Board games of the Khanty and Mansi. Outdoor games of the Khanty peoples. summary of the holiday of sports games with parents

Transcript

1 GAMES OF THE PEOPLES OF HANTA AND MANSI "Run like a bear". Outdoor game This competition game is played at any time of the year. There is no age limit for participation in it, however, only the male population from boys 5-6 years old to old people take part in this original game-competition. The number of participants was not limited. The running distance is arbitrary and is negotiated between the participants before the start of the game. Running in a bearish way develops the strength of the arms and legs, coordination of movements, agility, dexterity, contributes to the education of will, perseverance. Before the start of the competition game, at the beginning and at the end of the distance, the start and finish lines are drawn. All participants are located along the line, taking the starting position, standing on all fours. At the command of the voice (of the judge), a bearish run begins, which is performed as follows: pushing off with two hands, pull up the legs. "Swamp Woman". Outdoor play The game is held outdoors in summer and indoors in winter. Usually girls 6-12 years old take part. The number of players is arbitrary. The game promotes the development of reaction, dexterity, coordination of movements. At will or by counting, the driver "swamp woman" is chosen. She is blindfolded with a handkerchief, then turned around three times, after which the players scatter in different directions. The driver walks around the site or around the house and tries to grab any of the players who run or dodge her. Players can also trick the "swamp woman" by substituting their own clothes or other objects for themselves. If the player is caught driving, he becomes a "swamp woman". At the end of the game, the most dexterous players are determined, both among the drivers and among those who were not caught by the "swamp woman". "Deer Fighting". An outdoor game. The game is usually played at a time when the antlers are falling off. Boys and girls 6-10 years old are participating. Deer antlers are tied with ropes to the head. The game promotes the development of dexterity, strength, fosters will, perseverance. Two participants stand opposite each other, resting their hands. The task of the players is to throw off each other's horns from each other's heads, while holding them with their hands is prohibited. The loser leaves the game, and the next player takes his place. The winner is the player who managed to knock off more opponents from his head with his horns than others.

2 "Vazhenka and Fawns". Outdoor play Several circles are drawn on the court. Each of them contains a vazhenka and two fawn. The wolf sits behind a hill (at the other end of the site). To the words of the presenter: The little deer wanders, With her the deer, Explains everything that is incomprehensible to everyone Stomp through the puddles Small deer, Patiently listen to Mother's instructions. The playing deer run freely on the "tundra", bend over, "eat" grass, "drink" water. To the words "The wolf is coming!" fawns and deer run away to their houses (circles). The wolf takes the caught fawn with it. Perform movements in accordance with the text. "The Wolf and the Fawns". An outdoor game A wolf is selected from among the participants, the rest are deer. At one end of the site, a place for a wolf is outlined. Deer "graze" at the opposite end of the site. At the signal from the "Wolf", the wolf wakes up, leaves the den, first walks around the herd with a wide step, then narrows the circle. At the signal (growl of the wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. The wolf takes the caught one to itself. You can only run out of the circle on a signal. Whoever gets caught must follow the wolf. "Sparrow". Sedentary game. Children stand behind the leading child. They say the words: A sparrow flew to us And sang like a nightingale. Hey, you little bird, don't yawn. Guess who will meow. The presenter calls out the name of the child who meowed. "Wooden horns". Outdoor game The game is held in the summer in forest glades. Boys and girls 6-10 years old participate in it. The number of participants is not limited. For Game

3 felled pine branches resembling deer antlers are picked up. They are placed in a row at a distance of cm from each other. The game contributes to the development of hand strength, dexterity, eye. Players with a lasso, each with his own or one for all, are placed in a line opposite a row of deer "horns" at a distance of about 7-10 m, alternately throw a lasso, trying to get a loop on each branch of the "horns" and, in case of a successful throw, pull them to yourself. The player makes as many throws as there are horns. The winner is the one who lassoed the most. "Hare Jumping". Outdoor play The game is held at any time of the year: in summer on the sand, in winter on soft snow. Children and adolescents play. The distance for jumps is arbitrary and is determined before the jumps by agreement between the participants. The game contributes to the development of leg strength, jumping ability, coordination of movements, agility. Before the game, the distance is determined, at the beginning of which the start line is drawn, and at the end of the finish line, or any object to which one must jump. All participants stand at the starting line, take their original standing position, legs apart. On command, all participants begin to perform "hare jumps", trying to cover the entire distance as quickly as possible without mistakes. Whoever does it first becomes the winner. The "hare jumps" themselves are performed as follows: from the start line, the player pushes off with two legs and lands on one (any) leg, then, pushing off with it, lands again on two legs, and so on. If a participant breaks the alternation of the position of the legs during the performance of "bunny jumps" he is out of the game. "Hare tracks". Outdoor play Game rules: The game is held at any time of the year: in the summer on the sand, in the winter on the snow. Children and adolescents play. The number of participants is not limited. The distance of the jumps is determined by agreement between the participants. The game contributes to the development of leg strength, jumping ability, coordination, agility. Before the game, marks are made on the sand, which I designate "rabbit tracks", the distance between which is set depending on the gender, age of the players, and their physical fitness. One of the players gets into the first "trail of a hare", that is, takes the starting position - standing, legs apart, pushing off with two legs, tries to land on the next "trail", but only on one leg. Further, pushing off with this leg, on two legs in

4 the next "track", etc. In this way and in this order of landing, he must cover the entire distance, trying to accurately get into the "tracks of a hare". After the first participant has covered the entire distance, the next player enters the game. The winner is the one who most accurately jumped into the "rabbit tracks". Partridges and Hunters. An outdoor game. All partridges are playing, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. To the signal "Hunters!" all the partridges hide behind the bushes, and the hunters catch them (throw the ball at their feet). To the signal "The hunters are gone!" the game continues: the partridges "fly" again. You can only run away and shoot on a signal. Shoot should be at the feet of the fleeing. "Catching deer". An outdoor game. The players are divided into two groups. Some are deer, some are shepherds. The shepherds join hands and face the deer. Reindeer run along the delineated area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle. Reindeer can only be caught on a signal. The circle is closed when a large number of players are caught. Deer try not to fall into the circle, but they no longer have the right to break out of the circle if it is closed. "Bear". An outdoor game. The "bear" child sits in a "den". He's sleeping. Children come up to him and say the words: Grandma Bear, Grandma Bear, We collect your blueberries, We choose your lingonberries. We take a good berry for ourselves, we throw out a bad one. The bear "wakes up" and runs after the children. "Deer". An outdoor game. The players agree on the boundaries of the site (indicate trees, bushes or other objects beyond which you cannot run away during the game). By

On the 5th reading room the driver is chosen (“mort” of the person). The rest of the deer ("keren") scatter across the entire area. The driver begins to catch up with one of the "deer". If he manages to grease (touch with his hand) the fleeing player, then the latter must stop and answer the driver's question: "A man or a deer?" ("Ker or Mort?"). The scorched man who answered: "Man" ("mort") becomes the second driver and begins, together with the first driver, to grease other "deer". If the hardened one answers: "Deer" ("Ker"), then the driver tries to keep him by force, counting to 10. The player who escaped before the end of the count is "ten" remains a "deer". 1. A player who is salted is not allowed to run away until the driver's question is answered. 2. A “deer” that has escaped from the driver outside the established boundaries of the site is considered caught. Deer and Shepherds. An outdoor game. All players are deer, on their heads they have attributes that imitate deer antlers. The two leading shepherds stand on opposite sides of the site, holding a maut (a cardboard ring or a long rope with a loop) in their hands. The deer players run around in a crowd, and the shepherds try to put on a maut. The horns can mimic the twigs that children hold in their hands. you need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut. "Reindeer teams". Competition game. In advance, the teacher makes antlers from cardboard or twigs, attaches them to the hats of deer children. Two ropes must be tied to the sled: for one the child sitting on the sled holds and controls the reindeer, the deer is harnessed to the other (the child fixes it to the belt). “Stop, deer! (Suvt, Ker) ". An outdoor game. The players are in different places of the site (its boundaries are marked). The shepherd is chosen. Having received a stick, he stands in the middle of the site. After the signal "Run deer" "everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and say:" Stop the deer! " The one touched by the wand moves aside. The game ends when the shepherd catches five deer. you can run away only at the signal "Run the deer!" The littered ones retreat to a conditional place. Salt should be done carefully.


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Games and toys of the Khanty and Mansi peoples

My people, in which end of the earth
Are you born by the primordial nature?
Through the fog of centuries you were led
Labor and strength of generosity of the heart.
Roman Rugin

This work gives an idea of ​​the games and toys of the Khanty and Mansi peoples, the topic contributes to expanding the range of knowledge about the culture and traditions of these peoples.

Relevance:
Currently, an active process of reviving the national culture of the Khanty and Mansi is underway. These peoples retain the continuity of traditional nature management, focused on the preservation of traditional crafts and occupations, the revival of customs and rituals.
Purpose of work:
To expand knowledge about the history and culture of the Khanty and Mansi peoples.
Tasks:
to study the peculiarities of raising children of the Khanty and Mansi;
to reveal the meaning of toys in the upbringing of Khanty and Mansi children;
get acquainted with national games;
to create a booklet with games of the Khanty and Mansi peoples.
Research methods:
In order to do my job, I drew up a plan in which the stages of my research were highlighted:
study additional literature;
visit the school museum, get acquainted with the exposition "Life of the peoples of the North";
get acquainted with traditional toys, games of the Khanty and Mansi peoples;

Analyze and substantiate the results of the research;

Main part
One of the main means of raising children is play. The games of Khanty and Mansi children are aimed at understanding the surrounding reality, mastering customs, traditions and rituals. And also to master the skills and abilities necessary for life. Traditional games of children not only develop the child's mind, but also temper him morally and physically, strengthen his health. Games for children reveal the beauty and richness of nature, bring up a respectful attitude towards it. The play of the Khanty and Mansi children, almost always repeat the fishing and household activities of adults. First of all, this is archery at the target. For the game of hunters, old traps, traps, cherkans, small slopes, and loops are also used. These games are aimed at developing physical qualities.
Khanty and Mansi children, perhaps future hunters and reindeer herders, need practical skills, and they get them through games. Elementary children's games, which at first glance are simple, directly prepare the child for his future work activity.

Parenting
Life in the taiga and tundra is difficult, it forces a good organization of the family, to a strict distribution of duties and to fulfill them. Children are early adopters of certain responsibilities. From early childhood, parents tried to keep their children occupied with some bright toy. For girls, dolls were sewn from unnecessary pieces of different fabrics, and they played, imitating their mother and older sisters: they fed, rocked them in their arms, put them to bed and lulled them, singing a lullaby. From scraps of cloth, they made bed and clothes for their dolls.
Now the children of the Khanty and Mansi have a variety of toys: balls, cars, dolls, etc. But, children love toys that repeat objects from the real world: small plagues, images of deer and sleds, dolls dressed in fur clothes, buzzers, puzzles. The games and toys of Khanty and Mansi children reflect the labor activity of a hunter, fisherman, and reindeer breeder.
In Khanty and Mansi families, there is a special approach to raising a boy and a girl. The boy is taught endurance, hard work, the girl - housekeeping, skill in cooking, making clothes, shoes, utensils. The first gifts for the boy are a knife, tynzyan, a bow with arrows, for a girl - bags with a set of tendon threads, pieces of fabric, fur, leather and beads. Children under 5-7 years old were under the supervision of their mother. They participated in the preparation of fuel for the hearth, kept up the fire. The boys played at hunters and reindeer herders. Using a toy bow and a lasso, they learned the skills of hunting and handling weapons under the guidance of their older brothers. On toy sleds, which were harnessed to dogs, children learned the rules of sledding and riding. They fired at branches, stones, threw lassoes on fallen antlers of deer, branches of bushes, socks of sleds. One of my favorite games is tossing tynzyan (lasso). Competing in the agility of the boys, they try to throw tynzyan's noose over the heads of the sled or the antlers of a deer lying on the ground. A common occupation of boys in the tundra is playing the hunter. A children's bow with arrows, usually made from spruce with the help of older brothers or a father, is used as toys. Developing accuracy, boys practice shooting at stationary and moving targets, trying to hit a thrown chip or tree trunk. The games took place mainly in the forest, by the river. When the hunting season came, the adults prepared for the hunt. Children's games reflect this event: traps are being prepared, going into the forest, learning the forest alphabet. Children adopt the experience of chasing an animal, the ability to outwit it, and learn how to use dogs in hunting. Winter Games boys: throwing tynzyan, jumping over sledges, throwing stones, sticks, cones, rings at the target, wrestling, pulling a rope, competitions in strength. Children are fond of playing deer and reindeer herders. They start riding and driving deer early. In the spring, they play moose hunting on the ice. From 3-4 years old, children begin to ski. There are games with copying the running of forest animals (hare, fox, elk, etc.). Boys in the summer play in towns, holes, ball, throwing, lifting various subjects... During the period of mass fishing, children help adults prepare and repair nets, seines, traps. To do this, they make small traps for themselves: muzzles, nets, wicks and even a small seine. Then go fishing with him. Very early, especially boys (from 5 years old), get into the oblas (boat) and swim on their own.
Toys depicting deer are varied: made of wooden blocks, bones of an animal foot, hare hind legs, pieces of deer fur, duck noses with arches extended from the bird into the eye holes. Instead of sleds, matchboxes and bones were used. Paws of animals, tails are objects of "hunting" in games. Beads were made from the vertebrae of the pike, as well as from the fruits of mountain ash and wild rose. They played with roots and knots, reminiscent of animals and birds.
Boys made toys from wood: sledges, muzzles, spinning tops, cradles, knives, musical rattles (from game goiter), bells, rattles, whistles imitating the voices of birds and animals. For this, leaves, plant stems, thin strips of birch bark were used. In addition to playing, bells, bells, trinkets served to scare away evil spirits, were the amulets of children from the evil eye.
The girls' games are related to the doll. Dolls of the Ob Ugrians (akan) differ in the manufacture of their heads and clothes. But all dolls are made without a face, legs, arms. The games involve female and male dolls, child dolls. Girls, together with adults, participate in the preparation of birch bark, bark, herbs, berries, firewood, and in the manufacture of utensils. They learn to make skins, weave beaded jewelry, make tendon threads, sew clothes and shoes. Children's games are not only fun, they are important for physical, aesthetic, moral and spiritual education.

The most early game called "The Bear Game". One of the participants "bear" lays down on the grass and pretends to be a bear, and all the others, Standing in single file one after another, slowly bypassing him, supposedly taking berries, all scatter, and the "bear" jumps up and runs after them. Whoever catches, he lies down as a "bear". Children of both sexes are playing, small ones.
For boys, games were more related to horses and harness. A box of matches, after shafts of a birch twig were screwed to it on both sides, became a sleigh. Piercing it with a needle, a double thread was pulled through the hole - these were tugs. The arc was bent from the same birch twig. Then the horse-case was harnessed to the shafts - and the harness was ready. Various toys were loaded into the sleigh, and the wagon train set off across the floor of the hut on a long journey to an unknown city. There the sledges were unloaded, the cargo was transferred to the imaginary barns, they took new baggage, and the wagon train returned home. There were also more everyday "trips" - for firewood, for hay, snow and manure were taken out.
At the age of 10-14, Khanty children already begin to hunt waterfowl on their own, help their elders in making traps and other hunting equipment. In this regard, their games more often have a trade orientation, prepare them for the harsh conditions of a nomadic and semi-nomadic lifestyle, contribute to the upbringing of all physical qualities, special motor skills necessary for independent fishing in the future. Among Khanty children at this age, games with running, jumping, throwing were very popular: "Which of us is faster?", "Reindeer team", "Wooden leg", "Jumping over sledges", "Hare tracks", "Knock out the little thing" , "Playing with the ring" and others.
Stick wrestling

A line is drawn. Two players sit on either side of the line, facing each other. Holding on to

The stick with both hands and resting the soles of the feet on the feet of the other, they begin to pull each other. The winner is the one who pulls the opponent over the line. You should start pulling the stick at the same time on a signal and you cannot change the position of the feet.
Throwing a lasso on the snow
They play in the winter at the camp. Each of the players has a lasso. Children from 9 to 13 years old, adult men and even old people take part in the game. They choose a forest clearing powdered with snow. All participants stand in a line facing the clearing and alternately, with a short interval, throw their lassos so that they, flying through the air, land on the snow. At the same time, upon landing, the loop of the lasso should lie on the snow in the form of a circle, and the rest of the lasso - in the form of an exact straight line. To do this, at the end of the throw, the players tug on their lasso to give the loop the desired shape. The winner is the player who manages to give

The most ideal form for your lasso.
Playing with the rings - Kusang yuh
The number of players is 6–8 people. For the game, each of its participants made 5-6 rings with a diameter of 15 cm and a stick-stake 90 cm long and 2-3 cm thick from willow branches about 1 cm thick (dead wood branches were used for it). The players drove in their stakes at a distance of 2-3 m from the general line of throw.
Stick play
The player took 20 sticks, tossed them up and caught with the back of the hand. The sticks caught in this way he threw up again, without changing the position of the hand, and caught them already with his fingers. The condition is this: you need to catch an odd number of sticks with your fingers (1, 3, 5, etc.). If the player fulfilled the conditions of the game, he put one stick aside and continued the game. In case of failure (an even number of sticks were caught), the sticks were transferred to the next player. When one of the players had one last stick left, he had to catch it with his little finger and ring finger. The winner was the player who was the first to collect 20 sticks or collect more of them than other players. If the winner was not determined in the first round of the game, then in the next knight each player was counted the number of sticks caught earlier. After the winner was determined, the number of sticks collected by each player was counted. The player with fewer sticks received a penalty for bad game- “hot”: the difference between the number of sticks caught by each player and the loser was determined; after that, each player beat (lightly) the back of the loser's hand with a stick as many times as this difference was, i.e. the number of beats was equal to the number of the difference.


Jumping on two legs
Starting position - standing, feet shoulder-width apart. At the command of the judges, they began jumping, pushing off with two legs and landing on two legs, standing shoulder-width apart. The player who reached the finish line first became the winner. The game develops jumping ability, strength of the legs and back, speed, agility.
Archery
A tree with a wide crown (pine). One of the players shot at the crown of the tree so that the arrow would get stuck in the branches. After that, the participants in the game took turns trying to shoot down this arrow to the ground with shots. The first player to shoot down the arrow wins. The game developed the strength of hands, dexterity, eyes, brought up endurance and perseverance.
Conclusion
Studying the history of the native land, Khanty tales and legends, arts and crafts of the Khanty and Mansi - all this contributes to the development of interest in the culture, traditions, customs of their people. Having got acquainted with the games and toys of the Khanty and Mansi children, I came to the conclusion that these peoples have historically had a rich experience of physical education of the younger generation, including original means, forms and techniques, in which we see a certain systematicity. The result of my research work was the booklet “ Games and toys for children of the Khanty and Mansi ”.
In the future, I plan to introduce children to the games of the Khanty and Mansi, I hope that this will arouse interest, and the guys will try to play games with their peers.
Squirrel pelts dolls

Deer catching - "Vyarkukota" Boys of 10-14 years old are playing in the reindeer paddock in winter. The number of players is not limited. A deer is taken from the herd for the game. Each player holds a lasso in his hands. One of the players holds the deer by the horns with his hands, the rest of the players surround him at a distance of 15-20 m. The player holding the deer releases him, and he starts running between the players who are trying to catch him by throwing a lasso. The player who catches the deer first, takes it to the side, releases it from the loop and directs it towards other players who also try to lasso it. The player who manages to lasso the deer the most times wins.

Deer Wrestling - "Cor commands" The game is played at a time when the deer antlers fall off. Participants attach them with ropes to their heads. The two stand opposite each other, resting their horns. The task of the rivals is to throw each other off the head of the horn. The winner is the player who was able to shed the horns of the majority of the players. The pedagogical significance of the game: the game contributed to the development of the strength of the muscles of the neck and back, agility; fostering perseverance, courage and determination; teaching the knowledge and skills necessary for the reindeer herder. In this age period, other traditional means of physical education appear among Mansi children - original physical exercises, which made it possible to more selectively develop certain physical qualities, teach various motor actions.

Sliding spear - "Nalya" Only in winter time teenagers and boys of 10-14 years old can play, adult men can also participate. The game takes place on a section of a road or river covered with fresh snow. The number of players is from 2 to 10 people. For the game, a spear is made from a whole pine tree growing in the lowland, near the river. The length of the spear is 1.5 m, the diameter in the nose is 2-3 cm, in the tail is 1.5 cm. The nose of the spear is usually rounded. The spear is carefully sanded and cleaned of irregularities. Before the game, it is lowered 2-3 times into the hole so that an ice crust forms on its surface. The spear is thrown only with mittens. The teams draw two lines across the road at a distance of 30-40 m from one another. Players are located behind their line opposite each other. A player of one of the teams, by lot or agreement, begins to throw a spear towards the opponents. He stands facing the line, takes the spear by the middle and, making a small swing back, sends the spear forward so that, falling flat on the snow, it slides straight forward towards the enemy. The players of the opposing team must stop the spear at their line by stepping on it with their foot. If they manage to do this, they throw the spear in the opposite direction. If they fail to stop the spear, they must retreat back the distance that the spear has slipped beyond their line. The opposite team moves forward at the same distance. Before the game, the participants agree in advance on the boundaries of the playing area, to which the teams must advance in order to win the game. The winner is the team that manages to oust the opponents abroad. The pedagogical significance of the game: the game contributed to the development of the strength of the arms, shoulder girdle, eye; fostering endurance and self-control; taught the knowledge and skills necessary for a hunter.

"Swan Hunters" - "Tyatpaina" Played in the summer on the way to the place of the swan hunt. Young people and adult men participate. The number of players is not limited. Each participant in the game has his own boat (oblas). The goal of the game is to reach a particular place where swans usually live as quickly as possible. This requires excellent knowledge of the terrain, strength, dexterity, endurance, speed, since sometimes the boat has to be dragged along the sand or carried on itself. They start from the same bank of the river or lakes at the same time. After the start, each participant rushes to the goal - a lake, a river where swans live. To do this, he must choose the most acceptable route for him, that is, if he is good at rowing with an oar, then he chooses the path where rivers and lakes are most often found; if he can quickly drag the boat through the sand, then he chooses the path where waterless areas are most often found. The winner is the player who manages to reach the goal the fastest.

The pedagogical significance of the game: the game contributed to the development of endurance, dexterity; education of endurance, independence; training in knowledge and skills of hunting.

Archery for marksmanship - "Pyavsukohoma" Boys of 10-14 years old are playing near houses in summer. Each player has a bow and arrow. The length of the bow is 1.5 m, the diameter is 3 cm. In addition, arrows 60 cm long and 1 cm thick are made. At the end of the arrow there is a thickening in the form of a cylinder with a diameter of 3 cm. A tree with a lush crown (pine, cedar) is chosen for the game. One of the players, by agreement, fires an arrow so that it gets stuck in the branches of a tree. Thus, she becomes a target. Then the next player tries to shoot down the target arrow from the branches with his arrow. If he fails to do this and his arrow gets stuck in the branches, it also becomes a target for the players. The third player is already trying to shoot down two arrows, etc. The player who manages to shoot down at least one arrow gets it in addition to the existing ones. It should be noted that players try to hit the bulge at the end of the arrow, otherwise it may break; however, this is not prohibited by the rules. The winner is the player who manages to be the first to shoot down all the stuck arrows.

Pole vaulting - "Pyam nyatmash khamulkama" Boys from 9 to 12 years old are playing on the banks of the river, on the sand. The number of players is 5-10 people. To play from a Christmas tree, birch, pine, poles are made up to 2 m long, 5-6 cm in diameter. They are thoroughly cleaned of twigs and irregularities. In addition, a line is drawn on the sand from which jumps are made. The player puts the pole on the line, grabs its upper part with his right hand. With his left hand, the player grabs the pole 50-60 cm lower. Then he retreats from the line by 1.5-2 m, tilts the pole at an angle of 50 - 60 ° so that the upper end of the pole rests on the shoulder and, pushing himself off the ground with two legs, pulls himself up on the pole with the help of his hands. In a jump, the player stretches his legs up, trying to fly as far forward as possible. The length of the jump is measured at the point closest to the starting line. Then the next player jumps, and so on. The winner is the player who manages to jump farther than all the other participants in the game.

Playing with whirligig - "Konat" Children from 5 to 9 years old and adults are playing, who in this way try to put children to sleep faster. The number of players is 2-3 people. Play on the floor or on the table. For playing, a disc with a diameter of 4-5 cm and a thickness of 1.5-2 cm is made from any tree. A hole with a diameter of 5-10 mm is drilled in the center of the disc. In addition, a stick is made with a length of 12 cm and a diameter of 5-10 mm. The ends of the stick are sharpened. Then the stick is inserted into the central hole of the disc so that the lower part of the stick is 1.5-2 cm long, and the upper part is 10 cm.A senior spins the whirligig so that the illusion appears that it is standing still, and at the same time says: "Konat! Konat!" ("Sleep sleep!").

Game variant... They can rotate the whirligig by turning it upside down, that is, it should rotate on the longest part of the stick. But this is much more difficult to do.

The pedagogical significance of the game: the game contributed to the development of hand mobility, accuracy of movements; fostering endurance and patience.

"Triple Jump" - "Hamunluhma" The competition takes place in the summer on level grounds. Participants are boys 10-14 years old and often adults. The number of participants is not limited. Before the start of the competition, a line is drawn on the sand, from which jumps are performed. The first player stands as close to the line as possible without stepping on it. Keep your feet together with your toes pointing forward. Bending the knees and moving the arms back, the player jumps forward by quickly extending the knees and simultaneously swinging his arms forward and upward. After that, he must land on one leg and, immediately pushing off with it and bringing the knee of the other leg forward, land on two legs. Then he kicks off with two feet and jumps one last time to land on two feet. After that, one of the participants draws a line at the place of his landing (along the last point of contact relative to the place of take-off). Then the rest of the participants jump in turn. The winner is the participant who manages to jump the farthest.

The pedagogical significance of the game: the game contributed to the development of jumping ability, leg strength, agility, coordination of movements; education of perseverance, courage, determination.

Throwing a lasso on the noses of a sled - "Kanu pyimana vyalkulolkma"

Boys from 5 to 7 years old compete in winter. The number of participants is not limited. Riding sleds (6-7 pcs.) Are installed at a distance of 1 m from each other in one row. Arcana is also required for the game. One of the participants in the competition, from a previously drawn line, performs a lasso throw, trying to grab the noses of the sled with a lasso loop. If the player captures both noses of the sled with a loop, he in this case gets 1 point, if the nose closest to him - 2 points. If he manages to get on the far nose of the sled, he earns 3 points. Then the throws are performed alternately by other participants. The player who manages to score the most points wins.

Game variant... Participants throw arcana on a bet, trying to get on the noses of the second and third sledges.

The pedagogical value of the exercise: the exercise contributed to the development of arm strength, spine flexibility, dexterity; fostering perseverance and courage.

Throwing a lasso on a trochee - "Vyalkulolkma" Boys of 7-13 years old and adults compete in winter. They come to the camp, unharness the deer and begin to compete. Number of participants not Participants of the competition alternately stand sideways to the chorea so that the leg closest to the chorea is at a distance of 50 cm from it. Players unwind only the part of the lasso necessary in length for throwing to the top of the chorea; the rest they press to the ground with the foot closest to the chorea. Then, with a throw of their hand from below through the side, they throw the lasso up so that it hooks a loop on the top of the chorea or covers the top of the chorea.

Variants of the game: 1. The participant throws the arcana from three attempts. 2. Participants throw before hitting, that is, if the participant misses, he continues to throw before hitting. 3. All participants simultaneously stand sideways to the chorea in a circle at a distance of 50 cm from him and alternately perform throws. The winner is the participant who most accurately throws the lasso at the target is limited. To compete, a trochee is stuck in the snow. Each participant has a lasso. traditional mansi culture competition

The pedagogical significance of the game: the game contributed to the development of the strength of the muscles of the neck and back, agility; fostering perseverance, courage and determination; teaching the knowledge and skills necessary for the reindeer herder.

Long Range Archery - "Lukitena Nightuhama"

Boys and adult men. For the competition, a bow is made from the butt of a pine or cedar of an elliptical shape, 1.5 m long and 3 cm in diameter. The bowstring is made from reindeer veins or nylon thread. Arrows are made from the same tree. The length of the arrow is 70 cm, the circumference is 1 cm. Participants stand opposite each other at a distance of 60-100 m and alternately shoot arrows forward and up towards the opponent. If the arrow does not reach the participant standing opposite, he approaches the fallen arrow, and the shooter who fired the arrow retreats back this distance. The participant who picks up the arrow shoots it towards the opponent, trying to force him to retreat back, etc. The winner is the one who manages to push the opponent to a greater distance.

The pedagogical significance of the game: the game contributed to the development of dexterity, accuracy of movement, eye; fostering perseverance, dedication.

Competition in the manufacture of fishing constipation - "Chetyakha" The competition is held in the summer on a flat ground. Boys and adult men participate. The number of participants is 4 people. For the competition, a log 1.5 m long and 50 cm in diameter is specially selected and divided into four parts. In addition, each participant has an ax, a wedge and a log, on which slats for constipation will be made. At the command of the judge, all participants begin to split their parts of the log into slats - "stings". To do this, you need to know the structure of the log (southern or northern side of the trunk, etc.); in addition, a well-honed ax is required. The winner is the participant who makes the "stings" for fishing constipation faster and better.

Game variant. More players participate in the game. The winner is the competitor who has pricked more stings with less waste.

The pedagogical significance of the game: the game contributed to the development of the strength of the legs, arms, dexterity, speed, coordination of movements; fostering perseverance.

Baba "-" Techan "In the summertime, adolescents of 14-15 years old and adults play in forest glades near their homes. The number of participants is not limited. For the competition, so-called" babas "are made in advance - beaters of various shapes (usually from birch, cedar). "Baba" consists of a handle and a block. Weight "Baba" - from 10 to 30 kg. They also make stakes 1 m long, 10-15 cm in diameter, which sharpen at the end. The participant takes a "woman", slightly hammers the stake into the ground; then, at the command of the referee, begins to drive a stake into the ground to the very end. The referee counts the number of strokes it took a participant to drive a stake into the ground. Then the next player enters the fight, etc. The one who manages to score a stake in fewer strokes wins. ...

Game variant. Two teams are competing. Previously, notches are made on the stakes at a certain height, to which it is necessary to drive the stakes. Two players simultaneously hammer the stakes, the next pair of players pulls them out of the ground, then the next player enters the fight, and so on. The winner is the one who manages to hammer the stake in fewer strokes.

The pedagogical significance of the game: the game contributed to the development of strength, agility, endurance; fostering independence and initiative; teaching the knowledge and skills of a reindeer breeder and a fisherman.

Game with rings - "Kusan yukh" Boys and girls played this game in the forest in the summer. The game was attended by 6-8 people. For the game, 5-6 rings with a diameter of 15 cm and a stick (stake) 90 cm long, 2-3 cm thick were made from willow branches about 1 cm thick, for which dead wood branches were used. Each player drove a stake in himself at a distance of 2-3 m from the line of throw. The players stood at the line opposite their stakes, holding all the rings in their hand, and tried to throw them on the stakes one by one. The one who threw more rings on his stake became the winner and was considered the most accurate and dexterous player.

The pedagogical significance of the game: the game contributed to the development of an eye, accuracy of a throw, dexterity; fostering endurance and perseverance.

Disc Play - "Corky Menru Sanram"

They usually played in a pine forest. For the game, discs with a diameter of 16 to 30 cm and a thickness of 1.5-2 cm were cut out of a tree (preferably a young pine). Before the game, they cleared an area 2 m wide, 10-15 m long, and also drew a line on the ground, from which further throws were made. The player stood in front of the line and alternately threw the disc so that it rolled forward as far as possible. Marks were made at the place of the disc's fall (they put a branch, a pebble, etc.). The winner was the player whose disc rolled further.

MOVING GAMES OF THE NORTHERN PEOPLES

Deer and shepherds

All players are deer with attributes imitating antlers on their heads. Two leaders - shepherds - stand on opposite sides of the site, in their handsmaut (cardboard ring or long rope with a loop). Deer players run around in a crowd, and shepherds try to throw a maut over their horns. Horns can imitate twigs that children hold in their hands.

Rules of the game. You need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut/

Deer catching

The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run along the delineated area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.

Rules of the game. Reindeer can only be caught on a signal. The circle is closed when more players are caught. The deer try not to fall into the circle, but they are alreadynothave the right to break out of the circle if it is closed.

Partridges and hunters

All the players are partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. To the signal "Hunters!" all the partridges hide behind the bushes, and the hunters catch them (throw the ball at their feet). To the signal "The hunters are gone!" the game continues: the partridges fly again.

Rules of the game. You can only run away and shoot on a signal. You should only shoot at the legs of those fleeing.

Ice, wind and frost

Playingstand in pairs facing each otherand clapin his hands, saying:

Cold pieces of ice,

Transparent pieces of ice

Sparkle, ring

Ding , ding ...

They clap each word: first with their own hands, then with a friend. Xburstclap your hands and sayding, ding until,until they hear the "Wind!" Ice children scatterin different parties and agree on who will build with whoma circle -a big piece of ice. To the signal "Frost!" suneline up in a circle and hold hands.

rules games ... Those children who winrykh inthe circle turned out to be a larger numberplayers.It is necessary to negotiate quietly about who withby whomwill build a big piece of ice. Those who agree join hands. Movement can only be changed at the "Wind!"or"Frost!". It is advisable to include in the gamedifferentmovements: leaps, light or fast running, side gallop, etc.

Streams and lakes

AND rrockies stand in five to seven columns with the same number of players playing different parts halls are streams. At the signal "Brooks are running!" all run after each other and in different directions (each in his own column). To the signal "Lakes!" players stoppedare,hold hands and make circles -lakes.The winners are those children who build the circle faster.

Rules of the game. You need to run one after another, without leaving your column. A circle can only be built on a signal.

Fishermen and fish

There is a cord in the shape of a circle on the floor -this isnet. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the playground and run into a circle. Children fishermen catch them.

Rules of the game. You can only catch fish children in a circle. Fish should run into the circle (net) and run out of it so that the fishermen do not catch them. Whoever catches more fish is the best fisherman.

Hello, catch up!

Players stand in pairs facing each other in the middle of the court. Then the pairs form two lines, which diverge at a distance of ten large steps from the cord. They get up by the cord - this is at home. Each representative of the first rank goes to visit and gives his right hand to the one with whom he was paired, saying: "Hello!" The host child replies: "Hello!" The guest says: "Catch up!" - and runs into his house, the owner catches up to the line. Children take turns to visit each other.

Rules of the game. You can only greet with your right hand. It is necessary to say "Catch up" outside the line from the partner player. The one who catches up wins. You can go to visit in different ways: it is important, not in a hurry; joyfully, skipping; walk like soldiers in a formation, like clowns in a circus, etc.

Brave guys

Children stand in two or three lines, depending on the area of ​​the room. Two or three presenters are chosen. Each leader in turn asks the children: for example, the first at the first rank, etc. (Children answer.)

- Are you brave guys?

- Brave!

- I'll see how brave you are (slyly, with humor).One, two, tr and (pause).Who is brave?

- I! I!..

- Run!

The first line runs to the opposite side to the line, and the leader catches the fleeing ones. This is how the game is repeated with the next group of children.

P played games. You should only run after the word "Run!", Dodging the leader. It is impossible to catch by the cord.

Sleigh sleds

Two players run and jump over sledges placed at a distance of 1 m. Sleds are 1 m long, 30-40 cm wide, 20 cm high. They can be made of cardboard. The winner is the one who comes running faster and does not touch the sledges.Rules of the game. It is necessary to run from line to line at the signal "Run!". First, they put two sleds (sledges), then two more can be added.

Hitting the deer

The group of players is inside the outlined circle. Three shepherds are selected, they are deer around the circle. At the signal "One, two, three - start the beat!" the shepherds take turns throwing the ball at the deer. A deer hit by a ball is considered caught, beaten off from the herd. Each shepherd beats five or six times. Then he counts the captured reindeer.

Rules of the game. You can only throw the ball at your feet and only on a signal. It is necessary to shoot from a place at a moving target.

Polar owl and euraska

A snowy owl is in the corner of a playground or room. The rest of the players are the girls.

Under the quiet rhythmic beats of a small tambourine, the eurasian girls run on the site, when the tambourine is struck loudly, the eurasian girls become a column, do not move. The polar owl flies around the eurashka and the one who moves or does not stand in a column, takes away with him. At the end of the game (after three or four repetitions), those players who have distinguished themselves with greater endurance are noted.

Rules of the game ... Loud bangs should not sound for a long time. Children need to react quickly to changing blows.

Snowshoe running

The players are divided into two teams and stand behind the line. Each team has one pair of snowshoes.

At the signal of the educator (wave of the flag), the leaders of each team in snowshoes run to the flags set in advance on the opposite side of the site, each goes around his own flag and runs back, gives the snowshoes to the next team player. The winner is the team that finishes the run earlier.

Rules of the game ... The game is played on the basis of a relay race. You can only transfer snowshoes outside the line. Going around the flag, you must not touch it.

Reindeer teams

The players stand along the wall of the room or along one of the sides of the playground in twos (one depicts a harnessed deer, the other a musher). At the signal, the teams run one after another, overcoming obstacles: they go around the snowdrifts, jump over a log, cross the stream on the bridge. Having reached the camp (to the opposite side of the room or site), mushers let their reindeer go for a walk. At the signal "Deer are far away, catch your deer!" each musher player catches his pair.

Rules of the game ... Overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has bitten him.

Option. Two or three reindeer teams stand along the line. There are flags at the opposite end of the site. At a signal (clap, hitting a tambourine), reindeer teams run to the flag. Whose team is the first to reach the flag, she wins. Similarly, you can play the game "Dog Sleds". This species is typical for the coastal Chukchi.

Vazhenka and calves

Several circles are drawn on the site. Each of them contains a vazhenka and two deer. The wolf sits behind a hill (at the other end of the site).

To the words of the presenter:

An important woman wanders in the tundra,

With her - fawn,

Explains to everyone

Anything that is not clear ...

Stomp through the puddles

Fawns are small.

Listening patiently

Mom's instructions -

the playing deer run freely on the tundra, bend over, eat grass, drink water. To the words "The wolf is coming!" fawns and deer run away to their houses (circles). The wolf takes the caught fawn with it.

Rules of the game ... Perform movements in accordance with the text. The wolf begins to catch only on a signal and only outside the house.

To a new camp

AND the singers become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after the other. The host says: "The reindeer herders are moving to new camps." After these words, everyone runs along the edge of the site, while the mushers, urging on the reindeer, emit a sound characteristic of tundra reindeer breedersahh-ahh. Stopped by a signal from the master. During the movement, the teams make a halt. Mushers let go of the deer, which run scatteringly. At the signal "Team!" everyone should line up in the same sequence.

Rules of the game ... It is necessary to start movements in accordance with the signal. The toboggan train must move in an orderly manner (sledges must not overtake each other). The order remains after the halt.

Tug of war

A line is drawn on the site. The players are divided into two teams and stand on both sides of the line, holding a rope in their hands. At the signal of the driver "One, two, three - start!" each team tries to win the opponent over to its side. Whose team is able to do this is considered the winner, she is handed souvenirs, as at a holiday of reindeer herders.

Rules of the game ... A tug-of-war can only be started on a signal. The team that stepped over the line is considered defeated.

Wolf and deer

The wolf is chosen from among the players, the rest are deer. At one end of the site, a place for a wolf is outlined. Deer graze at the opposite end of the site. At the signal "Wolf!" the wolf wakes up, leaves the den, at first walks around the herd with a wide step, then gradually narrows the circle. At the signal (growl of the wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. The wolf takes the caught one to itself.

Rules of the game ... You can only run out of the circle on a signal. Whoever gets caught must follow the wolf.

White shaman

The players walk in circles and perform different movements. In the center of the circle is the driver. This is a white shaman - good person... He kneels down and beats the tambourine, then goes up to one of the players and gives him the tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.Rules of the game ... If the recipient of the tambourine repeats the rhythm incorrectly, he leaves the game.

The sun

The players stand in a circle. Choose the sun. The sun walks in a circle and, pointing at each in turn, counts:

Nyan-nyan (bread),

Keji-kezhi (knife).

Those that the driving-sun namedkezhi, leave the circle, stand up in pairs and join hands, others -nanny-nanny - join hands and stay in place, also in pairs. Two groups of couples are formed: nanny-nanny and kezhi-kezhi. The couples of each group come up with different shapes.

Rules of the game ... The pairs that come up with the most interesting pieces win.

Fishermen

The players stand in a circle. They are fishermen. The driver shows them the movements of the fishermen: they pull the nets, take out the fish, mend the nets, row with oars.

Rules of the game ... Whoever of the players repeats the movements incorrectly, he leaves the game.

Ice sticks (Syuls)

Each player chooses a stick for himself, which should be higher than his height. Several sticks are doused with water in advance and kept in the cold until they freeze up. The player takes the syuls in his right hand and stands sideways forward, bends his left hand at the elbow, and puts his right hand behind his back, passing the stick under the bent elbow of his left hand, and throws it strongly.

Rules of the game ... Syuli should only fly in the forward direction. The winner is the one who throws the wand further. If the stick flies to the side, then the player is out of the game.

Triple jump

A line is drawn in the snow, the players follow it. In turn, they jump from the line forward: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins.

Rules of the game ... You need to start jumping from the line. You can only jump in this way.

IN
options.
The game is carried out with the distribution of children by links. Each link includes from two to four people. All children of one link go to the line at the same time. At the signal, they all start jumping together. The link wins, the participants of which jump further.

The game can also be organized in such a way that children from different teams compete in jumps at the same time. In this case, they calculate how many first, second, third, etc. places were taken by the participants of each link.

Wolf hunt

The hunter stands 4-5 m from the wolf (a figure cut out of plywood or cardboard). He must hit the running wolf with the ball. Two players hold the piece by the strings and move it to the left and then to the right.

Rules of the game ... Throw the ball at the wolf from a given distance.

Deer breeder

A deer figure is placed on the side on the platform. Reindeer herders stand in a line facing the deer at a distance of 3-4 m from it. One by one, they throw a ball at the deer, trying to hit him. For each successful shot, the reindeer herder receives a flag. The winner is the one who hits the deer the most times.

Rules of the game ... You can only throw the ball from a conditional distance.

Partridge hunting

Children represent partridges. They are located on the side of the site - the tundra, where there are aids that you can climb on (towers, benches, walls, etc.). On the opposite side of the site are three or four hunters.

Partridges fly, jump on the tundra. At the signal of the driver "Hunters!" they fly away (run away) and sit on branches (climb hills). The hunters try to hit the partridges with the ball. The caught partridges move aside and drop out of the game for a while. After two or three repetitions of the game, other hunters are selected, the game is resumed.

Rules of the game ... Partridges fly away only on signal. Hunters start catching partridges also only after this signal. You can shoot the ball only in the legs.

Nanai wrestling

Play in pairs on a mat or carpet. The players take each other by the shoulders and fight, trying to put the opponent on his back. The winner is the one who has reached the goal, laid the enemy on his shoulder blades.

Rules of the game ... You can only fight on a mat or carpet, without leaving it. Rude actions should not be allowed.

Stick wrestling

A line is drawn. Two players sit on either side of the line, facing each other. Holding on to the stick with both hands and resting their feet on the feet of the other, they begin to pull each other. The winner is the one who pulls the opponent over the line.

Rules of the game ... You should start pulling the stick at the same time at the signal. While pulling the stick, you must not change the position of the feet.

Hurry up to catch!

On the playground there are two equal groups of participants: girls and boys. The presenter throws the ball up. If the girls catch the ball, they start tossing the ball to each other so that the boys do not take possession of the ball, and, conversely, if the boys get the ball, they try not to give it to the girls. The team that can keep the ball longer wins.

Rules of the game ... Passing the ball, you cannot touch the player's hands and hold the ball in your hands for a long time.

Sun (Heiro)

The players stand in a circle, hold hands, walk in a circle with an attached step, their hands make uniform waves forward - backward and speak at each stepheiro. Leading - the sun is squatting in the middle of the circle. Players scatter when the sun rises and straightens up (arms out to the sides)

Rules of the game. All players must dodge the sun as it turns. On the signal "One, two, three - run quickly into the circle!" those who were not touched by the presenter return to the circle.

Musher and dogs.

On opposite edges of the site, two cords are laid in parallel. The players stand near them, three people at a time, and join hands. Two of them are dogs, the third is a musher. The musher takes the hands of the dogs in front of him. Children in threes at the signal "Let's go!" run towards each other from one end of the cord to the other.

Rules of the game: You can only run on a signal. Only the top three wins, which will reach the line faster. You can invite the players to overcome various obstacles.

HUNT AND MANSY SPORTS GAMES

The whole way of life of the Khanty or Mansi family was determined by the main occupation of the father - hunting, fishing and reindeer herding. One of the main means of raising children is play, it reflects reality. The games of Khanty and Mansi children are aimed at understanding the surrounding reality, mastering customs, traditions and rituals. And also to master the skills and abilities necessary for life. Traditional games of children not only develop the child's mind, but also temper him morally and physically, strengthen his health. Games for children reveal the beauty and richness of nature, foster respect for forests, water bodies, living beings. Children play mainly in the forest. The game almost always imitates the fishing and household activities of adults. First of all, this is archery at the target. For the game of hunters, old traps, traps, cherkans, small slopes, and loops are also used. These games are aimed at developing physical qualities.

Younger children play hide and seek. In winter, children dig tunnels and hide in them. Such games develop dexterity, resourcefulness, quick reaction. They jump over oblas, sledges, and also with a pole in height. Children took part in competitions with adults: in cross-country skiing, high-speed riding on oblas, different types wrestling, tug of rope or stick, archery and rifle.

Archery

A tree with a wide crown (pine). One of the players shot at the crown of the tree so that the arrow would get stuck in the branches. After that, the participants in the game took turns trying to shoot down this arrow to the ground with shots. The first player to shoot down the arrow wins.
The game developed the strength of hands, dexterity, eyes, brought up endurance and perseverance.

Jumping on one leg

All participants stood on the line and start, took the starting position - standing on one leg. At the command of the judge, the players began to jump, trying to cover the distance as soon as possible. Whoever managed to do it first became the winner. Changing legs while jumping was prohibited.
The game contributed to the development of jumping ability, jumping endurance, agility.

Jumping on two legs

Starting position - standing, feet shoulder-width apart. At the command of the judges, they began jumping, pushing off with two legs and landing on two legs, standing shoulder-width apart. The player who reached the finish line first became the winner. Jumping ability, strength of legs and back, speed, agility.

Hare footprints

In the summer - on the sand, in the winter - in the snow.
Before playing in the snow, walk on the sand, they made marks indicating the tracks of a hare, the distance between which depended on the gender, age and physical fitness of the players.
One of the players got into the first "hare's footprint", i.e. took the starting position - standing, legs apart. Then he, having pushed off with two feet, had to land exactly on the next track, but on one foot, then he had to push off with this foot and land on both feet in the next track, etc. The winner was the one who most accurately jumped on the "hare" tracks.
Often this game was complicated: the distance between the tracks was increased, they were entangled by changing direction, etc. The game contributed to the development of leg strength, jumping ability, coordination of movements, agility.

Playing with the rings - Kusang yuh

Number of players - 6-8 people. For the game, each of its participants made 5-6 rings with a diameter of 15 cm and a stick-stake 90 cm long, 2-3 cm thick from willow branches about 1 cm thick (dead wood branches were used for it). The players drove in their stakes at a distance of 2-3 m from the general line of the throw.
Then they stood at the line opposite their stakes, holding rings in their hands, and began to throw them one by one on the stakes. Whoever threw more rings on his stake became the winner and was considered the most accurate and dexterous player. The game developed the eye, the accuracy of the throw, and dexterity.

Wrestling "Hon" (Yamgort)

Two teams. They chose the most dexterous and strongest, who was called the hon.
The fighters broke up in pairs and stood opposite each other. The youngest and weakest began to fight first. To defeat an opponent, it was necessary to seal him with his back to the ground. The one who won the fight received one point. Further, the next couples fought in the same way, and in the last place - the "princes". At the end, points were calculated. During the struggle, it was forbidden to put footboards.

"Hon-iki" (Ovgort variant of wrestling)

The prince did not participate, but monitored the observance of the rules of the struggle. The youngest competed first. The winner of the first pair then wrestled with the winner of the second pair, and so on. to the last fighter. If he lost to the winner from the second pair, then the wrestler from his own team, from the second pair, entered the fight, i.e. in this variant, one wrestler could defeat the entire enemy team.
Wanzevatsky variant of the fight

Before the competition "prince" - "hone". Two teams. One of the fighters addressed the prince with the words: Hon nyan vohs, hon sul vohs (the prince asked for bread, the prince asked for salt). "The prince answers:" Nyan vuya, sul vuya "(Take bread, take salt). After that, the struggle began. The rules were as follows: we wrestled in hunting belts, it was possible to use footboards and throws. The goal of the duel is to knock the opponent to the ground so that he touches it with his shoulder blades.

"Kolm" (Vakhovian Khanty)

There are two parallel lines at a distance of 10 meters. The players were divided into two teams. The fighters stood in pairs between these lines. At the command of the referee, the rivals converged and began to fight: each tried to grab his partner, lift and move or drag him beyond his line. The team that pulled more players to their side won.
Surgut Khanty variant

Five strong men were selected before the competition.
With these five wrestlers, all the participants in the bear games took turns in the fight. In case of defeat of any of the strong five (except the strongest), he was eliminated from the game. During the struggle, it was allowed to use any techniques (even painful ones). The goal of this competition is to defeat the strongest fighter.

Wrestling with legs lying on the back (Surgut, Kazym Khanty)
The rivals lay down on their backs side by side with their heads in different directions, grabbing each other with touching elbows, clasped their fingers on the pile. Each lifted one leg up on the side closest to the opponent and a leg hold was performed. The other leg was supposed to lie directly on the ground (on the floor). During the struggle, the opponents tried to turn each other over with their straightened legs. In this case, it was forbidden to disengage the fingers.
Another variant

They also lay down, grabbed each other with their hands, and stretched the other hand along the body. Then they linked the legs raised up as in the previous version, with the second leg resting their heels on the floor (ground). On command, the rivals tried to turn each other over their heads.

Tug of a stick "Talty yukh"
Two players sat on the floor or ground opposite each other and, stretching their legs forward, rested their feet against each other, and took hold of the stick with their hands. At the command of the referee, the players began to pull the stick towards themselves, trying to tear the opponent off the ground (floor). At the same time, it was impossible to bend the knees. If one of the players could not stand the fight and unhooked his fingers, then he was considered defeated. The winner competed with the next player. The competition continued until the winner was identified among all its participants.
Kazym option: collective game

A line was drawn between the players holding the stick. The rest of the players lined up behind them, hugging each other around the waist. At the signal from the referees, the teams began the competition, the purpose of which was to pull the player in front of the line to their side.
Rope pulling (Surgut version)

For the game, a rope 1.5 - 2 meters long, 2-3 cm thick was used.
Opponents, sitting on the floor (ground), rested against each other with the feet of their straightened legs. Each of them wound a rope around one hand. On command, they began to pull the rope so as to tear the opponent off the floor (ground). Throwing an opponent over oneself was considered a brilliant victory. The next player sat down to compete with the winner.
In another variant, one player competed with two or three players at once.

"Talty Kel" (Kazym Khanty)

Two players sat on the ground (floor) and rested against each other with the feet of straight legs. The rest of the players sat down behind them on their knees one after the other. Then all players of both commanders grabbed the rope. At the signal, the players began to pull the rope towards themselves. The competition continued until one of the seated players in front stood up, pulling the others along with them.
Wakhovo variant:

Two players stood opposite each other, rested one foot on the bar puddling between them, and grabbed the rope with their hands. At the command of the elder or one of the rivals, the players began to pull the rope towards themselves, trying to pull each other to their side. The winner competed with the next player. The best was the one who outweighed the largest number of players.

Another variant:

Two players against two. The first one wound the rope around his arm, and the second threw it over his shoulder.

"Otter" (Kazym) - pulling the belt worn around the neck

The two rivals got up on all fours opposite each other. They put a belt around their necks and tried to move each other.

Another option: (Kazym)

For the game, they took a belt from a reindeer team 2 meters long. Two players sat down and rested against each other with the feet of their straightened legs, put on a belt around their neck and, on command, began to pull the belt towards themselves, trying to tear the opponent off the ground (floor). If it was possible to do this, another player sat down in the place of the defeated one. The winner was the one who took turns out of all the participants in the game.

The next option:

They got up on all fours opposite each other and tried to pull the opponent over the line drawn between them.

Finger dragging

Board 1.5-2 meters long, 3-40 cm wide, 2-3 cm thick.
Two players sat opposite each other, resting their feet on the board with their straightened legs and interlocking with their thumbs. On command, they began to pull at each other so that the opponent lifted off the floor (ground). If one of the players could not stand it and unhooked his finger, he was considered defeated. Then the winner competed with the next participant in the game. (You can alternate with all your fingers)

Another option (Kazym)

Rope loop 50-70 cm long.
Two players sat down and rested against each other with straight legs, foot to foot. Then they grabbed the rope loop, pulled it and, upon a signal, began to pull the loop towards themselves, trying to lift the opponent off the floor (ground). The player who released the loop lost, and the next player competed with the winner.

"Larynschup" - "Yula", "Tuhlan larynschup" - "Flying turntable"
These games are made like a bow drill or crossbow. These are traditional fishing tools of the Khanty people, only in a reduced form, like all toys of the Northern children. Playing with a variety of wind toys, the child developed the muscles of his fingers, ingenuity, and skills of traditional fishing.
The game of Yulu was played on a flat surface - on a table or on the floor. The number of players is arbitrary. The task of the game is to rotate the whirligig to move the whirligig along the lying needle - back and forth - or to move in a zigzag fashion. The winner was the one who moved the most

"Numsty yuntupset" - puzzles
Since ancient times, the Khanty have led a nomadic lifestyle, therefore, moving from place to place, they are forced to leave their buildings: huts, storage sheds, locks, etc. In order to prevent forest animals from stirring up the camp, the owners closed their buildings with a castle. In ancient times, the Khanty did not have factory castles, so men invented their own castles. They have survived to this day as puzzles "From six sticks" - "Hot yuhup yuntups" and a puzzle "From nine sticks" - "Yartyants yuhup yuntups", which must be assembled so that they take the shape of a cube and do not crumble.

"Blowing catch tyn yukh" - "A stick worth five horses"
There is a legend about how an old hunter made a puzzling riddle from a stick with rings to a Russian merchant who came to the market to exchange his goods for furs. The merchant had been solving the puzzle for three days, but he could not solve it. Coming to the hunter, the merchant asked him to reveal the secret of this puzzle. The old hunter agreed to reveal the secret, but only in exchange for five horses. The merchant gave him five horses, and since then this puzzle is called "A stick worth five horses." The task of this puzzle is to overtake the rings to the other side through the central knot without undoing the extreme knots.

Stick game "Shchel"
The game "crack" is designed for people of different ages. Both children (from 2-3 years old) and adults can play it. There are several variations of this game that shape certain abilities.
For the smallest 2 versions of the "Swan".

Game "Torekh" - Crane. (Surgut Khanty)
The number of players is from 2 to 6 people. The sticks are laid out in the form of a bird - a crane (swan). 3 sticks - head, 2 sticks - body, 5 sticks - wings, 3 sticks - legs, 4 sticks - tail. The players sit with their backs to the laid out figure, the presenter removes the stick from any part of the "swan" and asks the players the question: “I removed 1 stick from the head (from the neck, from the tail, from the body, etc.), how many sticks are left there ? ".

Skill game
Several children take turns playing it. The child, for whom the game is currently playing, puts all the sticks on his palm, then by moving his hand from the bottom up, he throws them up, for the period of time while the sticks are in the air, the player must turn his hand with the back side up and catch the sticks with this side of the hand. Then, with a movement from the bottom up, the sticks are thrown up again, but already from the back of the hand, the hand turns over again, and the child must catch them in the palm. If the player catches an odd number of sticks, then he takes one for himself and the move remains for him. If there is an even number in the palm, the move goes to another. The goal of the game is to find out which of the players will collect the most sticks. When the last stick remains at the beginning, the child, following the course of the game, must lose from it in the same way as described earlier.
Then the nature of the game changes. Alternately, the stick is placed on two adjacent fingers. After that, it is thrown up and caught between the same fingers. Thumb and forefinger are played initially, then forefinger and middle, etc. If the child has coped with this task, then he must do the same in the opposite direction. First, the pinky and ring fingers play, then the ring and middle fingers, etc. The cycle of the one-stick phase of the game must be carried out from start to finish. As a rule, few people manage to fulfill the requirement of the game described above the first time. Then the course of the game goes to the next player.

A game of "slit" for caution
It is also played by several children in turn. One of the players takes all the sticks in his hand, puts them vertically on some base. The lower part of the beam is slightly pushed apart, a plague-shaped figure is obtained. After that, the leading player abruptly unclenches his hand, the sticks fall one on top of the other in disorder. The child, following the course of the game, must, very carefully, from this heap, draw out one stick, but so as not to disturb the rest. Other children are watching him closely. If the player managed to comply with the rules of the game, then the move remains with him. If any stick, except for the one drawn by the player, was disturbed, then the course of the game goes to another. The ultimate goal of the game is to collect the maximum number of sticks.
The game of “chick” for caution and the game of “chick” for dexterity have the same ending. Each player has accumulated a certain number of sticks. According to tradition, their number is not counted, however, there is a way to identify the most dexterous or cautious. This is done in the following way. Each player in turn puts one stick on the playing area, thus forming a plague figure. When one of the players runs out of sticks, the other players count the remaining sticks. Then, depending on their number, the corresponding number of clicks is put to the loser.

Functions and purpose of the game "crack"
One of the functions of the game is symbolic. So, in the game "slit" it is required to report the sticks in pairs. In this case, the pair and the singularity have different sign values. Paired number of sticks - the player stops playing. That is, pairing means sufficiency, completeness, wholeness. Unpaired number of sticks - firstly, the player gains an additional point (stick), and secondly, he can continue the game. Thus, unpairedness is assigned a meaning - profit, wealth, and also incompleteness.
The second function of the game is the development of fine motor skills of hands, fingers, and their dexterity. In the traditional culture of the Khanty, it was necessary to master different types fishing. (For girls - weaving from beads, sewing. For boys - embossing from birch bark, cutting ornaments on wood and planing.). In addition, the development of fine motor skills in children affects the development of their thinking and cognitive processes in the future.
The third function of play is to develop a sense of grouping objects and determining their number. Sorting the playing sticks, on the one hand, in pairs, and on the other, one at a time, forms the ability to distinguish between the even and odd composition of a number. When making the so-called "plague", each player withdraws from himself the same number of sticks, laying them out one by one on the "construction" of the plague. In addition to the loser (or losers), others have some remaining sticks. They compare them. Thus, they learn to measure the remainder of an equal amount and evaluate who has more - less.
Traditional sports games of Khanty children not only develop the child's mind, but also temper him morally and physically, and strengthen his health.