing chooses “colors”.

Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For which one?

- For the blue one.

If there is no blue paint, the owner says:

Walk the blue path

Find the blue boots

Carry it and bring it back!

If the buyer guesses the color of the paint, he takes the paint for himself.

The second buyer approaches, the conversation with the owner is repeated. So customers go through the line and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the players choose the buyers.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

ring

Children stand in a circle, and the driver stands inside the circle. He holds a ring in his palms, which he discreetly tries to pass on to one of the guys. With palms folded into a boat, the driver opens the children’s palms one by one. Children carefully monitor the actions of the driver and their comrades. And the one who got the ring does not give himself away.

At the driver’s signal: “Ring, ring, go out onto the porch!” - a child with a ring runs out into the center of the circle. He becomes the driver.

If the children notice his ring before the signal, they do not let him into the circle. In this case, the game is continued by the previous driver.

Circle

Children form a circle, dance in a circle and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over!

The girl (boy) named by name must turn 180°. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips of the thumbs 4 times.)

We, we, we! (The tips of the thumbs are pressed against each other and motionless, the tips of the remaining fingers quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their index fingers.)

Dad, dad, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of your middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their ring fingers.)

Grandfather, is that you?

Grandma, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating the words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The presenter says: “My fingers are good, but my neighbor’s are better.” Children take each other's little fingers and repeat the words with movements left and right.

Then the driver gives other tasks:

My shoulders are good, but my neighbor's are better.

My ears are good, but my neighbor's are better.

My eyes are good, but my neighbor's are better.

My cheeks are good, but my neighbor's are better.

My waist is good, but my neighbor's is better.

My knees are good, but my neighbor's are better.

My heels are good, but my neighbor's are better.

Palms

Two players stand opposite each other.

The players simultaneously clap their hands, and then join their palms in front of them (right to left, left to right). Then the palms are connected crosswise - right to right, left to left. Then clap - and again the palms are together.

At first the movements are done slowly, and then faster and faster until the palms become tangled. Then the game starts over.

Frog

Place your hands on the floor (table). Clench one palm into a fist, place the other on the plane of the table.

At the same time change the position of your hands. The complication of the exercise is to speed it up.

We walked in Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked around Africa (We stomp our feet.)

And they collected bananas. (They depict how bananas are collected.)

Suddenly a huge gorilla (We draw a large circle with our hands.)

Almost crushed me. (Knock on the chest with our right and left hands.)

I’ll give it to mom, I’ll give it to dad (Knock on the right, then the left knee.)

And I won’t deprive myself. (Knock on the chest with our right and left hands.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (They spank the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes with either the inside or the outside of their palm.) We want to play.

Just need it

We need to find out: (Clap for every word.)

Who will have the ball (They stomp on every word.)

Catching up. (They squat.)

Find and remain silent

Children stand in a line facing the teacher.

He invites them to turn around and close their eyes, while he hides some object.

With the permission of the teacher, the children turn around, open their eyes and begin to search for the hidden object. The person who finds the object approaches the teacher and quietly says in his ear where he found it. If the child said correctly, he moves aside.

The game continues until all children find the object.

Low - high

Children stand in a circle.

The adult says: “We decorated the Christmas tree with different toys, and in the forest there are different Christmas trees: wide, low, tall, thin. I will say:

“High” - raise your arms up;

“Low” - squat and lower your arms;

“Wide” - make the circle wider;

“Thin” - make a circle already.

The game is more fun if the adult tries to confuse the children.

Mail

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the land of fairy tales.

- What are they doing there?

- They wash themselves (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand next to each other in front of two lines.

At the signal, they must walk forward (first one, then the other), taking five steps, and for each step, without the slightest mistake or hesitation (without breaking the rhythm), pronounce a name (boys - the names of girls, girls - the names of boys). This is a seemingly simple task, but in reality it is not so easy to complete.

You can name five other words (animals, plants, household items, etc.). There are many names, but not everyone can pick up five names and pronounce them one after another without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word denotes food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it (“eat”). If the word denotes an inedible object, the ball is not caught.

A child who fails to complete the task becomes the driver, says the intended word and throws the ball to someone.

Tick-tock-tock

The children stand scattered.

The teacher gives the signal: “Tick!” - children bend left and right; at the signal: “Yes!” - they stop, and at the signal: “Knock!” — they jump on the spot. The one who makes a mistake leaves the game. The signals are repeated 5-8 times. The sequence of signals must change.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose a driver. The players stand in a circle and open with outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is advisable that the teacher be the driver.

The teacher explains that if he says: “Three,” all the players put their hands to the sides; if he says: “Thirteen,” everyone puts their hands on their belts; if he says: “Thirty” - everyone raises their hands up (you can choose any movements).

The teacher quickly names one movement or another. The player who made a mistake sits on the floor. When 1-2 players remain in the circle, the game ends; The winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to each other. They stand with their backs to each other and at the signal: “One, two, three - run!” - they run in different directions around the circle, reach their place and sit down.

The adult and all the players note which of the children was the first to take the empty seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifted to the sweetheart.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver stands up and slowly spins inside the circle.

Where is your bride

What is she wearing?

What is her name

And where will they bring it from?

With the last words, “Yasha” goes to the children, selects any child, feels him and tries to guess who he found, describe his clothes and call him by name.

Guess what they did

Children stand in a circle or scattered. The teacher selects one child who moves 8-10 steps away from everyone playing and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: “It’s time!” The driver turns around, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw,

And we’ll show you what they did.

If the driver guesses correctly, he chooses another child instead. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap from the driver they should jump, on two claps they should sit down, on three clap they should stand up with their arms raised up (or any other movement options).

All children depict some action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver does not guess correctly, then he loses. The children tell him what they did and come up with a new action. The driver guesses again.

Then another driver is chosen and the game is repeated.

Clean

Children stand in a circle or scattered.

Games to develop logic for preschoolers of the preparatory group

Game "Flowers in Flowerbeds".

Target

: multi-colored cardboard, scissors.

Description: the teacher cuts out three flowers of red, orange, of blue color and three flower beds - round, square and rectangular. Invite the child to distribute the flowers in the flowerbeds in accordance with the story: “Red flowers grew neither in a round nor in a square flowerbed, orange flowers - neither in a round nor in a rectangular one. Where did what flowers grow?

Logic problems.

Target: develop attention, logical thinking.

Description: The teacher invites the children to play logic problems, chips are awarded for each correct answer. Whoever has more chips wins.

1) There are objects in front of Cipollino: a bucket, a shovel, a watering can. How to make the shovel go to the extreme position without moving it? (You can place the watering can in front of the shovel or in front of the bucket.)

2) Winnie the Pooh, Tigger and Piglet cut out three flags of different colors: blue, green, red. The tiger was not carved by a red one, and Winnie the Pooh was not a red or blue flag. What color flag did each person cut out? (Winnie the Pooh cut out a green flag, Tigger - blue. Piglet - red.)

3) There are four apples on the table. One apple was cut and put back. How many apples are on the table? (4 apples.)

4) Arrange two chairs in the room so that there is a chair against each wall. (You need to place chairs in two opposite corners.)

5) Fold a triangle from one stick and a square from two sticks on the table. (You need to put the chopsticks on the corner of the table.)

Game "I made a wish...".

Target:

Description: The teacher makes a wish for an object. Invite the child to find out the name of the object using clarifying questions.

Does this item fly? (Yes.)

Does he have wings? (Yes.)

Does he fly high? (Yes.)

Is he animated? (No.)

Is it made of plastic? (No.)

Made of iron? (Yes.)

Does it have a propeller? (Yes.)

Is this a helicopter? (Yes.)

Game "Choose the right one."

Target: develop logical thinking.

Description: Children are offered options that contain extra positions, for example:

The boot always has: a buckle, a sole, straps, buttons.

In warm regions live: bear, deer, wolf, penguin, camel.

Winter months: September, October, December, May.

In a year: 24 months, 12 months, 4 months, 3 months.

A father is older than his son: often, always, rarely, never.

Time of day: year, month, week, day, Monday.

A tree always has: leaves, flowers, fruits, roots, shadow.

Seasons: August, autumn, Saturday, holidays.

Passenger transport: combine harvester, dump truck, bus, diesel locomotive.

This game can be continued.

Game “I take it with me on the road.”

Target: develop logical thinking.

pictures with images of single objects.

Description: Place images face down. Invite your child to go on a sea voyage. But in order for the trip to be successful, you need to thoroughly prepare for it and stock up on everything you need. Ask your child to take one picture at a time and talk about how this item can be useful. The objects in the pictures should be very different. For example, a child takes out a picture of a ball: “The ball can be played during rest, the ball can be used instead lifebuoy, because it doesn’t sink, etc.” You can play out various situations: on a desert island, on a train, in a village.

Game “How are they similar and how are they different?”

Target: develop logical thinking.

Description: The presenter offers the children two objects, the children must compare them and indicate the similarities and differences. For example: plum and peach; little girl and doll; bird and plane; cat and squirrel; an orange and an orange ball of the same size; felt-tip pen and chalk.

Game "Resettlement of birds".

Target: develop logical thinking.

Game material and visual aids: 20 cards with images of birds: domestic, migratory, wintering, songbirds, birds of prey, etc.

Description: invite the child to place the birds in nests: in one nest - migratory birds, in another - all those who have white plumage, in the third - all birds with long beaks. Which birds were left without a nest? What birds can be placed in several nests?

Game "Associations".

Target: develop logical thinking.

Description: children are divided into two groups. One group invites the other to talk about an object, using words denoting other objects in their story. For example, talk about carrots using the words: duck, orange, cube, Snow Maiden. (It is the same color as an orange. It can be cut into cubes. Ducks love the top part of it. If you don’t eat it, you will be as pale as the Snow Maiden.) Then the groups change roles. The subject to be described and the words-characteristics are set by the presenter.

Game "Come up with a proposal."

Goals: develop logical thinking and speech activity; develop a sense of language.

Game material and visual aids: ping pong ball.

Description: The teacher sits with the children in a circle and explains the rules of the game. He says some words, and the children come up with a sentence using this word. For example: the teacher calls the word “close” and passes the ball to the child. He takes the ball and quickly answers: “I live close to kindergarten" Then the child says his word and passes the ball to the person sitting next to him. So, in turn, the ball passes from one player to another.

Games for speech development for preschoolers of the preparatory group

Game "Make a sentence".

Target: develop the ability to compose sentences from these words and use plural nouns.

Description: Invite your child to make a sentence out of words. In the first lessons, the number of words should not be more than three, for example: “shore, house, white.” Sentences can be like this: “There is a house with a white roof on the bank of the river” or “In winter, the roofs of houses and rivers become white from snow,” etc. Explain to the child that the form of words can be changed, that is, they can be used in the plural, changed ending.

Game "Opposites".

Target: consolidate the ability to select words that have opposite meanings.

Game material and visual aids: chips.

Description: invite the child to come up with pairs of opposite words one by one. For each pair invented, a chip is given out. The one with the most chips at the end of the game wins. In the first part of the game, pairs are made - nouns; then - adjectives, verbs and adverbs (fire - water, smart - stupid, close - open, high - low).

Game "Good and Bad".

Target: develop monologue speech.

Description: invite the child to identify good and bad traits in fairy tale heroes. For example: the fairy tale “The Cat, the Rooster and the Fox.” The rooster woke the cat up for work, cleaned the house, cooked dinner - this is good. But he did not listen to the cat and looked out the window when the fox called him - this is bad. Or the fairy tale “Puss in Boots”: helping your master is good, but for this he deceived everyone - this is bad.

Game "Contradictions".

Target: develop the ability to select words that are opposite in meaning.

Description: invite the child to find signs of one object that contradict each other. For example: a book is dark and white at the same time (cover and pages), an iron is hot and cold, etc. Read the poem:

In plain sight of passers-by

An apple hung in the garden.

Well, who cares?

The apple was just hanging.

Only the horse said that it was low,

And the mouse is high.

Sparrow said it was close

And the snail is far away.

And the calf is worried

Because the apple is not enough.

And the chicken - because it is very

Big and heavy.

But the kitten doesn’t care:

Sour, why is it?

"What do you! - the worm whispers. -

He has a sweet side.”

G. Sapgir

Discuss the poem. Draw the child's attention to the fact that the same object, the same phenomenon can be characterized differently, depending on the point of view, both in the literal and figurative sense.

Game "Who left?"

Target: teach to use proper names nouns in nominative case singular.

Game material and visual aids: chairs.

Description: children spectators sit on chairs. In front of them, on the side, 4 chairs are placed for the participants in the game. The teacher tells the children that now they will guess who left. Summons four children. Three sit in a row, the fourth sits opposite. The teacher invites him to carefully look at who is sitting opposite him, say what their names are, and go to another room. One of the three is hiding. The guesser returns and sits down in his place. The teacher says: “(Child’s name), look carefully and tell me who left?” If the child guesses, the hidden person runs out. The children sit down, and the teacher calls the next four children, and the game resumes.

Game “How do we dress?”

Target: teach the correct use of common nouns in accusative case singular and plural.

Game material and visual aids: items of children's clothing.

Description: each child comes up with an item of clothing, for example: a scarf, a skirt, a dress, gloves, panties, a T-shirt, etc. Then he quietly calls it to the teacher so that the other children do not hear (the teacher makes sure that the children do not choose the same thing same). The teacher begins to talk about something, for example: “Vasya was going sledding and put on...”

Interrupting the story, he points to one of the participants in the game. He names the item of clothing he has in mind. The rest of the children must judge whether the boy is dressed correctly. This game is very fun, as sometimes you get funny combinations.

Game “Who will move the objects most quickly?”

Target: consolidate in children's speech correct usage common nouns in singular accusative case.

Game material and visual aids: children's dishes and furniture.

Description: children playing sit on chairs, opposite them are two chairs, on which 5-6 items of different categories are placed, for example: children's dishes (cup, saucer, teapot), children's furniture (crib, chair, table). Two empty chairs are placed at a distance. Two children from different teams stand near the chairs and on command: “One, two, three - take the dishes!” - begin to transfer the necessary items to empty chairs, standing opposite. The winner is the one who most correctly and earlier than others transfers all the objects belonging to the category named by the teacher and names them. Then the next pairs of children compete.

Sample speech: “I moved the teapot (cup, saucer).”

Game "One - one - one."

Target: teach to distinguish the gender of nouns.

Game material and visual aids: small items are mixed in the box (pictures):

Masculine

pencil

Neuter gender

towel

Feminine

pot

Description: Children take turns taking objects out of the box, calling them: “This is a pencil.” The teacher asks the question: “How much?” The child answers: “One pencil.” For the correct answer, the child receives a picture, at the end of the game he counts the number of pictures for each child and reveals the winner.

Game "Guess what it is?"

Target: learn to use adjectives in speech and correctly coordinate them with pronouns.

Game material and visual aids: natural fruits (dummies).

Description: The teacher shows the children fruits, then calls the children one by one. The person called is blindfolded and asked to choose a fruit. The child must guess by touch what kind of fruit it is and what its shape is or determine its hardness.

Children's speech sample:"This Apple. It is round (solid).”

Game “What do you love?”

Target: learn to conjugate verbs.

Game material and visual aids: subject pictures on any topic.

Description: one child chooses a picture (for example, with a picture of cherries), shows it and, turning to another child, says: “I love cherries. What do you like?" In turn, the second child takes a picture (for example, with a picture of plums) and, turning to the third child, says: “I love plums. What do you like?"

When playing the game again, you can change the theme of the pictures.

Literacy games for children 6-7 years old in kindergarten

Game "Where is our home?"

Target:

Game material and visual aids: a set of object pictures (lump, ball, catfish, duck, fly, crane, doll, mouse, bag), three houses with pockets and a number on each (3, 4 or 5).

Description: the child takes a picture, names the object depicted on it, counts the number of sounds in the spoken word and inserts the picture into a pocket with a number corresponding to the number of sounds in the word. Representatives of the row come out one by one. If they make a mistake, the children in the second row correct them. For each correct answer a point is counted. The row that scores the most points is considered the winner.

Game "Let's build a pyramid."

Target: develop the ability to determine the number of sounds in a word.

Game material and visual aids: a pyramid is drawn on the board, the base of which consists of five squares, above - four squares, then - three; pictures depicting various objects whose names have five, four, three sounds (respectively five, four, three pictures - bag, scarf, shoes, mouse, pear, duck, vase, elephant, wolf, poppy, wasp, nose).

Description: The teacher invites the children to fill out the pyramid. Among the pictures displayed on the typesetting canvas, you must first find those whose names have five sounds, then four and three. An incorrect answer will not be counted. Correct completion of the task is rewarded with a chip.

Game "Lost and Found".

Target: learn to perform sound-letter analysis of words.

Game material and visual aids: object pictures with pockets, cards with the names of the object shown in the picture are inserted into them, but each word is missing one consonant (for example: tig instead of tiger), a set of letters.

Description: The teacher shows the children pictures with captions and says that some letters in the words are lost. It is necessary to restore the correct record. To do this, you need to go to the “lost and found” table, where all lost things go. The children take turns going to the teacher and calling out the picture, identifying the missing letter in the signature, taking it from the “lost and found” table, and putting it in its place.

Game “What are their names?”

Target: develop the ability to determine the first sound in a word, to compose words from letters.

Game material and visual aids: a set of subject pictures (the name of a boy or girl will be made from the initial letters of their names); plates with images of a boy and a girl with pockets for inserting pictures and letters; cards with letters.

Description: The teacher hangs up signs with pictures of a boy and a girl and says that he has come up with names for them. Children can guess these names if they highlight the first sounds in the names of the pictures placed in the pockets and replace them with letters.

Two teams play - girls and boys. Team representatives name the objects shown on the cards and highlight the first sound in the word. Then they take the corresponding letter from the split alphabet and replace the picture with it. One team guesses the girl's name, the other team guesses the boy's name.

The team that comes up with a name first wins.

Sample material: boat, donkey, cancer, aster; ball, snail, gun, stork.

Game "Scattered letters".

Target: develop the ability to form words from given letters, perform sound-letter analysis.

Game material and visual aids: split alphabet according to the number of children.

Description: The teacher names the letters, the children type them from the alphabet and form a word. For a correctly composed word, the child receives one point (chip). The one who scores the most points at the end of the game wins.

Game "Zoo".

Target: develop the ability to select words with a given number of syllables.

Game material and visual aids: three pockets, on each of which there is a cage for animals, under the pockets - graphic image syllabic composition of words (the first pocket is one syllable, the second is two syllables, the third is three syllables); cards with images of animals and their names.

Description: The teacher says that new cages have been made for the zoo. Offers to determine which animals can be placed in which cage. Children go to the teacher in order, take cards with a picture of an animal, read its name syllable by syllable and determine the number of syllables in the word. Based on the number of syllables, they find the cage for the named animal and put the card in the corresponding pocket.

Sample material: elephant, camel, tiger, lion, bear, crocodile, rhinoceros, wolf, fox, giraffe, elk, jackal, hare, badger.

Game "Chain".

Target: develop the ability to select words one syllable at a time.

Description: The teacher says: “Window.” Children divide this word into syllables. Next, children select a word that begins with the last syllable in the word “window” (no-ra). Then they come up with a new word beginning with the syllable ra (ra-ma), etc. The winner is the one who finished the chain last and named the most words.

Game "Encrypted ABC".

Target: consolidate knowledge of the alphabet and its practical application.

Description: the teacher selects several of the letters of the alphabet that are most often found in words, and assigns each of them its own license plate. For example:

A O K T S I N L D M

1 2 3 4 5 6 7 8 9 10

The teacher shows the child how to write down words, replacing them with numbers: 9 2 10 (house), 5 6 8 1 (strength), etc. Number all the letters of the alphabet. Invite your child to play “scouts” by sending encrypted letters to each other.

Game "Help Pinocchio".

Target: consolidate the ability to identify vowels and consonants.

Game material and visual aids: two boxes, cards with vowels and consonants.

Description: Buratino comes to visit the children. He entered school and asks to check him out homework: Buratino put cards with vowels in one box, and cards with consonants in another. Check if all the letters are laid out correctly. The child takes care of one card at a time and checks whether the task is completed correctly. You can deliberately mix up the letters, put several vowels in a box with consonants and vice versa. When all the mistakes are corrected, Pinocchio says goodbye and goes to school.

Game "Scouts".

Target: develop phonemic awareness, logical thinking, speech skills.

Description: The teacher shows another way of ciphering - using the first letters of the lines:

The lizard lives in the desert.

Animals can be wild and domestic.

December is a winter month.

In the morning we have breakfast.

A dark cloud obscured the sun.

If the snow has melted, it means spring has come.

A log is a cut down tree.

Raspberries ripen in summer.

From the first letters of each line it turned out: I'm waiting for you. Can be encrypted in various ways.

Math games for children 6-7 years old in kindergarten

Game "Hen and Chicks".

Goals: strengthen counting skills; develop auditory attention.

Game material and visual aids: cards with pictures of chickens of different numbers.

Description: The cards show different numbers of chickens. Roles are assigned: children are “chickens”, one child is a “hen”. The “mother hen” is chosen using a rhyme:

They say at dawn

Gathered on the mountain

Pigeon, goose and jackdaw...

That's the whole counting rhyme.

Each child receives a card and counts the number of chickens on it. The teacher addresses the children:

The chickens want to eat.

We have to feed the chickens.

The “mother hen” begins her play actions: she knocks on the table several times and calls the “chicks” to the grains. If the “mother hen” knocks 3 times, the child who has the card with the image of three chickens squeaks 3 times (pee-pee-pee) - his chickens are fed.

Game "Number Houses".

Target: consolidate knowledge about the composition of the number of the first ten, basic mathematical signs, ability to compose and solve examples.

Game material and visual aids: silhouettes of houses with inscriptions on the roof of one of the houses from 3 to 10; set of cards with numbers.

Description: houses are distributed to the players, the child examines cards with numbers. Ask your child to name the numbers and put them in order. Place a large card with a house in front of the child. A certain number lives in each of the houses. Invite the child to think and say what numbers it consists of. Let the child name his options. After this, he can show all the options for the composition of the number by placing cards with numbers or dots in the boxes.

Game "Guess the number."

Target: strengthen addition and subtraction skills, the ability to compare numbers.

Description: invite the child to guess what number they have in mind. The teacher says: “If you add 3 to this number, you get 5” or “The number I thought of is more than five, but less than seven.” You can change roles with the children, the child guesses the number, and the teacher guesses.

Game "Collect a flower".

Target: develop counting skills, imagination.

Game material and visual aids: the core of a flower and separately seven petals cut out of cardboard, on each of the petals an arithmetic expression for addition or subtraction up to 10.

Description: invite the child to collect a magical seven-flowered flower, but inserting a petal into the core is possible only if the example is solved correctly. After the child picks a flower, ask what wishes he would make for each petal.

Game "Solve the numbers."

Target: practice children in forward and backward counting.

Game material and visual aids: cards with numbers from 1 to 15.

Description: arrange the prepared cards in random order. Invite the child to lay out the cards in ascending order of numbers, then in descending order. You can choose other layout options, for example: “Lay out the cards, skipping every second (third) number.”

Game "Transformation of numbers".

Target: Train children to perform addition and subtraction operations.

Game material and visual aids: counting sticks.

Description: invite the child to play magicians who turn several numbers into one: “What number do you think the numbers 3 and 2 can turn into?” Using counting sticks, move three towards two, then remove two from three. Write down your results in the form of examples. Ask your child to become a wizard and with the help magic wands convert one number into another.

Game "Number Holiday".

Target: strengthen addition and subtraction skills.

Description: declare every day a holiday of some date. On this day, the birthday number invites other numbers to visit, but with a condition: each number must choose a friend who will help it turn into the number of the day. For example, the holiday of the number seven. Number 7 invites number 5 to visit and wonders who will accompany her. Number 5 thinks and answers: “2 or 12” (5 + 2; 12 - 5).

Game "Fun Squares".

Target: strengthen addition skills, mathematical operations.

Game material and visual aids: drawn squares.

Description: in the drawn squares, it is necessary to arrange the numbers in the cells so that along any horizontal and vertical rows, as well as along any diagonal, the same specific number is obtained.

Number 6

Game "Mathematical Kaleidoscope".

Target: develop ingenuity, intelligence, and the ability to use mathematical operations.

Description:

Three boys - Kolya, Andrey, Vova - went to the store. On the way they found three kopecks. How much money would Vova find if he went to the store alone? (Three kopecks.)

Two fathers and two sons ate 3 eggs at breakfast, and each of them got a whole egg. How could this happen? (Three people were sitting at the table: grandfather, father and son.)

How many ends do 4 sticks have? What about 5 sticks? What about 5 and a half sticks? (4 sticks have 8 ends, 5 sticks have 10 ends, 5 and a half sticks have 12 ends.)

The field was plowed by 7 tractors. 2 tractors stopped. How many tractors are there in the field? (7 tractors.)

How to bring water in a sieve? (Freeze her.)

At 10 o'clock the baby woke up. When did he go to bed if he slept for 2 hours? (At 8:00.)

Three little goats were walking. One is in front of two, one is between two, and one is behind two. How were the kids doing? (One after another.)

My sister is 4 years old, my brother is 6 years old. How old will your brother be when your sister turns 6? (8 years.)

The goose weighs 2 kg. How much will he weigh when he stands on one leg? (2 kg.)

7 candles were burning. Two were extinguished. How many candles are left? (Two because the rest burned down.)

Kondrat walked to Leningrad,

And there were twelve guys coming towards us.

Each person has three baskets.

There is a cat in every basket.

Each cat has 12 kittens.

How many of them went to Leningrad?

K. Chukovsky

(Kondrat alone went to Leningrad, the rest went to meet him.)

Game "Collect scattered geometric shapes."

Goals: consolidate knowledge of geometric shapes; teach using a drawing (sample) to assemble geometric shapes in a certain sequence in space; support children's desire to play.

Game material and visual aids: a set of color charts depicting geometric shapes and colored geometric shapes for each child.

Description: children choose any geometric figure of a certain color, but first choose a leader who will collect the geometric figures in a certain order. To the music or tambourine, children run around the group room or kindergarten area. As soon as the music stops, the children freeze in place. The presenter arranges the children according to the picture shown on the sheet.

Note. Geometric figures may be in the form of hats.

Games for older preschool children

Tag

Material. Colored bandage (ribbon).

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

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

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

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

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

Swan geese

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

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

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

Shepherd. Geese, geese!

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

Shepherd. Do you want to eat?

Geese. Yes Yes Yes!

Shepherd. So fly!

Geese. We are not allowed:

Gray wolf under the mountain

He won't let us go home!

Shepherd. So fly as you want!

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

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

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

Cat and mouse

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

Little white Vaska walks,

Vaska's tail is gray,

And the arrow runs.

The eyes close.

The claws are straightened,

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

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

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

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

We are funny guys...

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

The children recite the text in chorus:

We are funny guys

We love to run and play.

Well, try to catch up with us:

One, two, three - catch it!

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

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

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

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

Carousel

Material. Cord.

In the game version: hoops.

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

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

Barely, barely, barely, barely

And then around, around,

The carousel started spinning.

Everybody run, run, run.

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

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

Then the teacher continues with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two!

The game is over!

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

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

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

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

Mousetrap

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

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

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps.

Let's catch everyone at once!

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

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

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

Crucian carp and pike

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

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

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

Have time to run

Material. Cord 3-4 m long.

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

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

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

Whose team is most likely to assemble

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

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

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

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

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

Sly Fox

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

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

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

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

Who is more likely

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

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

Jumping rope

Material. Rope (cord, long rope).

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

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

Shepherd and flock

Material. Gymnastic bench (slats); eye patch.

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

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

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

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

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

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

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

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

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

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

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

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

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

Fishing rod

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

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

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

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

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

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

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

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

Snow circles

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

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

Each player has 6-8 snowballs.

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

Ball school

Material. Small ball (one or more).

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

Types of movements:

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

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

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

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

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

Skittles

Material. Skittles; wooden ball.

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

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

Skittles can be played both indoors and outdoors.

Catching balls with nets

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

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

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

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

Throw on a ring

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

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

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

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

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

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

Dashes

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

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

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

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

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

Who is faster to the flag?

Material. 4-5 flags.

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

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

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

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

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

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

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

Squirrels in the forest

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

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

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

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

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

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

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

Firefighters in training

Material. Gymnastic wall 2-3 bells.

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

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

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

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

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

Entertainers (in an even circle)

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

In an even circle,

One after another

We are going step by step.

Stand still

Together together

Let's do it... like this!

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

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

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

Cap and stick

Material. Wand; cap with tassel.

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

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

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

Make a figure

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

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

Get to your places quickly

Material. Small items, for example, cubes (1 less than the number of children).

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

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

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

Take a seat quickly.

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

Who will collect more

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

To make the game more difficult: blindfold.

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

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

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

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

Who has the ball?

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

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

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

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

Ring on a stick

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

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

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

Fleas

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

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

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

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

Pilots

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

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

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

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

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

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

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

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

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

Sharks

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

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

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

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

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

Brave tourists

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

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

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

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

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

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

Wonderful ball

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

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

Ball, ball, don't be lazy,

Turn wherever you want!

Roll fast, roll at a pace,

Along the path, along the potholes,

Along the highway,

And we, little ball, are behind you.

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

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

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

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

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

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

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

Firefighters

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

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

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

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

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

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

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

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

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

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

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

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

frogs

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

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

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

Here from a hatched rotten place

A frog splashed into the water.

And, puffing up like a blister,

She began to croak from the water:

“Kwa, ke, ke, qua, ke, ke,

It will rain on the river."

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

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

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

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

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

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

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

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

Horses

Material. Board, stick.

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

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

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

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

Bear and children

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

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

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

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

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

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

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

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

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

Hunter, hares and dogs

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

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

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

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

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

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

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

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

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

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

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

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