Outdoor games in the senior group with goals. Card index of outdoor games senior group card index (senior group) on the topic

Active and sedentary games and relay races for kindergarten

Psychologists and teachers have long called preschool age the age of play. And this is no coincidence. Almost everything that small children do when left to their own devices is called play.
For a child, play is a means of self-realization and self-expression. It allows him to go beyond the limited world of the “children’s” and build his own world.

A mobile game is a game built on movements. The goal setting and types of activities of the players are determined by the plot (plan, theme) of this game. The rules clarify the rights and obligations of participants, determine the methods of conducting and recording the results of the game. Outdoor games are characterized by independent, creative motor actions (with or without objects), performed within the framework of the rules.

The main tasks of outdoor games:

Strengthen the health of players;
- promote their proper physical development;
- promote the acquisition of vital motor skills and abilities and improvement in them;
- cultivate the necessary moral, volitional and physical qualities;
- instill organizational skills and the habit of systematically independently playing games.

A selection of a few games that my students love to play in their free time.

"Wand-knock."

Children choose a driver, he stands in a circle, a stick in his hand, and his eyes are blindfolded. With words:
- One two three four five -
The stick will knock.
And how will he say:
- Hop, hop, -
Guess whose voice it is?
- spins in a circle, pointing at the children. At the words: “Jump, jump,” he stops, and the one to whom the stick is pointing takes hold of its other end and pronounces the name of the leader. The driver must find out who called him. The one correctly guessed becomes the driver.

"Swan geese".

The players choose a wolf and a shepherd, the rest - geese. On one side of the site there is a house where geese live, on the other there is a meadow. In the middle of the hall there is a ravine, where a wolf lives. Geese graze in the meadow, after a while the shepherd calls the geese, the geese answer him.
Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: Well, fly!
Geese: We can't -
Gray wolf under the mountain,
He won't let us go home!
Shepherd: Well, fly as you wish.
Just take care of your wings!
The geese are running home, the wolf is trying to catch them (without leaving his ravine). Caught geese leave the game. The wolf does not catch geese, but “salts” them with his hand.

At least two subgroups of children participate in the game, each of which forms a circle at the corners of the site. In the center of each circle there is a chair, on
which hangs a scarf with a national pattern. Holding hands, everyone walks in four circles to the music and says the words:
We are funny guys
Let's all gather in a circle,
Let's play and dance
And let's rush to the meadow.
To a melody without words, children stand in one common circle and dance. At the end of the music, they quickly run to their chairs, take a scarf and pull it over their heads in the form of a tent (roof), it turns out to be a yurt.

"Hunters and Ducks"

Children are divided into two teams, one is hunters, the other is ducks. Two parallel lines are drawn along the edges of the site. The team of hunters is divided in half and takes places opposite each other behind the lines. There are ducks in the middle. The hunters have one ball. At a signal, the hunters “shoot” at the ducks, throwing a ball at them, and the ducks run from one line to another, trying to dodge the ball. The one who is hit by the ball is eliminated from the game.
The game continues until the last duck, then the teams change places.
Rules: Hunters must not go beyond the line. Don't take the ball away from each other.

"Sticky Stumps."

Three or four players squat in the hoop, as far apart as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The “greasy” ones become stumps.
Rules: stumps should not move out of place.

"Handkerchief."

The players stand in a circle. The driver, with a handkerchief in his hand, runs behind the circle and puts a handkerchief at the feet of one of the players, while he continues to run in a circle. The one to whom the handkerchief was thrown must quickly pick it up and try to catch up with the driver before he takes his place. If he doesn’t have time to catch up, he becomes the driver himself.

“Touch to...”

At the command of the presenter “Touch to...” the players must quickly orient themselves and touch what the presenter names. You can name colors, shapes, sizes, toys, equipment, properties of objects (smooth, hot, soft, prickly...), combinations of shape and color, etc.

"Shaggy Dog"

The players choose a “dog”. He stands aside. Other children slowly walk towards him, saying:
Here sits a shaggy dog
With your nose buried in your paws.
Quietly, peacefully he sits,
He's either dozing or sleeping.
Let's go to him, wake him up,
And let's see -
What will happen?
Children come up and clap their hands. The dog jumps up, growls, barks and catches the children.

"We're building numbers."

On the floor, draw numbers in advance that can be repeated (for example, two numbers 1 or two numbers 5). The players move freely around the court. The leader counts to 10 and names any number. Children must quickly find it and line up. You can count quickly, reducing the time of finding and building. The one who quickly and correctly completes the task wins.

"Let's protect our comrade."

Children form a circle, facing the center. Two players stand in the center of the circle. One of them is a comrade, the other is a protector. The task of the players is
passing the ball to each other, stain a friend. The defender's task is to protect his friend by hitting all the balls that the participants throw. The player who hit his friend takes the place of the defender, the previous defender becomes a friend, and the hit player takes his place among the participants.
The ball must be passed quickly so that the defender does not have time to take an advantageous position for defense.

“Jump - sit down!”

The players stand in a column at a distance of one step from each other. Two drivers with a rope (jump rope) are located to the right and left of the column. At a signal, children carry a stretched rope in front of the column (at a height of 20-30 cm from the ground). The players take turns jumping over the rope. Then, having passed the column, the drivers with the rope turn back, carrying the rope at a height of 50-60 cm. Children quickly squat down, taking a tucked position. The winners are those who managed to perform jumps and squats without touching the rope. The speed of the game gradually increases.

"Guess and catch up."

(Tatar folk game)
The players sit across the bench (on horseback) one after another. The first person sitting who becomes the driver is blindfolded. The presenter silently brings one of the players to him. He puts his hand on the driver’s shoulder and says: “Guess!” The driver, without removing the blindfold, must correctly name the player's name. If he guesses right, the player touches the driver again and says: “Catch up!” The driver quickly removes the bandage and runs after the player around the bench. The player runs around the bench, trying to escape from the driver and take his place on the bench. If he manages to do this, he becomes the driver; if he doesn’t have time, then he sits on the bench last. The game has a strict order.

"Tangled Horses"

(Tatar folk game)
The players are divided into two teams and line up in columns behind the starting line. Turning flags are installed at some distance from the start line. At the signal, the first team players begin jumping on both legs (to make it more difficult, you can hold a stick between your legs). They run around the flags and come back running. The team that finishes the relay first wins.
Complication: you can tie your legs with a wide elastic band.

"White Shaman"

(game of the peoples of Siberia and the Far East)
The players walk in a circle and perform different movements. In the center of the circle is the driver. This white shaman is a kind person. He kneels and hits the tambourine. He gives the tambourine to the player whose dance the shaman likes the most. The person receiving the tambourine must repeat the rhythm played by the driver.

"Beetles and bees."

The players are divided into two teams: boys - “bugs”, girls - “bees”. At the command “Beetles!” boys run around the hall with the sound “zh-zh-zh”, on the command “Bees!” girls run with the sound “z-z-z”.
Rules: pronounce sounds clearly and loudly, listen carefully to commands. When beetles fly, bees stand silently, and vice versa.

"Fire Thieves"

(Armenian folk game)
Danger (fire) lines are drawn along the edges of the site (hall). The players are divided into two teams and line up along the danger lines. The game begins with a draw. One of the players approaches the opponents, “steals fire” with a light blow to the hand of one of the players and runs away to his border. He runs after him, trying to catch him before the first player reaches his border. The one who is caught becomes a prisoner. This continues until all players on either team are captured.
Rules: When a player approaches the line of opponents, they are all required to extend their arms forward. Anyone who has caught up with the runner has the right to once again approach the line of opponents.

"Mihasik."

(Belarusian folk game)
To play the game you need shoes (“bast shoes” or “galoshes”), the number of pairs of which should be one less than the number of participants. Those playing to the music jump or step in a circle around the galoshes. When the music ends, everyone tries to put on their galoshes as quickly as possible. A child left without shoes is eliminated from the game and takes one pair of galoshes.
Option: The players move in a circle saying:
You, Mikhasik, don’t yawn, don’t yawn!
Put on your shoes, put on your shoes!
Rules: players put on their sandals only after finishing the words or music.

"Take off your hat".

(Georgian folk game)
The game involves two or more teams. They line up in columns at the starting lines. Opposite each team, two stands are placed (1 m high), the nearest one at a distance of 2-3 m, and the farthest one - 7-8 m from the starting line. Hats are hung on the far racks. At the signal, the players standing first in the ranks run to the far stand, take off their hats, return to the near stand and hang their hats on it, then return to their team and pass the baton to the next participant. The next person from the near stand moves the hat to the far one and so on until all the children have taken part in the game once. The team that finishes the game earlier wins.

"Flowers in the meadow."

Children choose the names of their colors and sit around the hall. By lot, the chosen flower begins the game. He calls some flower and begins to catch up with it. When a running flower is in danger of being caught, it calls the name of some other flower and sits down on the floor. The named flower runs away.
Rules: a caught flower changes its name. You cannot repeat yourself or name the name of an existing flower.
Option: you can be called not only flowers, but also animals, fish, birds, clothes, etc.

"Traffic light".

Two teams line up against each other. The leader has mugs of different colors in his hands: red, yellow, green. The conditions are agreed upon in advance: when the color is red - stand with your feet together; on yellow - clap while standing still; on green - walk. At a signal - the raising of a circle of a certain color - the players perform the specified movements. Anyone who confuses signals and movements is out of the game. The team with the most players remaining at the end of the game wins.

"Prohibited movements."

The players form a circle. The condition is set that you can repeat all movements after the leader, except those that are prohibited (for example, clapping your hands, squatting or raising your arms up, etc.). If the child is
he is inattentive and makes a mistake, he must dance or sing, after which the game continues.
"Cook kittens."
A cook is selected to guard the pins - sausages - lying in the hoop. The cook walks inside the marked space - the kitchen. Children (kittens) walk in a circle around the kitchen and the cook saying:
Pussies are crying in the corridor,
Kittens have great grief:
Tricky cook for poor pussies
Does not allow sausages to be stolen.
With the last words, the kittens run into the kitchen, trying to grab the sausage. The cook “greasy” the kittens, they freeze in a frozen position.
The game continues until all the sausages are stolen from the cook.

"Cosmonauts".

Rocket hoops are laid out along the edges of the site. There are several more people playing than there are rockets. Children stand in a circle and hold hands. They walk in a circle, saying the text:
Fast rockets are waiting for us
To fly to the planets.
Whatever we want
Let's fly to this one!
But there is one secret in the game:
There is no room for latecomers!
Only after the last words do the children run away and occupy the rockets.
Option I: occupy missiles one at a time.
Option II: occupy missiles in twos.
Rules: Having occupied the hoop, take a beautiful pose with correct posture. In a pair, turn your back to each other, pressing your backs and heads tightly together. Latecomers choose the most beautiful paired astronaut poses.

"Find your match."

An odd number of children play, one of whom is the leader. At the command of the presenter “Let's go for a walk!” children walk in pairs, on the command “Run!” - run in a circle in one direction, scattered one at a time. At the command “Find a pair!” - must quickly join their pair. The presenter also becomes paired with one of the players. The one left without a pair becomes the leader.
Game options:
- form pairs with whomever you want;
- girl with girl, boy with boy.

"Voevoda"

Option I: Players in a circle roll the ball from one to another while sitting on their knees, while saying:
The apple rolls into the round dance circle,
The one who raised him is the governor...
The child who has the ball at this moment is the governor. He gets up and says: Today I am the governor,
I'm running from the round dance.
Runs around the circle, places the ball between any two players and says:
- One, two - not a crow,
And run like fire!
Players run in a circle in opposite directions, trying to grab the ball before their partner.

"Guess the animal."

Children are divided into two subgroups. One puts on animal masks and comes up with movements that do not correspond to the mask. Another subgroup guesses the hidden animal by its movements. Then the teams change places. The team that gives the most correct and quick answers wins.

Take the Flag item.

Objects are laid out in a circle. Children stand around objects at a distance of one step from the objects and from each other. Players walk in a circle in one direction to the music. The presenter gives a signal, naming the item. The task of each player is to grab the named object as quickly as possible and lift it up.
Options:
- there are only flags (ribbons, cubes);
- take the item only after the music ends;
- the presenter names words that do not correspond to the name of the object, but starting with the same letter (for example: shape, focus, eagle owl), and only when the player hears the word “flag” should he grab it.

Our body is "Confused".

Children who have previously studied the names of parts of the human body stand facing the teacher.
I option. The teacher names and shows parts of the body.
Option II. The teacher just names. Children must show quickly.

III option. The teacher names one part of the body and shows another, for example, he says: “Head” and shows the elbow. Children must show correctly only what the teacher says.
The one who makes no mistakes wins.

"Hen and Chicks"

A child is chosen - a cat. He sits on the bench on the opposite side of the court. On the other side is a chicken coop, where there are children - chickens and their mother chicken - the leader. In the middle of the hall is a courtyard. The hen goes out with the chicks for a walk in the yard and says the words:
The crested hen came out,
There are yellow chickens with her,
The chicken clucks: “Ko-ko,
Don't go far!
Chicken children walk on their toes, raising their knees high; placing your foot on the floor, fully straighten your knee, arms behind your back, chest forward. Mother chicken continues:
"On the bench by the window
The cat has settled down and is dozing...
The cat opens its eyes
And the chickens catch up.”
The cat gets up and runs after the chickens, who are running into the chicken coop. The caught chicken is taken by the cat. The new cat is the child who performed the walking task best. Winter outdoor games for children from 3 years old

Ball on the track

Equipment: 2 ropes (length 3 - 4 m, width 70 - 100 cm), balls. The game is played by a group or teams. A path is made from two ropes, 70 - 100 cm wide and 3 - 4 m long (with the participation of two teams - two paths).

Children, hitting the ball on the floor, move the ball forward and back along the path and pass it to the next player. The ball does not go out of the lane. After each blow, you need to catch it with both hands. If a child drops the ball, he must pick it up and continue playing. The team that finishes the game first wins.

Hare and fox

Children are divided into groups (3 - 4 people). Holding hands, they form a circle - a “hole”. One child sits in a circle, this is the “hare”. There are two drivers: “fox” and “hare”. The "fox" is trying to catch up with the "hare". His salvation is to jump into the “hole”. As soon as the “hare” runs into it, the one sitting in the “hole” runs out. The “fox” is already chasing this “hare”. If the “fox” catches the “hare”, they change roles, and the caught “hare” becomes the “fox”. The game continues with another "fox".

Run to the bench

Equipment: bench.

Children stand on opposite sides of the bench. The number of players must be one more than there are seats on the bench. At the signal, the children run and try to sit astride the bench. The distance to the bench is 3-5 m.

Those who are left without a place, at the request of the children, perform something, for example, dance, sing, jump, spin, read a poem, laugh, etc.

Only in pairs

One pair of children joins hands; these are the drivers. The rest run away. The drivers try to catch them. The one around which the players have closed their hands is considered caught, i.e. formed a ring. The caught person should not break free or slip under the closed hands. He is temporarily out of the game. If someone who is still playing is caught, a second pair of drivers is formed, which also catches those running away. Those caught form new pairs of drivers. The game ends when the drivers catch all the participants.

Through a hoop

Equipment: 3 - 5 hoops.

Children stand in a column. The teacher places 3-5 hoops at a distance of 50 cm from each other. The player approaches the hoop, lifts it above his head, passes it through himself, places it on the floor and moves on to the next hoop. Having gone through all the hoops, he stands at the end of the column. The next player does the same as the first. This continues until all the children have played.

Note. Caution is required: less haste when moving the hoop.

Jump over the ditch

Equipment: 2 ropes.

A “ditch” is 2 ropes located at such a distance from each other that children can jump or step over it. The players take turns jumping or stepping over it with a running start. The “ditch” must not be touched.

Option. You can make two “ditches”. Children jump over the first one and then over the second one.

Note. The ropes can be replaced with two drawn lines.

No. 1. Outdoor game “Sly Fox”.

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning 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.

No. 2. Outdoor game"Mousetrap".

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they gnawed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms 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.

Rules: Lower your clasped hands to the word “clap”». After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

No. 3. Outdoor game “Red Nose Frost”.

Two houses are designated on opposite sides of the site; the players are located in one of the houses. The driver - Frost Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Set off on a path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver overtakes them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher, together with Frost, counts the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which leading Frost froze more players.

No. 4. Outdoor game"Two Frosts".

Tasks: To develop inhibition in children and the ability to act on a signal (word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

No. 5. Outdoor game “We are funny guys.”

Tasks: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful guys, we love to run and jump, well, try to catch up with us. One, two, three, catch!” After the word “catch,” the children run to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected.

Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught.

Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

No. 6. Outdoor game “Wolf in the Moat.”

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the teacher’s words “Goats in the field, wolves in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to besiege the jumping goats. The greasy man steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

№ 7. Outdoor game "Cosmonauts".

Description. In the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launch sites”. Inside each “rocket launch site”, 2-5 circles are drawn - “missiles”. And the total number should be 5-8 less than the number of players. The players, holding hands, form a circle in the center of the hall. Children walk in a circle and say:

Fast rockets are waiting for us

For walks on the planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, everyone scatters to the “rocket launch sites” and tries to quickly take a seat in any of the pre-designated “rocket”.

Those who are late for the “flight” stand in a general circle, and the “cosmonauts” who have taken their seats announce their routes loudly 3 times. This means that they are taking a walk in “space”. Then everyone stands in a circle again, joins hands and the game repeats.

Those who manage to complete three flights win.

Rules of the game: 1. Start the game only upon the established signal from the leader.

2. Run away only after the words: “There is no room for those who are late!”

No. 8. Outdoor game “The Herd and the Wolf.”

Tasks: Develop the ability to perform movements on cue. Practice walking and running quickly.

Description: On one side of the site, circles and squares are outlined. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

No. 9. Outdoor game “Geese - Swans”.

Tasks: To develop children's self-control and ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. There is a den on the side of the house (approximately in the middle of the hall in which the wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

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 can't:

Gray wolf under the mountain

Doesn't let us go home.

Shepherd: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms out to the sides, fly home through the meadow, and the wolf, running out of the den, tries to catch them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new leaders are selected - a wolf and a shepherd. The game is repeated 2-3 times.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options : Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

№ 10 . Outdoor game "Owl".

The driver is chosen - “owl”, the rest of the children depict butterflies, birds, etc. At the teacher’s signal: “Day!” " - children run around the entire hall, to the command: "Night! - they freeze and stop in the place where the team found them. The “owl” comes out of its nest and takes those who move to it. The game repeats itself.

No. 11. Outdoor game “Traps with ribbons.”

Tasks: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

No. 12. Outdoor game “Burners”.

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.

No. 13. Outdoor game “Homeless Hare”.

The players, with the exception of two drivers, are divided into groups of 3-5 people. For this purpose, it is best to build them in a circle and count them in groups of three or five, depending on the number of players. Groups form circles and are placed in different places on the site at a distance of 2-4 m. In each circle - den - the first number stands in the middle and depicts a hare. One of the leaders is a hunter, the other is a hare without a den (homeless). The drivers stand away from the circles. The leader gives the command to start the game: “One, two, three!” On “one” the leading hare runs away, and on “three” the hunter rushes to catch him. A hare, fleeing from a hunter, can run into any den (circle) in which the players hold hands. Then the hare who was there runs out, and the hunter begins to chase him. If the hunter catches a hare, they change roles. After the first numbers of hares have run around, the leader stops the game and invites the second numbers to become hares, and the first to take places in the circles. Then the third numbers become hares, etc. You can also change roles in the following way: every time the hare runs into the den, he changes place with the next player standing in the circle. At the end of the game, hares that have never been caught are noted. The rules stipulate that a hunter can catch a hare only outside the den. Hares cannot run through the den. If a hare runs into a den, it must stay there. As soon as the hare runs into the den, the player located there must immediately run out. The players forming a circle should not interfere with the hares running in and running away.

If there are few players, then a circle is formed by 2-3 people.

No. 14. Outdoor game “Take it quickly.”

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles, of which there should be one or two less than the children. At the signal: “Quickly take it!” - each player must take the object and raise it above head. The one who did not manage to pick up the object is considered a loser. The game is repeated 2-3 times.

No. 15. Outdoor game “Cones, acorns, nuts.”

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Game content . At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

No. 16. Outdoor game “Crucian carp and pike”.

One child is chosen as a pike, the rest of the players are divided into two groups. One group forms a circle - these are pebbles, the other group - crucian carp, which fall inside the circle. The pike is outside the circle. At the teacher’s signal: “Pike! “- she quickly runs into the circle, trying to catch the crucian carp. The crucian carp are in a hurry to quickly take a place behind one of the players and sit down and hide behind the pebbles. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher marks the most dexterous drivers.

No. 17. Outdoor game “Tag”.

A driver is selected, who receives a colored bandage, and stands in the center of the site. After the signal: “Catch! “- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he touched moves aside. After some time, the teacher gives the command: “Stop! ", and the game stops, counting the number of caught drivers. The game is repeated with a new driver.

№ 18. Outdoor game “Whose team will get together sooner?”

The players are divided into several groups with the same number of children. Each group chooses a leader and stands behind him in a column. The teacher distributes ribbons of different colors to the presenters. Based on the color of the ribbon, the link is named “green”, “blue”, “red”, etc. The teacher hits the tambourine, all the players begin to walk, run, jump around the playground in different directions, changing movements depending on the tempo and rhythm set by the teacher. At the signal “to place,” the drivers stop at the place where the signal found them and raise the ribbon up. The rest quickly gather behind the leader in columns, line up and stand at attention. The teacher notes which unit gathered first.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, while the drivers run to other places, raise their ribbons and freeze. The teacher says: “Get to your places!” Children open their eyes and rush to line up behind their leader.

Directions. In the game you can use different formations and positions: in lines, in circles, sit cross-legged on the floor, stand on one leg, etc. You can introduce the condition: “Do as the driver does,” then, having formed lines, the children take the pose shown by the driver.

No. 19. Outdoor game"Carousel".

Tasks: 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.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” 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, the game is over!” 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.

No. 20. Outdoor game “Polar Bears”.

Preparation. The site represents the sea. A small place is outlined to the side - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” are randomly placed throughout the site.

Description. “The Bear” growls: “I’m going out to fish!” - and rushes to catch the “cubs”. First he catches one “bear cub” (takes him to the ice floe), then another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. "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 “cubs”. The game continues until all the cubs are caught. The last one caught becomes a “polar bear”. The last player caught wins.

Rules of the game:

1. The “bear cub” cannot slip out from under the hands of the couple surrounding him until the “bear” has made fun of him.

2. When catching, it is prohibited to grab players by their clothes, and those running away are prohibited from running beyond the boundaries of the area.

No. 21. Outdoor game “Lace”.

Children choose two drivers, one of them is the shuttle, the other is the weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle stands at the second pair, and the weaver stands at the first. At the weaver's signal, the shuttle begins to run like a snake, not passing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before it reaches the end of the semicircle, then it becomes a shuttle.

The child who was the shuttle goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes the weaver. If the shuttle runs to the last gate and is not caught, then he and the weaver are the last to stand, and the first pair begins the game. One of the players in the first pair plays the role of a shuttle, and the second plays the role of a weaver.

Rules. 1. The shuttle starts the game only at the weaver’s signal. 2. The weaver and the shuttle, when running under the goal, should not touch the players standing in pairs with their hands.

No. 22. Outdoor game “Catching butterflies.”

4 “catchers” are selected from the children. They get into pairs and move to the edge of the site in one place. The rest of the children are “butterflies”. In response to the words of the teacher: “Butterflies, butterflies have flown into the garden,” the children - “butterflies” are flying - are running around the entire playground. To the teacher’s word “catchers!” two children, holding hands, try to catch a butterfly: surround it, joining their free hands. When the catchers catch the butterfly, they take it to the edge of the area, to the bench. At this time, the remaining butterflies squat down. To the words: “Butterflies, butterflies have flown into the field,” the children, “butterflies,” jump all over the playground. They are caught by another pair of catchers. When 4-6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

No. 23. Outdoor game “Help out”!»

Children stand in a circle with their faces in the center. Two children, chosen in advance, leave the circle and run: one child runs away, the other catches up. A child who is running away can save himself by standing behind one of the children standing in a circle and saying: “Help me!” The child who was addressed must run away from the circle and also stand behind the other. If the child does not have time to get up, she will be caught. When repeating the game, choose the next pair of children.

No. 24. Outdoor game “Empty Space”.

The players stand in a circle and choose a driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules. 1. If children run to a free place at the same time, then they both stand in a circle and a new driver is chosen. 2. Children only run in circles. 2. Those standing in a circle should not delay those running.

Instructions for carrying out. They play this game at any time of the year on a large area where they can run around without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are a lot of children, it is better to organize two circles of players.

No. 25. Outdoor game “Scarf”.

All participants in the game stand in a circle. The driver with a handkerchief goes behind the circle, puts it on the shoulder of one of the players and quickly runs around the circle, and the one who was given the handkerchief takes it in his hand and runs after the driver. Both of them try to take an empty place in the circle. If the player with the handkerchief catches up with the driver and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the driver, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in the circle, then the player with the scarf remains the driver. He walks in a circle, puts a handkerchief on someone’s shoulder, and the game continues.

Rules . 1. Children should not run across the circle. 2. While running, you are not allowed to touch those standing in the circle with your hands. 3. Standing players must not delay running players. 4. The players should not turn around while the driver is choosing who to put the scarf on their shoulder.

Instructions for carrying out.The more children take part in this game, the wider the circle will be, which means that more effort will be needed to occupy an empty seat. Children in a circle stand one step apart from each other.

No. 26. Outdoor game “Owl and the Birds.”

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the playground. At the signal “Owl!” all the birds are trying to fly to their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then does the caught one become an eagle owl.

Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, dove, crow, jackdaw, sparrow, tit, crane, etc.) It is better to choose nests of birds and eagle owls on high objects (on stumps, benches etc.) Each bird hides from the eagle owl in its own nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will portray. Then they approach the eagle owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; “We are ducks, where is our home?” The eagle owl names the place where the birds should live. Birds fly around the site, and at the word “Eagle Owl” they hide in their nests. The eagle owl must recognize the caught bird.

No. 27. Outdoor game “Day and Night”.

The players are divided into two teams - “Day” and “Night”. A line is drawn or a cord is placed in the middle of the hall. 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 team 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.

No. 28. Low mobility game “Stop!”

On one side of the platform a circle is outlined (about 1 m in diameter) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a horse line is drawn, with the players standing behind it. The driver, standing with his back to the field, says loudly: “Walk quickly, make sure you don’t yawn... Stop!” When he says these words, the children quickly go to him, but at the word “Stop!” freeze in place. The driver quickly looks around and, noticing someone who did not have time to stop in time and did after the word “Stop!” movement, returns it behind the stake line. The driver turns his back again and says the words, and the children begin their movement from the place where the signal found them. The game continues until one of the participants in the game stands with both feet in a circle before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.

Rules. 1. The driver is not allowed to look back until the word “Stop!” 2. He can say the phrase: “Walk quickly, look, don’t yawn... Stop!” - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. You are only allowed to move by walking.

Instructions for carrying out. To occupy the circle of the driver, you need to be attentive, have self-control and be able to quickly respond to a signal. This is one of the few games where a child wins the right to be the driver. The game is very interesting if the driver says the words at a different pace: then very quickly, before the word “Stop!” pausing, then starting slowly and ending quickly. Game "Stop!" can be carried out at any time of the year.

Options.

1. All participants in the game have balls. To the driver’s word: “Walk quickly, look, don’t yawn... Stop!” - children go and play ball at the same time, doing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throw it up and catch it, etc.

2. The driver says the words and plays the ball at the same time. While moving, children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: “Walk quickly, look, don’t yawn.” All players go towards the driver: “One, two, three, run!” To the word “Run!” children run to the horse line, and the driver quickly turns and, without leaving his place, throws the ball at the runners. The one who was hit by the ball becomes the driver.

If the driver misses, then he drives again. But it also happens that while the driver was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with the players behind the line.

No. 29. Low mobility game “In places.”

The sleds are placed in a circle or in two lines, one opposite the other. Children sit on the sled in pairs (if the group is small, then one at a time). At the teacher’s signal, the children get up and run around the entire playground, spinning in different directions. To the signal “Get to your places!” “All players must quickly take their places on the sled. The game is repeated 2-3 times.

No. 30. Low mobility game “Entertainers”.

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 teacher’s instructions to the right or left to the following text:

In an even circle, one after another

We are going step by step.

Stand still, together

Let's do it... like this...

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

No. 31. Low mobility game “Paints”.

The players sit on chairs or on a bench (you can also sit on a log or a fallen tree). A seller and a buyer are selected. The buyer steps aside, the children tell the seller what kind of paint they want. A buyer comes and says: “Knock, knock.
"Who's there?" - asks the seller. Vova (Valya), the buyer says his name. “Why did you come?” - “For paint.” “For which one?” - “For red (blue, yellow...). The buyer names any color. If there is such paint, the seller says how much it costs (within 10), and the buyer hits him on the palm so many times. With the last number, the “paint” runs away, and the buyer catches up with it. Having caught the paint, he takes it to the appointed place. Game continues. If the named paint is not available, the seller says: “Ride along the red (green, etc.) track on one leg.” The buyer gallops to the appointed place and returns. The game continues until all the paints have been purchased.

No. 32. Low mobility game “Crayfish”.

Progress of the game: The players get into pairs and stand in a circle. Each pair turns their back to each other and offers their hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in the pair goes straight in the direction of movement and leads the hands of the second, walking backwards (this is cancer). At the end of the text, the game is repeated with a change in direction.

Tick-tock, tick-tack,

There are crayfish walking in our river.

They walk backwards

They are looking for crayfish in the river ford,

The crayfish began to drink water -

Come out, you should drive!

Option: The game is played in small subgroups of 4-5 people. The players line up in one line at a line drawn in advance (or against the wall of the room). One of the participants (river) is standing at the line. As the text begins, the line turns its back to the direction of movement and begins walking, walking backwards 16 steps (on lines 1-4). Next, the crayfish turn to the river with the words:

River, river, where is the ford?

Here!

With these words, the river places a hoop anywhere on the site, to which the crayfish must also approach backwards.

No. 33. Low mobility game “Stream”.

Progress of the game: All players stand in pairs facing each other and join hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

Rules: You need to walk so as not to hit the gate, the children hold each other’s hands.

No. 34. Low mobility game “Round Dance”.

Progress of the game: The players form two circles, one inside the other, and join hands. At the teacher’s signal, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or musical accompaniment

No. 35. Outdoor game “The sea is agitated.”

The participants of the game scatter around the site, stop at a distance of 1 m from each other, and each person marks their place with a circle. The driver walks between the players, performing different movements. He approaches the players and, with the words “The sea is worried,” puts his hand on the player’s shoulder. Everyone whom the driver touches follows him, performing the same movements. So the players all leave their places. The driver takes them as far away from the circles as possible. Then he suddenly stops, turns to the players and quickly says: “The sea is calm.” The driver and the players run to occupy the mugs. The one who did not have time to occupy the circle becomes the leader.

No. 36. “Spend it, don’t hurt it.”

Skittles (or cubes, medicine balls) are placed along the hall (platform) on both sides; (6-8 pieces; distance between objects 30 cm). Children line up in a column one at a time and, at the teacher’s signal, walk along one side of the hall between the pins at an average pace on their toes, with their hands on their belts (or behind their heads, maintaining good posture (keep their head and back straight); on the other side they run “snake” between pins Repeat 2-3 times.

No. 37. “Runs - don’t hurt.”

The pins are placed in one line at a distance of 40 cm from one another. In a column, one at a time, children run a “snake” between the pins. Trying not to hurt them. The exercise is repeated.

№ 38. "Relay race in pairs."

Children stand in 2 columns in pairs behind a line on one side of the site; the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m) some objects (cubes, wooden blocks) are placed. At a signal from an adult, the first pairs, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the starting line, the second pairs run away, and so on until all the pairs have run.

The column whose players complete the task faster and do not separate their hands while running wins.

  1. Outdoor games and exercises with jumping.

No. 40. Outdoor game " Who will take off the tape first?».

Tasks: Develop in children self-control and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted.

Rules: You can only run after the word “run”. Pull the tape only in front of your column.

Options: Place obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

No. 41. Outdoor game “Fishing Rod”.

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying so that the bag does not touch their legs. First, the teacher shows the children how to jump: push off energetically from the floor and tuck their legs under them. The teacher rotates the bag in both directions sides alternately.

No. 42. Outdoor game “Don’t get caught.”

A circle is drawn on the floor (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.

Outdoor game “Frogs in the swamp”

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall there is a swamp (a circle made of cord). Frog children sit around and say:

Here from a hatched rotten place

Frogs splashed into the water.

Kwe-ke-ke, kwe-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, a new crane is chosen from among those who have never been caught. The game resumes.

No. 43. Outdoor game “Tag on one leg.”

The children disperse around the playground, close their eyes, everyone’s hands are behind their backs. The leader walks among them and quietly puts a handkerchief in the hands of one. To the word “One, two, three, look!” children open their eyes. Standing still, they look at each other carefully: “Who is the tag?” A child with a scarf suddenly raises it up and says: “I’m a tag!” Participants in the game, jumping on one leg, try to get away from the tag. The one he touched with his hand goes to lead. He takes a handkerchief, lifts it up, and quickly says the words: “I’m a tag!” The game repeats itself.

Rules. 1. If the child is tired, he can jump alternately on his right and then on his left leg. 2. When the tags are changed, the players are allowed to stand on both feet. 3. Salka should also jump, like everyone else playing, on one leg.

No. 44. "Penguins".

The players stand in a circle. Each child has a pouch that he holds between his knees. At the teacher’s count “1-8”, children perform jumps on two legs in a circle. At the signal “Hop! "Children jump sideways into the circle and return to their place in the circle. The task is performed in the other direction.

No. 45. “Brave little sparrows.”

Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be sparrows and, at the teacher’s command, jump into a circle through snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected. At the end of the game exercise, the most dexterous cat and the brave, dexterous sparrows that did not fall into her paws are noted.

No. 46. “Who is faster.”

The players line up in three columns. At the teacher’s command, the players standing first in the columns (each player has a ball) jump on two legs (distance 5 meters) to the basket (hoop) and put the ball in it. They return running, and as soon as they cross the designated line, the following come into play players When repeating the game exercise, you need to take the ball from the basket and quickly return to your column.

  1. Outdoor games and exercises with throwing and catching.

No. 47. Outdoor game “Hunters and Hares.”

A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on two legs, on the right or left - as you wish) in different directions. On the signal: “Hunter! "- the hares run into the house, and the hunter throws balls at them (he has 2-3 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught. To avoid injury in this game, it is better to use soft balls.

No. 48. Outdoor game “Gawker”.

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the person who should catch it. The ball is thrown around until one of the players drops it. The one who dropped the ball stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball.

Rules . 1. If a player drops the ball while performing an exercise, he is given an additional task. 2. The ball is allowed to be thrown to each other only through the center of the circle.

Instructions for carrying out. This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the children’s skills: the smaller the ball, the more difficult it is to catch it and perform exercises.

No. 49. Outdoor game “Ball for the driver.”

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

Game options:

1. Use balls of different sizes (small - d= 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, names some general word, for example meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, when receiving the ball, must pronounce words that are combined with this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

No. 50. Outdoor game “Ball up”.

Children stand in a circle, the driver goes to the middle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If the driver misses, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball from one bounce from the ground. 3. If one of the players after the words “Stop!” continued to move, then he must take three steps towards the driver. 4. When running away from the driver, children should not hide behind buildings or trees.

Instructions for carrying out.Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle with a small circle. If the driver did not catch the ball, which rolled far, before shouting: “Stop!”, he needs to catch the ball and return to his place. Children in the game must be very attentive and quickly respond to the signal.

Option. The driver stands in the center of the circle and performs an exercise with a ball; children count to five. At the count of five they quickly run away. The driver shouts: “Stop!” - and throws the ball at the player who is closest. The stained one becomes a driver. If he misses, he must catch up with the ball, and at this time the children try to run as far as possible. At the signal “Stop!” everyone stops, the driver again tries to insult someone.

№ 51 . Outdoor game "Ball Race".

Children stand in a circle at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose leaders. They should stand on opposite sides of the circle. At the signal, the presenters begin to throw the ball only to the players of their group, in one direction. The group in which the ball returned to the leader first wins. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.

Rules. 1. The presenters must start the game at the same time upon a signal. 2. The ball is only allowed to be thrown. 3. If the ball falls, the player who dropped it picks it up and continues the game.

Instructions for carrying out. To play you need two balls of different colors. In order for children to understand the rules of the game, you first need to play it with a small group (8-10 people). Players must throw the ball accurately and be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1. Children stand in a circle, counting on the first and second numbers. Two players standing next to each other are leading, they take the balls and, at a signal, throw them one to the right, the other to the left in a circle to players with the same number, i.e. through one. The team that gets the ball back to the leader the fastest wins.

Option 2 . The participants of the game stand in a circle at a distance of a step from one another and count on the first and second numbers. Two players standing next to each other are the leaders. They take the balls and, at the signal, run in opposite directions around the circle. Having run around the circle, they take their place and quickly pass the ball to the players with the same number, i.e. through one. Game continues. The winner is the team whose players are the first to run around the circle with the ball and drop fewer balls.

Rules. 1. The player is allowed to pass the ball to a player of his team only when he takes his place. 2. Players must throw the ball to each other. 3. You are only allowed to run around the circle.

No. 52. Outdoor game “Throw the ball into the hoop.”

Target: Teach children to hit the target, throw and catch the ball, and develop their eye.

Description: The ring or basket is suspended at a height of 120-130 cm. All players stand in a column behind a line drawn at a distance of 1.5 m from the goal. Each child takes turns throwing the ball into the hoop with a push from the chest. The child who hits the ring the most times is considered the winner.

No. 53. Outdoor game “Pass - stand up.”

Tasks: To foster a sense of camaraderie in children, to develop dexterity and attention. The muscles of the shoulders and back are strengthened.

Description: The players line up in two columns, at a distance of two steps from one another. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

No. 54. Outdoor game “Meeting”.

Two lines are drawn on the court at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines. At a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The presenter gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins. The number of repetitions of the game is by agreement.

Instructions for carrying out. The area where the game is played must be level. The distance between players needs to be increased gradually. This game requires children to have a lot of attention and the ability to efficiently distribute efforts when pushing the ball away depending on the distance. Children need to be told that the greater the rolling distance, the more energetic the push on the ball should be.

Option. A flag or any other object is placed in the center of the site. At a distance of 1 m from the flag, two lines are drawn on both sides, then a second pair is drawn at a distance of 1 m from these lines, and, finally, a third pair of lines is drawn at a distance of 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the leader’s signal, all children simultaneously roll balls (balls) to each other, but so that they necessarily meet in the center. The players whose “balls” (balls) meet move to the second line, and then to the first. The pairs whose players are the first to reach the first line win.

No. 55. Outdoor game “Kolobok”.

Progress of the game: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to each other with their feet, and the driver tries to intercept it. Players are not allowed to leave their place. They can smoothly roll the ball, hit it, and make deceptive movements. You just can't pick it up. And the driver can do as he pleases; hold the ball with your foot, hand, kick it out of the circle, even lightly touching it is enough.

If the driver manages to hold the ball, he takes the place of the player from whom the ball came to him.

No. 56. Outdoor game “Potato”.

Progress of the game. Players choose a driver - “potato”. “Potato” sits in the center of the circle, the rest are located around it. The players throw the ball to each other, trying to prevent the ball from falling, and the “potato” tries to catch it. If the player sitting in the center manages to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all players except one have turned into potatoes.

No. 57. Low mobility game “Bumblebee”».

Progress of the game: 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 (get into the legs). 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.

No. 58. Low mobility game “Pike”.

Progress of the game: Children stand in a circle. A “pike” is selected. She goes to the middle of the circle. For the first four lines of the poem, children roll the ball from one to another through the center of the circle (past the “pike”). On the fifth line of the poem, the ball rolls to the “pike,” who takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

Past the forest, past the dachas,

Floated along the river

Red ball.

A pike saw: -

What is this thing?

Grab, grab.

Don't catch it.

The ball surfaced again.

Come out, you should drive!

On the first three lines of the second stanza of the poem, the “pike” hits the ball on the floor, pronouncing this text; on the fourth line, she rolls the ball again to the children, who continue to roll it again from one to another through the middle. The child to whom the words “You should drive” came out with the ball into the middle. He becomes a "pike". The game repeats itself.

No. 59. “Statues.”

This game is best played with a large ball. The players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a punishment: he continues the game, standing on one leg. If in this position he manages to catch the ball, then the punishment is removed; he stands on both legs. If another mistake is made, the player kneels on one knee. On the third mistake, he drops to both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to drop out of the game.

No. 60. “Ball in a circle.”

The players are divided into several groups of 5-6 children and lined up in a circle. In the center of the circle is the driver, with a ball (large diameter) in front of his feet. The driver rolls the ball to the players with his foot (foot pass, everyone takes it and then sends it to the driver.

No. 61. “Throw and catch.”

Children are divided into pairs; one child in each pair holds a ball (large diameter). Sitting freely around the hall, the children throw the ball to each other.

No. 62. “Catch the ball.”

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them holds a ball (large diameter); there is a third player between them. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

No. 63. “Say the opposite.”

Children stand in a circle, throw and catch a ball with the names of antonym words.

  1. Outdoor games and exercises with crawling and climbing.

No. 64. Outdoor game “Don’t stay on the floor.”

Using a counting rhyme, a trap driver is selected. 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 elevation (benches, cubes, gymnastics 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.

No. 65. Outdoor game “Migration of birds”.

On one side of the hall are the bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the teacher’s signal, “The birds are flying away!” “The 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! ", the children descend from the heights and scatter around the hall again - "the birds continue their flight." Childcare provider insurance is required.

No. 66. Outdoor game “Bears and Bees.”

On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from the elevations, fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (they climb onto the elevation) and feast on honey. As soon as the teacher gives the signal “Bears!” , the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). The stung bears miss one game. The game is resumed, and after it is repeated, the children change roles.

No. 67. Outdoor game “Firemen in training.”

Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, a bell is suspended at the same height (on a rail).

At the teacher’s signal: “March! “- the children standing first in the columns run to the gymnastics wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc. When climbing, it is important to show how to grip the rail - all fingers with a grip on top, thumb on the bottom; Attention is drawn to the fact that children do not miss the slats (stepping on each one, and getting off the last one by jumping off. When playing this game, insurance is required.

№ 68. Outdoor game "Catching" monkeys".

Children pretending to be monkeys are positioned on climbing aids on one side of the playground. 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 those caught to their place.

Note. 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.

No. 69. “Who is the fastest to the flag?”

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the starting line, the cord can be pulled (height 50 cm from the floor level), and then flags are placed on a stand at a distance of 3 m. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team that scored the most points.

  1. Games to develop attention, memory, observation and spatial orientation.

No. 70. Low mobility game “Who has the ball?”

Tasks: Develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “Hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

No. 71. Low mobility game “Forbidden movement”.

Target: development of visual attention

Description: The players, walking in a circle, repeat the movements that the driver shows them, but except for one thing, they are prohibited, for example: “Clapping your hands.” Play carefully: whoever repeated the prohibited movement stands at the end of the column. After a while, attentive players will be ahead, and they will be the winners.

Rules of the game

  1. Children, walking in a circle, repeat all the movements after the teacher, except one, for example: “Hands up!”
  2. The one who performs the “forbidden” movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

No. 72. Low mobility game “Guess who got caught”».

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (they sit on chairs and imitate the movements and sound of wheels with their hands and feet).

No. 73. Outdoor game “Build a line, circle, column.”

Tasks: Develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children, divided into two groups, line up at opposite sides of the playground or room in two ranks, facing each other. At the teacher’s signal, they walk or run (depending on the tempo and rhythm, which are set by hitting the tambourine) across the entire playground. Having stopped hitting the tambourine, the teacher commands: “Build a line (circle, column)!” - and the children line up in their places in a line (circle, column). The group that forms the fastest and most correctly wins.

Game options:

1. Before the game starts, the teacher says: you need to walk to the tambourine, run slowly to the bell, and run fast to the sounds of the rattle.

2. After the signal you need to stand exactly in your place.

3. Each group is built around a pin of a certain color.

4. The teacher gives a signal by showing a card with a picture of a column (line, circle).

5. The teacher gives a signal by showing a card with a picture of a line or column (by height, in reverse order).

No. 74. Low mobility game “Who left?”

Progress of the game: Children line up in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the hall. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver guessed right, then he stands in a circle and chooses another driver. If he doesn’t guess correctly, he closes his eyes again, and the person leaving the hall takes his previous place in the circle. The driver, opening his eyes, must name him.

No. 75. Low mobility game “Flies - doesn’t fly”.

Progress of the game: Children walk in a column one at a time. The teacher names various objects. If an object flies, for example an airplane, a bird, then children should raise their arms to the sides and flap them like wings; if the object does not fly, then they should not raise their arms.

The one who raises his hands incorrectly is considered a loser.

No. 76. Low mobility game “Find and remain silent.”

Children stand along one side of the playground facing the teacher. At his signal, they turn to face the wall. The teacher hides the handkerchief at this time. Then, at a signal, the children turn and begin to look for a handkerchief. The finder, without showing any sign of it, approaches the teacher, quietly speaks in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench or chair). The game continues until most of the children find the handkerchief. The game is repeated 3–4 times.

No. 77. Low mobility game with a ball “Edible - inedible.”

If the teacher calls an “edible” word, the child catches the ball and holds it, if “inedible”, he quickly throws it back.

No. 78. Low mobility game “Cheerful tambourine”.

Everyone gets up in a big wayth circle. The presenter says the words: “You run, cheerful tambourine, quickly, quickly through your hands. Whoever has a cheerful tambourine will now dance for us.” On whom the words end, those children go out into the circle and dance. The game is repeated 2-3 times.

№ 79 . Low mobility game “Four Elements”.

Purpose of the game : Develop attention associated with the coordination of the auditory and motor analyzers.

Description. The players sit in a circle. The presenter agrees with them that if he says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands at the wrists and elbow joints. Whoever makes a mistake is considered a loser.

No. 80. Low mobility game “Antoshka”.

Children stand in a circle, walking in place, and say:

Antoshka-potato, bone leg,

He's as big as an inch, his head is as big as a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a blanket. At the command “Turn,” the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is missing?” Children must say the name of the child who is hidden. After the name of the hidden child is named, the magic bag will reveal who is hidden in it. (2-3 times).

No. 81. Low mobility game « Cold - hot."

Progress of the game: The driver leaves the hall, the children hide the object. After this, the driver enters and looks for the object. And the children follow him and say:

Cold...warm...hot...helping you find a hidden object.

No. 82. Low mobility game"Rope."

They take a long rope and tie its ends. The participants of the game stand in a circle and take the rope in their hands. The driver stands in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand goes to lead.

Rules. 1. Players must hold the rope with both hands. 2. During the game, the rope should not fall to the ground.

No. 83. Low mobility game “Water”.

Progress of the game : Children stand in a circle, the merman is in the center. Children walk in a circle and say words, after words: - come out, come out... the merman walks with his eyes closed, hands forward, and guesses who he hits.

Grandfather - Water!

Why are you sitting under water?

Go out, go out for at least an hour.

Guess which one of us!

No. 84. Low mobility game “Tsar Pea”.

Progress of the game: According to the rhyme, the driver is selected - King Pea; he moves 8-10 steps away from the children and turns his back. The rest of the children agree on what action they will portray. King Pea comes up to the children and says:

Children carry out the intended movement / do laundry, play the accordion, sweep the floor... / King Pea guesses. If he doesn’t guess correctly, he loses; the children tell him what they did and come up with a new action.

No. 85. Low mobility game “Echo”.

Progress of the game: Children walk in a column one at a time. The teacher says a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Crow” - the children answer in a drawn-out manner: “Cuckoo.”

No. 86. Low mobility game “Find the differences.”

Progress of the game: Everyone sits in a circle. To play, the players need to carefully examine each other. When the leader leaves the room, the participants must make small changes in their appearance: pin up their hair, bandage a finger, unbutton a button, etc. The leader must determine what has changed for the players. The one with the most changes will lead.

No. 87. Low mobility game “Cap and Stick”.

Target: teach children to move in a circle clockwise and counterclockwise, recognize children by voice, follow all signals, and maintain silence. Develop the ability to act on signals and hearing. Cultivate interest in outdoor games.

Progress of the game : One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to his nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle and say: “One, two, three, four, five -

The stick will knock.” The child in the cap taps with a stick, with the end of the words everyone stops and turns to the middle. The child in the cap holds out a stick, the one to whom it points takes hold of the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him, if he guessed right, he goes to the middle.

Option. Those standing in a circle say:

"1, 2, 3, 4, 5,

The stick will knock

And as he says - skok, skok, skok,

The presenter taps his wand, points to one of the children, and he says the last words.

  1. Games to develop auditory attention and

Phonemic hearing.

Progress of the game: Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, children walk in a circle to the right (left) and say:

We gathered in an even circle,

Let's turn around at once,

How about we say “skok-skok-skok”,

The words “skok-skok-skok” are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the words. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

No. 89. “Telephone.”

All children sit in a row: whoever sits first gets the phone. The presenter quickly says a word or a short sentence in his ear. What he heard, he passes on to his neighbor, who, in turn, passes this word on to the next player, and so on until the last player. After that everyone says what they heard. The first one who mixed up what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, and then sits at the end of the row.

No. 90. “Bear”.

Progress of the game: children stand in a circle. A bear is selected, sits in the middle of the circle, and closes its eyes.

Like snow under the tree, snow,

And there is snow on the tree, snow,

And under the hill there is snow, snow,

And there's snow on the hill, snow,

And a bear sleeps under the snow

Quiet, quiet, don't make noise!

On lines 1 and 3, children go in a circle, 2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is said by one child as directed by the teacher. The bear must recognize it by its voice, Who said .

No. 91. "Falcon".

Progress of the game: Children sit on chairs in a circle. A falcon is selected. With the beginning of the poem, which all the children recite, the falcon runs around the circle and drops a feather (a fake one) behind the back of one of the children.

A falcon flew high.

I dropped my feather into the sedge.

falcon feather

We won't find it until the morning.

In the morning the sun will rise -

Vova will find the feather.

With words " In the morning the sun will rise..."the falcon sits on an empty chair in a circle with the children. The last three words are pronounced by all the children, calling the name of the child behind whose back there is a falcon feather. He becomes a falcon. The game repeats itself.

Progress of the game: closes his eyes. Children walk in a circle, the driver stands in the middle of the circle. When the words end, the children stop. The teacher points to one of the players.

Rules: The driver does not open his eyes until he names the caller. During this time, everyone must remain silent. "We had a little fun,

Everyone was settled in their places.

You,...(name), guess

Find out who called you."

No. 93. Low mobility game “Guess what it sounds like.”

The adult invites the children to listen and remember the sound of each object (how the paper rustles, how the tambourine rings, what sound the drum makes, what the rattle sounds like). Then the child must determine by ear only, without visual support (the child turns away, or the toys are covered with a screen), what sounds. The name of each sounding object is pronounced.

No. 94. " You hear - clap».

An adult pronounces a number of sounds (syllables, words); and the child with his eyes closed, hearing the given sound, claps his hands.

No. 95. "Keen Eye".

Children are asked to find objects in the environment that have a given sound in their names and determine its place in the word.


Tops and roots

Children stand in a circle or in a line.

In the center of the circle or in front of the line is a teacher with a large ball in his hands. One of the guys can also play this game.

The driver throws the ball, naming the tops or roots. The child catches the ball and throws it back, saying the right word. For example:

Educator. Eggplant.

Child. Tops.

Educator. Radish.

Child. Roots.

Educator. Cabbage.

Child. Tops.

Educator. Potato.

Child. Roots.

Educator. Strawberry.

Child. Tops.

Educator. Garlic.

Child. Roots.

Educator. Cucumbers.

Child. Tops.

At the end of the game, children who have never made a mistake are celebrated.

Gates

Children walk along the playground in pairs, holding hands. At the teacher’s signal: “Gate!” everyone stops and raises their hands up. The last pair passes under the gate and stands in front. Game continues.

Days of the week

On Monday I swam, (They pretend to swim.)

And on Tuesday I was drawing, (They pretend to draw.)

On Wednesday I took a long time to wash my face (They pretend to wash their face.)

And on Thursday I played football, (They run in place.)

On Friday I jumped, ran, (They jump on the spot.)

And on Saturday I danced (They twirl in place.)

On Sunday I ate cake (They pretend to eat it.)

And in the evening I rested. (They squat, put their folded palms under their cheeks, close their eyes.)

bug

Children form a circle. In the center of the circle the driver is a bug. He is squatting. Children holding hands walk in a circle saying:

spider bug,

Thin legs

red boots,

We fed you

We gave you something to drink

They put me on my feet.

(The players approach the bug and help him get to his feet.)

They forced me to dance.

Dance as much as you want

Choose whoever you want!

The bug dances and then chooses the next driver.

The game repeats itself.

Animal exercise

Children stand in a circle or scattered.

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

Once - squat, (Squat.)

Two - jump. (They jump on two legs in place.)

This is a rabbit exercise. (Put their palms on their heads - “ears on the top of the head.”)

And when the foxes wake up, (Rub their eyes with their fists.)

They like to stretch for a long time (Stretch with arms abducted.)

Be sure to yawn, (Yawn, covering your mouth with your palm.)

Well, wag your tail. (Move your hips from side to side.)

And the wolf cubs arch their backs (Lean forward.)

And jump slightly. (They jump on two legs.)

Well, the bear is clubfooted, (Arms are bent at the elbows, palms are connected below the waist.)

Paws spread wide (Feet shoulder width apart.)

First one, then both together, (They shift from foot to foot.)

He has been marking time for a long time. (Swing the body from side to side.)

And for those who don’t have enough charging -

Start all over again! (Spread your arms out to the sides at waist level, palms up.)

How are you?

Children stand in a circle or scattered.

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

- How are you?

- Like this! (Shows thumbs.)

- Are you swimming?

- Like this! (Imitate swimming.)

- How are you running?

- Like this! (Running in place.)

-Are you looking into the distance?

- Like this! (Put fingers to eyes with binoculars.)

——Are you waiting for lunch?

- Like this! (They prop up their cheek with their fist.)

- Are you waving after me?

- Like this! (Waving their hands.)

- Do you sleep in the morning?

- Like this! (Put both hands under the cheek.)

- Are you naughty?

- Like this! (They slap themselves on their puffy cheeks.)

Flies - doesn't fly

Children sit down or stand in a semicircle.

The presenter names the items. If an object flies, children raise their arms up or to the sides. If it doesn’t fly, your hands are down. The presenter may deliberately make mistakes, but many children will raise their hands involuntarily, due to imitation.

It is necessary to refrain in a timely manner and not raise your hands if a non-flying object is named.

Monkeys

Children stand in a circle or scattered.

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

We are funny monkeys.

We play too loud.

We clap our hands, (Clap.)

We stomp our feet, (Stomp.)

Puff out our cheeks, (Puff out our cheeks.)

Let's jump on our toes (Bounce in place.)

And even to each other

We'll show you the tongues. (Show tongue.)

Let's jump together to the ceiling, (They jump up.)

Let's put our finger to our temple. (They bring a finger to their temple.)

Let's open our mouth wider, (Open their mouth.)

We'll make all the faces. (They make faces.)

How can I say the number 3 -

Everyone, freeze with grimaces!

Pass the ball

The players stand in a circle at a distance of a step from each other. The teacher gives one of the children a ball. At the teacher’s command: “Begin!” children pass the ball around in a circle, while clearly saying:

You run, funny ball,

Quickly, quickly, hands over.

Who has a funny ball?

He jumps up on his own!

The one who has the ball on the word “himself” begins to jump, and the children accompany his jumps with the words: “One, two, three!”

The game is repeated, the ball is passed around the circle further. To complicate the game, you can ask children to walk in place and pronounce words while passing the ball.

In an even circle

Children, holding hands, walk rhythmically in a circle, reciting the poem:

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!

With the end of the words, the children stop and repeat the movement that the teacher shows, for example, turn, bend over, sit down, etc.

Good morning!

Children stand in a circle or scattered.

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

Good morning, little eyes! (The index fingers stroke the eyelids.)

You woke up? (Connect the index and thumb of both hands, make “binoculars” out of the fingers and look into it.)

Good morning, ears! (They stroke their ears with their palms.)

You woke up? (Spread your fingers, place your outstretched palms to your ears.)

Good morning, hands! (Stroke first one hand, then the other.)

You woke up? (Clap their hands.)

Good morning, legs! (Stroke knees.)

You woke up? (They stomp their feet.)

Good morning, sun! (Raise their hands up.)

I woke up! (Look up.)

Sun, fence, pebbles

Children repeat the movements after adults.

The hands are raised up, the fingers of both hands are widely spread - this is the sun.

The arms are raised, the palms are straightened, the fingers are pressed together - this is a fence.

The hands are clenched into fists - these are pebbles.

The king walked through the forest

Children stand in a circle, hold hands and walk in a circle, reciting a poem and performing movements in accordance with the text:

The king walked through the forest,

Through the forest, through the forest. (Walk in a circle, holding hands.)

I found myself a princess,

Princess, princess.

Let's jump with you

Let's jump, let's jump. (They jump on two legs in place.)

And we kick our legs,

Let's jump, jump. (Throw straight legs forward.)

And let's clap our hands,

Let's clap, clap. (Clap their hands.)

And we'll stomp our feet,

Let's drown, let's drown. (They stomp their feet in place.)

It's me

Children stand in a circle or scattered.

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

These are the eyes. Here. Here. (Show first the left eye, then the right eye.)

These are ears. Here. Here. (Take first the left ear, then the right.)

This is the nose. This is the mouth. (The left hand shows the nose, the right hand shows the mouth.)

There's a backrest. There's a belly here. (The left palm is placed on the back, the right palm on the stomach.)

These are pens. Clap clap. (Extend both hands and clap twice.)

These are the legs. Top, top. (Place palms on hips, stomp twice.)

Oh, we're tired. Let's wipe our brow. (The right palm is passed over the forehead.)

In giraffes

Children stand in a circle or scattered.

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

Giraffes have spots, spots,

Spots, spots everywhere, (They pat themselves on the body and put spots.)

(Touch with index fingers

to the corresponding parts of the body.)

Elephants have folds, folds,

Folds, folds everywhere: (Pinch themselves - collect folds.)

On the forehead, ears, neck, elbows,

There are on noses, bellies, knees and socks.

Kittens have fur, fur, fur everywhere:

On the forehead, ears, neck, elbows (Stroke themselves - smooth out the fur.)

There are on noses, bellies, knees and socks. (Touch the corresponding parts of the body with their index fingers.)

And the zebra has stripes

There are stripes everywhere: (Run the edge of your hand along the body and draw stripes.)

On the forehead, ears, neck, elbows

Found on noses, bellies, knees and socks.

(Touch the corresponding parts of the body with their index fingers.)

Be careful

Children form a circle. The teacher throws the ball randomly to the players. The person who catches the ball returns it, naming an object that helps to be clean, neat, and take care of oneself./p>

OUTDOOR GAMES, RELAY RACES, FOLK GAMES

FOR OLDER GROUP CHILDREN

edited by N.E. Veraksy, T.S. Komarova, M.A. Vasilyeva).

"MAKE A FIGURE"

Tasks: teach children to run randomly around the hall or area. Accustom to change movement on a signal, develop balance, the ability to maintain motionless prose.

Description: At the teacher’s signal, all the children scatter around the hall. At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher marks those whose figures turned out to be more interesting, the most successful.

Options: you can choose a driver who will determine whose figure is more interesting and complex, those who come up with new figures every time.

"CRUCCIP AND PIKE"

Tasks: teach children to walk and run in all directions, hide behind pebbles when given a signal, and squat down. Develop agility, speed, spatial orientation.

Description : one child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind one of the players and sit down behind the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Options: crucian carp swim not only in a circle, but also between the stones, the pike is on the side. You can choose two pikes.

“TRAPS” (with ribbons)

Tasks: teach children to run in all directions, without bumping into each other, and to act quickly on a signal. Develop orientation in space, the ability to change direction.

Game description: Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The trap tries to pull out the ribbon. At the signal: “One, two, three, quickly run in a circle - all the children line up in a circle.” After counting those caught, the game is repeated.

Options: A circle is drawn in the center and there is a “Trap”. At the signal “One, two, three catch,” the children run across the circle, and the “Catch” tries to grab the ribbon.

"CORNERS"

Tasks: teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, spatial orientation.

Game description: Children stand near trees or in circles drawn on the ground. One of the players remaining in the middle comes up to someone and says, “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to the other. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of those running across. If he succeeds, the one left without a corner stands in the middle.

Options: If the driver fails to take a seat for a long time, the teacher says: “Cat!” All children change places at the same time, the driver manages to occupy a corner. You can’t stand in your corner for a long time.

"PAIRS RUN"

Tasks: teach children to run in pairs, without releasing their hands, and to bend around objects. Develop dexterity and attention.

Game description: children stand in columns in pairs on one side of the site beyond the line. On the other side of the site, objects are placed (pins, cubes, etc.), according to the number of links. At the teacher’s signal, the first pairs of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second pairs run. The pair that separates their hands is considered the loser.

Options: run with a shin sprain. Running between objects like a snake to a landmark.

"MOUSETRAP"

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they gnawed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms 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.

Rules: a fox can catch chickens, and chickens can climb onto a perch only when the teacher gives a signal “Fox!”

Options : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

"WE ARE FUN GUYS"

Tasks: teach children to act on a signal, to run from one side of the playground to the other quickly while dodging. Develop agility, speed, spatial orientation.

Description: Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. In the center of the site is the Trap. To the player and in chorus they say:

"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 Trap catches them. The one whom the Trap manages to smear before he crosses the line is considered caught, moves aside and misses one run.

Options : Children walk in a circle and recite the text. Trap in the center. They run different types of running.

"COUNTER DROPS"

Tasks: teach children to run from one side of the playground to the other at a fast pace. Develop attention and speed of movement.

Description : two groups of children with an equal number of players stand in lines on opposite sides of the playground behind the lines. (the distance between children in a line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blues”!” - children with blue ribbons run to the opposite side, those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.

Options: You can add two more colors - red, green.

"SLY FOX"

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning 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.

"EMPTY PLACE"

Tasks: teach children to run fast in opposite directions. Develop reaction speed and attention.

Description: The players stand in a circle, placing their hands on their belts, creating windows. The driver is selected. He walks outside the circle and says:

“I walk around the house,

and I look out the windows,

I'll go to one

and I’ll knock softly.”

After the words I will knock, the driver stops, looks into the window and says: knock, knock, knock. The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” the driver replies: “Let’s run in a race” - and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Options the driver simply walks around the circle and puts his hand on someone’s shoulder, and with him they run in different directions, trying to take an empty place.

"ENTERTAINERS"

Task: teach children to walk in a circle, holding hands to the right, left. Repeat the movements after the driver. Develop attention, memory, creativity.

Game description: A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle and say:

"In an even circle one after another

we go step by step.

Stand still together

Let's do it like this..."

The children stop, lower their hands, and the entertainer shows some movement and everyone must repeat it. The game is repeated with another entertainer.

Rules: exactly perform movements behind the entertainer.

"HOMELESS HARE"

Tasks: develop spatial orientation in children. Practice running fast.

Game description: A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - form “their own house” (two hares hold hands, creating a house). A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any “house”; Whoever the homeless hare turns his back to becomes the leader. If the huntercatches, then switch roles.

Rules:

    the hunter can only catch a hare outside the den.

    Hares cannot run through the den.

    If a hare runs into a den, it must stay there.

    As soon as the hare runs into the den, the player located there must immediately run out.

The players forming a circle should not interfere with the hares running in and running away.

"DON'T STAY ON THE FLOOR"

Tasks: teach children to run around the hall in all directions, jump onto cubes, benches without using their hands, and jump off them easily on their toes with bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Game description: Trap is selected and runs around the hall with the children. As soon as the teacher says “Catch!” - everyone runs away from the trap and climbs onto objects - benches, cubes, stumps. The trap tries to harass those running away. Children touched by Trap go to a designated place.

Options: 2 traps are selected, run in different types of running, use a musical signal.

“WHO MAKES THE LESS JUMPS”

Tasks: teach children to long jump, making a strong swing of their arms, pushing off and landing on both feet. Develop pushing power and strengthen leg muscles.

Game description: On the site, two lines are marked at a distance of 5-6 meters. Several children stand up to the first line and, at a signal, jump to the second line, trying to reach it in fewer jumps. Spread your feet slightly and land softly on both feet.

Options: Increase the distance to 10m. (this is an average of 8-10 jumps)

"FISHING ROD"

Tasks: teach children to jump on two legs while standing still, landing on their toes, legs bent. Develop agility, speed, eye.

Game description: children stand in a circle in the center with a teacher. He holds in his hands a rope at the end of which a bag of sand is tied. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made and those caught are counted.

Options: those children who are caught leave the game until the most dexterous ones remain.

"FROM HUMMOS TO HUMMS"

Tasks: teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, and agility.

Game description: Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one bank and the other. The teacher draws flat rings of hummocks in the swamp) at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, at a signal, jump from hummock to hummock, pushing off with two legs or one, without standing between the hummocks. trying to get to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher nominates who will lead the children out of the swamp. He gives the stuck child his hand and jumps to show the way out of the swamp.

Options: competition: “Who can cross the swamp faster.”

"PAINTS"

Tasks: teach children to run, trying not to catch up, to jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.

Game description: Participants in the game choose a host and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:

-Knock! Knock!

-Who's there?

-Buyer.

-Why did you come?

- For paint.

-For which one?

-For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example: jump on one leg along the red carpet.

Options: the conversation is repeated, if the buyer guessed the paint, the seller says how much it costs and the buyer slaps the seller on his outstretched palm so many times. With the last clap, the child pretending to paint runs away and the buyer catches up with him and, having caught him, takes him to the appointed place.

"WHO WILL GET TO THE FLAG FAST"

Tasks:

Game description:

Options: a complication is introduced: the rope is pulled at a height of 60 cm, children must crawl under the cord without touching the floor with their hands.

"THE BEAR AND THE BEES"

Tasks: teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes, on bent legs, and run in all directions. Develop agility, courage, speed.

Game description: children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. At a given signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” the bees fly to the hives, trying to sting the bears, they run away into the den, the stung bears miss one game. After 2-3 repetitions, children change roles.

Rules: You need to get off the gymnastics wall, not jump, without missing the slats.

"FIREFIGHTERS IN TRAINING"

Tasks: teach children to climb the gymnastic wall in a convenient way, without missing the slats and without jumping. Develop coordinated work of arms and legs, speed, dexterity.

Game description: children line up in 3-4 columns facing the imnastic wall - these are firefighters. Bells are hung at the same height on each span. At the teacher’s signal - a blow to the tambourine or the words “March!” the children standing in the column are the first to run to the wall, climb up it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, at the signal, the second ones standing in the column run. Make sure that children do not miss the slats or jump off.

"HUNTERS AND HARES"

Tasks: teach children to jump on two legs, moving forward in all directions, and act on a signal. Strengthen the ability to throw a ball, trying to hit the hares. Develop dexterity and eye.

Game description: a hunter is chosen, the rest of the children are hares. On one side of the site there is a place for the hunter, on the other there is a house for hares. The hunter walks around the hall, pretending to look for traces of hares, and then returns to his place. Hares jump on two legs or on the right, on the left, alternately in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Options: There may be 2-3 hunters, and the hares have no home; they simply dodge the ball.

"THROW THE FLAG"

Tasks: teach children to throw bags with their right and left hands from behind their heads, try to make the bag fly as far as possible. Develop throwing power and eye. Strengthen the muscles of the shoulder girdle.

Game description: children stand in two lines one after another, the first line has bags of sand in their hands. Ahead at a distance of 4-5m. There are several flags on the same level. Children simultaneously throw the bags from behind their heads with both hands or one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, the results are compared.

Options: You can transfer the bags to your pair by tossing them.

"GET INTO THE HOOP"

Tasks: teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop eye and throwing accuracy.

Game description children stand in a circle with a diameter of 8-10 m. through one in the hands of a bag of sand. There is a hoop in the center of the circle. At the teacher’s signal, children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them trying to hit the hoop. Then the children pick up the bags and return to their places in the circle. The signal is heard again, and the children pass the bags to their neighbors - number two, etc.

Options: throw two bags with one hand from behind the head, sitting, kneeling.

"KNOCK THE PIN"

Tasks: teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop eye, strength and throwing accuracy.

Game description: On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2 m, a line is marked from them with a cord. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.

Options:

    Throw the ball with your right, left hand, push with your foot.

2. The pins are placed behind the line in a certain order: in one row close to each other, with a high pin in the middle.

In one row, one from the other at a short distance of -5-10cm; in a small circle, with a large pin in the center. In two rows there is a large pin between the rows; square, large in the center, etc. at a distance of 2-3 meters from the line on which the pins are located, draw 2-3 lines from which the players knock down the pins. Children, observing the order, begin to roll the balls from the closest line. The one who knocks down the most pins from the near line wins. He starts rolling balls from the second line. Etc.

"BALL FOR THE DRIVERS"

Tasks: teach children to catch a ball thrown by the driver with their hands without pressing them to their chest. Throw the ball with both hands from the chest. Develop eye, hand motor skills, speed, throwing accuracy.

Game description: children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a driver with a ball in his hands. At the teacher’s signal, the drivers throw the ball to the children one by one with both hands from the chest and receive it back. When the ball has passed all the players, he raises it above his head and says: “Done!”

Options: The driver throws the ball out of order, but out of order, the group that never drops the ball wins

"BALL SCHOOL"

Tasks: consolidate children's ability to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Game description: throw the ball up and catch it with one hand.

    Hit the ball on the ground and catch it with one hand.

    Throw it up, clap your hands and catch it with both hands.

    Hit the wall and catch it with one hand.

    Hit the wall, catch it with one hand after it hits the ground.

    Hit the ball against the wall, clap your hands and catch it with one hand.

    Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it.

Hit the ball against the wall, throwing it from behind, from behind your head, from under your feet and catch it.

"SERSO"

Tasks: teach children to throw wooden rings, trying to throw them on a “cue” (wooden stick), develop dexterity and eye.

Game description: two people play. One throws wooden rings with a cue, and the other catches them on the cue; you can first throw them with your hand and catch them with your hand, and then use the cue. The one who catches the most rings wins.

Options: If there are a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4 m.

"RELAY RACE IN PAIRS"

Tasks: teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Game description: Children stand in 2 columns in pairs behind a line on one side of the playground. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

Options: children stand with their backs to each other and lock elbows

"OBSTACLE ROAD"

Tasks: continue to teach children to jump on two legs and move forward; improve skills of climbing under arches; improve coordination of movements.

Description: Children stand in two columns and take turns performing the teacher’s tasks. When the task is completed to the end, the player passes the baton to the next one by slapping him on the palm.

    Walk along the log.
    2) Climb under the arches.
    3) Jumping from hoop to hoop.

Rules: the next player must wait until the previous player completes the relay race to the end

“CARRY THE BALL WITHOUT HITING THE PIN”

Tasks: continue to teach children to jump on two legs and move forward.

Description: participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are installed along the line in the center. Team guides hold a volleyball or medicine ball between their legs (above the knees). At the signal, the guides begin to move forward by jumping around the pins in such a way as not to touch them and, having reached the opposite starting line, they pass the balls to the guides of the oncoming columns. This is how all players act. Participants who have completed the relay race stand at the end of the column. The team whose players finish the relay faster wins.

Rules: If the ball falls to the floor, you need to pick it up, hold it with your feet, and only then continue the relay race.

"THROW THE BALL IN THE RING"

Tasks: continue to teach children to throw the ball at a vertical target (ring). Develop eye and throwing accuracy.

Description: teams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

“WHO WILL CRAPE THROUGH THE HOOP TO THE FLAG FAST?”

Tasks: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, and run races. Develop the ability to compete and pass the baton.

Game description: children are distributed equally into three columns. Arcs or hoops are placed at a distance of 2m from the starting line, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Options : a complication is introduced: the rope is pulled at a height of 60 cm, children must crawl under the cord without touching the floor with their hands.

"KITE AND HEN"

Tasks: teach children to move in a column, holding each other tightly, without breaking the clutch. Develop the ability to act in a coordinated manner and dexterity.

Game description: 8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone hold on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.

Options : if there are a lot of children, you can play in two groups.

"TWO FROSTS"

Tasks: teach children to run across the scattered ground from one side of the site to the other, dodging the trap, act on a signal, and maintain a motionless posture. Develop endurance and attention. Strengthen running with shin overlapping, side gallop.

Game description: On opposite sides of the site there are two houses, in one of them there are players. In the middle of the platform, the driver stands facing them - Frost is a red nose, he says:

“I am frost - a red nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

“We are not afraid of threats and we are not afraid of frost”

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them and stand there until the end of the run. Frost counts how many players managed to freeze; it is taken into account that players who ran out of the house before the signal or remained after the signal are also considered frozen.

Options : The game plays out the same as the previous one, but there are two frosts (Red Nose Frost and Blue Nose Frost). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost - the Blue Nose.

Two frosts are daring, which of you will decide

I'm Frost the Red Nose, set off on a little path?

“BURN, BURN CLEARLY!”

Game description: Number of players: even. The players line up in pairs one after another - in a column. Players hold hands and lift them up to form a “gate.” The last pair passes “under the gate” and stands in front, followed by the next pair. The “burning one” stands in front, 5-6 steps from the first pair, with his back to them. All participants sing or say:
Burn, burn clearly
So that it doesn't go out!
Look at the sky
Birds are flying
The bells are ringing:
- Ding - dong, ding - dong,
Run out quickly!

At the end of the song, two players, being in front, scatter in different directions, the rest shout in unison:
One, two, don't be a crow,
And run like fire!

The “burning one” tries to catch up with the running ones. If the players manage to take each other’s hands before one of them is caught by the “burning one,” then they stand in front of the column, and the “burning one” catches it again, i.e., “burns.” And if the “burning” one catches one of the runners, then he stands with him, and the player left without a pair leads.

"Cosmonauts"

Game description: Develop children's attention, dexterity, and imagination. Practice quick orientation in space.

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us

For walks on the planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who are sitting in the rockets take turns telling where they are flying and what they see. After that, everyone stands in a circle again and the game repeats. During the flight, instead of telling a story about what they saw, children are asked to perform various exercises, tasks related to going into space, etc.

"SWAN GEESE"

Tasks: teach children to run from one side of the playground to the other so as not to get dirty. Develop the ability to act on a signal, dexterity, and speed.

Description: At one end of the hall there is a house in which there are geese, and on the opposite side of the hall there is a shepherd. To the side of the house is a den in which a wolf lives, the rest of the area is meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Heroes

Words and actions of heroes

Shepherd

geese, geese!

Geese

stop and answer in unison: ha-ha-ha.

Shepherd

you want to eat!

Geese

Yes Yes Yes!

Shepherd

so fly home.

Geese

We can’t, the gray wolf under the mountain won’t let us go home, he’s sharpening his teeth and wants to eat us.

Shepherd

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

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch the geese. Then, after 2-3 runs, a new shepherd and wolf are selected.

"Pass - stand up"

Target: To foster a sense of camaraderie in children, to develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Description: The players line up in two columns, at a distance of two steps from one another. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. Notthe one who manages to receive the ball runs after it, sits down and continues the game.

Options: pass the ball to the right or left, turning the body.

"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.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” 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, the game is over!” 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 take a place on the carousel only 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.

"Guess who got caught"

Target: Develop observation, activity, initiative. Practice running and jumping.

Description: children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: return at the signal “It’s time to go home.”

Options : train ride (they sit on chairs, imitate the movements and sound of wheels with their hands and feet).

"The Herd and the Wolf"

Target: Develop the ability to perform movements on cue. Practice walking and running quickly.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the den only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: include a “watering hole” in the game, bend over and seem to drink water.

Udmurd game “Water”

Target: foster friendly relationships between children.

Description: The driver sits in a circle with his eyes closed. The players move in a circle saying:

Grandfather Vodyanoy,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The merman gets up and with his eyes closed approaches one of the players. His task is to determine who is in front of him. The merman can touch the player standing in front of him, but he cannot open his eyes. If Vodyanoy guesses the player’s name, then they change roles and the game continues.

"Falcon and Doves"

Target: train children in running and dodging.

Description: on opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

"The Birds and the Cage"

Target: increasing motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Description: 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 cageraise 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.

"Aircraft"

Target: teach children to run slowly, keep their back and head straight while running, maintain distance between each other, and develop spatial orientation.

Description:

Option I: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: Children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

"Frogs and Herons"

Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.

Description: 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.

"Wolf in the Moat"

Target : Teach children to jump, develop dexterity.

Description: A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in a house (they stand outside the line along the borderhall). On the opposite side of the hall, a line separates the field. To the words “Goats in the field, wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To make the game more difficult, you can choose 2 wolves.


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