Summer outdoor games for children. Outdoor games for children of senior preschool age in the fresh air in the summer Children's games in the fresh air in the summer

Every mother wants to see her baby become a smart and successful person in the future. However, this requires a lot of effort. And you need to start working with the baby from a very early age. An excellent element of teaching and raising a child is outdoor games. fresh air. I would like to talk about this in this article.

For the youngest (2-3 year olds)

One should not think that a child who has only recently learned to walk does not need a wide variety of games. Quite the contrary, the more the baby plays, the sooner he will develop not only mentally, but also physically. The first block of games provided below is intended for children one and a half to three years old.

Hen and chicks

When considering outdoor games in the fresh air, you should definitely pay attention to a rather simple but interesting game for two-year-old children, which is called “Hen and Chicks.” To organize it you will need one adult and several children (from two kids or more). An adult (mother chicken) stands in the center of the area or circle and begins to call the baby chickens:

Where-where, where-where,

All the chickens, all here!

Come under my wing quickly!

Where has everyone gone?!

Under these words, the kids should run to their mother chicken. You can continue playing like this until the kids get tired of it. For more interest, you can put pre-prepared masks on the children and the mother chicken.

Scarf and ball

What other outdoor games are there for two-year-olds? So, for the next game you will need some props: a ball and a fairly large scarf. The mother places the ball on the scarf and lifts it together with the child (the mother holds two corners and the baby holds two corners). Next, you need to shake the handkerchief so that the ball jumps as high as possible. The baby's task is to run after the ball and bring it back. You can play until the little one gets bored.

Round dance

We next consider outdoor games. A child’s 3 years is a time when the baby already understands everything and happily plays everything that is offered to him. And it’s worth saying that at this age children really enjoy various group fun activities. Why not have a round dance with the guys? To do this, all the children and the adult leader take their hands and begin to walk in a circle. At the same time, the presenter says:

We walk, we walk, we dance in a circle

For once: sit down

On two: stood up

On three: bent over

On four: turned

At five: let's go single file

At six: become a circle

At seven we will meow

At eight o'clock we'll crow

At nine: let's run

At ten: let's lie down!

If it's summer, on the count of ten, children can simply sit or fall on the grass. The counting table can be changed at your discretion. The main thing is that the children repeat what the presenter says.

Baby crocodile

What other outdoor games will appeal to the youngest children? So, you can play “Children’s Crocodile”. To do this, the adult must ask the kids simple riddles, and the children must show the answer. Example: mustache-striped, meows, loves fish (cat). The child should say “meow” and perhaps show some kind of cat-like movement. And so on. By the way, it will be more interesting if an adult chooses riddles in rhymed form; kids really like rhymes.

For children of middle kindergarten age

The older the child gets, the more challenging games he will be interested. A 4-year-old child will no longer be particularly interested in running under his mother hen’s wing. In this case, outdoor games for children will be somewhat different than those listed above.

frogs

This is quite an exciting game that is suitable for 4-5 summer kids. To do this, you need to choose a leader from the crowd of children (who, however, will change periodically). The leader stands in front of the entire group of children. His task is to transfer the kids from one swamp to another. To do this, the child will jump. However, each jump must be different from the previous one. First, you can jump with your hands on your belt, then keep your hands along your body. The third time - touching your hands to the floor. And so on, as far as the child’s imagination goes. The children must repeat all the movements after the leader. When the toads get to another swamp, everyone must say “Kwa-kwa” together. Now the leader changes, and the children return back in the same way. The leader becomes the one who, in the opinion of the teacher or adult observer, performed the movements best.

Ball games

When choosing outdoor games for children, it is worth remembering that some of them will require props. Now I would like to tell you what games you can play with a four-year-old child if you have a ball:

  1. For accuracy. A box is placed a couple of meters away from the child, into which the child must hit the ball. If a child gets in, he needs to be encouraged. If not, punish (for example, force him to sit down a couple of times). You can play as a couple with a child, or with a crowd of kids who will simply take turns throwing a ball into a box, competing with each other.
  2. Edible - inedible. You need to stand opposite the baby and, throwing him a ball, name the object. If it is edible, the baby should catch the ball. If it's inedible, cut it off.
  3. Football. You can even play together with your child, simply passing a ball to each other. Children really like it, the game can drag on for a long time.

Competition

What kind of outdoor games are there in kindergarten? So, why not play a sports competition? Moreover, organizing them is quite simple. To do this, you need to draw a straight line on the asphalt with chalk. Children must jump along it in one direction on one leg, and back on the other. The winner is the one who never puts his raised foot on the asphalt.

Kvach

What other outdoor games are there? A child’s 4th birthday is the time when the child is already sufficiently developed for various physical activities. Well, it’s no secret to anyone that at this age kids love to run. A great game for them called “Kwach”. You need to choose one child who will catch up with the rest. When the leader catches up with a certain kid, he must touch him and say: “You are a kvach!”, which means that the leader has changed. You can play like this almost indefinitely, until the kids themselves get tired of it.

Games for older kindergarten age

With age, children's outdoor games become more complex. And for 5-6 year old children they will be even more difficult than for children of the previous age period. However, at this age you can already play almost anything with kids: children are well prepared physically, and their mental development allows them to fulfill the conditions of almost any outdoor game.

"Two Frosts"

Children love all seasons equally. Therefore, it’s good to play so-called winter outdoor games with them in the summer (i.e., those games where you can remember winter). For this fun you need to choose two hosts: Frost - the Red Nose, and Frost - the Blue Nose. They stand in the center of the site. The goal of the other children is to run from one side to the other without the Frosts touching them. Anyone touched by Frost remains in place and is considered frozen. In this case, the child should spread his arms to prevent other children from running over to the other side. You can play until an hour until there is only one player left, who will be considered the winner.

Brook

When looking at outdoor games for children, why not remember such fun as “Stream”. To do this, the children are divided into pairs. Couples should stand behind each other, holding hands and raising them up. A corridor is formed along which the leader will run. His goal: to take the hand of a friend he likes and stand with him at the beginning of the stream. Now the freed player becomes the leader. The game can continue for so long until the kids get bored.

Marine figure

What outdoor games can you play in kindergarten? So, why not play Sea Piece? To do this, a presenter is selected who will pronounce the following words to the crowd of children:

The sea is agitated - time!

The sea is worried - two!

The sea is worried - three!

Marine figure, freeze in place!

At the same time, all children should freeze in the form of sea inhabitants: animal plants. Whoever laughs at this is eliminated from the game. If desired, the phrase “ naval figure" can be changed to the phrase "forest figure", etc.

Hide and seek

What kind of games are there on the street (active, fun)? Why not play the familiar hide-and-seek game around? Moreover, children really like this fun. Everything is simple here: the presenter closes his eyes, recites a certain counting rhyme (for example: 1-2-3-4-5, I’m going to look! Whoever didn’t hide is not my fault!). At this time, all the children are hiding. Whoever the presenter found last won.

Magic word

What kind of outdoor games can you come up with in a group? Why not play magic word? To do this, the children stand in a circle, and the leader is in the center. He must give commands to the players. For example: “Everyone stood on one leg!” or “everyone closed their eyes!” If the presenter says the magic word “please”, this command must be carried out. If the magic word does not follow, there is no need to execute the command. Those who still listened to the presenter, without hearing the magic word, are eliminated from the game.

"Little Red Riding Hood, White Feather"

Why not remember children's outdoor games that have existed for a long time? So, at all times, children loved to play “Little Red Riding Hood, White Feather.” For this game, children are divided into two identical teams. Each team lines up and uses their hands to form a strong chain. Now the captain must shout to the opposing team: “Little red riding hood, white feather! I call (child’s name) and no one else!” In this case, the goal of the called player is to break the chain from the hands of the enemy team with a running start. If this is successful, he takes one person to his team. If not, the losing team loses its turn. The group of children with the most children at the end of the game wins.

Colors

What other outdoor games are there? Children can play Colors. To do this, you need to choose one leader. He will have to say the following phrase: “Everyone must touch yellow color! In this case, the children must touch the yellow object that is nearby. It could be a decorated wheel on the playground, a friend’s jacket, a flower. Those who fail to complete the task are eliminated. Next, the presenter names the next color. The game continues until all the colors are mixed.

Caught a fish

We look further at outdoor games (5 years old children). Kids can play a game called “Catch a Fish.” Three players join hands, forming a net. Their goal: to catch fish (other players) in a net. The caught fish becomes part of the net and helps to catch the rest. And so on until the last player.

Broken phone

A very fun game for kids - broken phone. The kids stand in a row. The first of them whispers a certain word in the ear of the nearest player. He then relays what he heard. The result that the last player will give will be very interesting. It is unlikely to coincide with the word that the first player whispered into the ear of his neighbor.

Day Night

We next consider children's outdoor games (6 years old children). At this age you can play the game “Day-Night”. For this purpose, a leader is selected - Owl. All the other kids are field mice. When the teacher says “Day,” the children run and frolic. When the word “Night” is pronounced, the kids should freeze in one place. This is where the Owl (who sleeps during the day) comes into play. Her goal: to walk between the players and see who laughs or moves. The person found is eliminated from the game and is located next to the Owl's nest. It’s interesting, but behind the Owl’s back, when she can’t see, the kids like to deliberately move and even make faces.

Catch and guess

This is a very interesting outdoor game for kids. Here you need to choose one driver who needs to be blindfolded. Its goal is to catch the player and guess by feeling who he caught. If the driver guesses correctly, he is replaced by the caught person. If not, the game continues.

Snow fight

This is a fun activity game that can be played in a group. kindergarten. To do this, you must first prepare snowballs from paper. The more there are, the better. Next, the children are divided into two teams. The teacher gives the command: “Fight!” At this time, the kids must throw the clods to the side where the other team is located. Those with fewer snow balls win.

Jumpers

For this game you need to choose one driver, who stands in the center of the circle formed by other players. Required equipment: jump rope. The leader squats and begins to spin the rope in a circle near the floor. Players must jump over it. Whoever gets caught is out of the game. Each round increases in complexity: the height of the skipping rope rotated by the leader increases.

Children's games outside are one of the most useful pastimes. They help improve the child’s health and positive mood. Also, since many of these games are team games, they develop healthy collectivism in children, a willingness to come to the aid of others and, if necessary, subordinate their desires to common interests. These qualities will be very useful to them in adulthood.
Scientists have proven that children's play outside, physical activity and fun in movement activate brain development and, in particular, the growth of connections between neurons. The flow of information between cells increases, thinking improves. In addition, being in the fresh air, the child, by running and jumping, increases the supply of oxygen to the brain, which can be compared to fuel for our body.
These games can be played almost anywhere. In the courtyard of a multi-storey building, where there is gaming complexes for children, in the park, at the school stadium, wasteland, during a picnic. In the latter case, adults can also participate in the games along with children.
There are a great many varieties of children's games on the street.

PASS THE BALL

They choose the driver. All other players stand in such a way that a circle is formed. The distance from one player to another should be no more than one step.
The driver is behind the circle. One of the players is given a volleyball. The players pass the ball to each other. The driver, running in a circle, tries to touch the ball with his hand. If he succeeds, he stands in a circle, and the one who had the dirty ball in his hands drives.

The winners are those participants who have never been a driver or who have been in this role less than others. The role of the first driver is not taken into account when calculating the game results.

Rule: It is not allowed to drop the ball or throw it over one or more players. In such cases, the player who made the mistake becomes the driver.

To complicate the game, you can arrange the children in a circle at a distance of arms outstretched to the sides. Then the ball is not passed, but thrown. The driver can touch the ball both in the hands of the players and on the fly. If the driver touches the ball on the fly, then the one who last threw the ball goes to drive.

SNAKE

Children take each other's hands to form a chain.

One of the children is chosen as the leader. He should be at the beginning of the chain. At the teacher’s sign, the leader runs, dragging all the participants in the game with him, describes various figures as he runs: in a circle, around trees, making sharp turns, jumping over obstacles, moves the chain like a snake, twisting it around the end player, then develops it. The snake stops and spins around the leader.

Rules:

1. The players must hold each other’s hands tightly so that the snake does not break.

2. It is necessary to accurately repeat the movements of the leader.

3. The leader is not allowed to run fast.

You can play snake at any time of the year on a spacious area, lawn, or forest edge. The more players there are, the more fun the game is. To make it lively, it is necessary to teach children to come up with interesting situations.

For example, the leader says the name of the last player, the named child and the one standing next to him stop, raise their hands, and the leader guides the snake through the gate.

You can run away at the leader’s signal, then quickly restore the snake.

BEES

All players, except the three drivers, stand behind the conventional line.

A jumping stand is placed 15-20 m ahead, which acts as a Christmas tree. Behind the counter there are three drivers, the so-called bees.

Having learned the verses, the players come forward from behind the line, raising their knees high with the words:

“We went out to the forest lawn, raising our legs higher, through bushes and hummocks, through branches and stumps. Those who walked so high did not stumble or fall.”

Having spoken the words, they stop near the tree;

“Look - the hollow of a tall tree (they show by raising their legs and standing on their toes, like a tall tree). The angry bees are flying out!”

The “bees” begin to circle around the tree and, imitating flight with the movements of their hands, bent at the elbows, say: “J-z-z, we are biting bees.”

The rest of the players say: “We can’t catch up with the fleet-footed ones, we’re not afraid of a swarm of bees, we’ll run home now.”

After the last word is said, they run over the line, the “Bees” run after them, trying to smear or “sting”.

Those who have been insulted to the point of being stung are considered “stung.” Then new “bees” are appointed. The former join the rest of the players.
The game is repeated several times. The winner is the one who has never been “stung” or to whom this has happened the least number of times. He is proclaimed the most fleet-footed.

TAKE A SEAT

With the help of choosing a driver. All other players stand in a circle. Starting the game, the driver 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. Children only run in circles.

2. Those standing in a circle should not delay those running.

3. If children run to a free place at the same time, then they stand in a circle and a new driver is chosen.

You can play on any site. It is desirable that it be large and there are no obstacles for running.

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, you can organize two circles of players.

FIG.

According to the counting rhyme, the driver is chosen, he is also called the tag,

All participants in the game scatter around the site, and the tag catches up with them. Whoever he touches with his hand becomes a tag.

Rules:

1. During the game, children need to carefully monitor the change of drivers.

2. Fifteen should not run after only one player.

There are several variations of this game.

You can play tag with the house.

Then two circles are drawn along the edge of the site - these are “houses”. Children, running away from the driver, can run into the “house”. Here they will be safe, since the tag has no right to mess around in the “houses”. But if he insults the player on the playing field, he becomes a tag.

Options:

1. To avoid staining, you need to sit down or stand on some object.

2. When the tag catches up with the player, he can jump on two legs like a bunny, and he can no longer be spotted.

3. The player, when he is stained, if he is fast and dexterous, can immediately return the stain to the driver, and the former driver becomes the stain.

4. Everyone playing, except for tag, chooses a name for themselves from the world of birds, plants, and animals. Fifteen does not stain the one who said his name in time.

5. Interrupted tags. In this game, Fifteen needs to loudly say the name of the player he wants to stain. But if, during the pursuit, the tag sees that another participant in the game is next to him, he changes his decision, calling him by name and tries to catch up with him and stain him. The Tainted One leaves the game.

According to the rules, the tag first calls the player by name, and only then catches up with him and tags him. In the game, the tag can change its decision many times.

6. Circle tags. The participants of the game stand in a circle, each marking their place with a circle. Two players stand behind a circle at some distance from each other, one of them is a tag, he is catching up with the second. If the runner sees that the tag is catching up with him, he calls one of those close to him in the circle by name. He leaves his place and runs in a circle from the tag, and the player takes his place. A free circle can also be occupied by a tag, then the tag becomes the one who is left without a place. He catches up with the player who ran out of the circle.

Rules:

1. It is not allowed to run through the circle.

2. The player running away from the tag can run no more than one circle.

3. If the tag hits the runner, then they change places.

During the game, children must be very attentive: if the player is lazy, he will let his friend down. Children stand in a circle at a distance of one step from each other, facing the center. A tag can be replaced if it has run two laps and has not stained or taken up an empty seat. The game will become more fun if the runners quickly change places.

THIRD WHEEL

Children stand in pairs one after another, facing the center of the circle.
Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who is running away from him. The runner counts loudly to three and after the word “three” runs away from the driver. In order not to be insulted, he stands in front of some couple. Before getting up, he shouts as he runs: “The third wheel.” The one who stands last in this game runs away from the driver. If the driver manages to smear the runner, then they change roles.

Rules:

1. During the game it is prohibited to run through the circle.

2. The runner must not run more than two laps.

3. As soon as the runner runs into the circle, he must immediately stand in front of some pair. Anyone who breaks this rule becomes the driver.

If the driver managed to make fun of the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run. Sometimes the driver does not manage to catch up with the players running away from him for a long time, since they are stronger than him and run faster. In this case, you need to replace him, but not reproach him, but positively evaluate his efforts.

Group games (without division into teams)

Tag

1. Tag is one of the most popular games. The players scatter around the site, and the tag (driver) catches them. The one he stains becomes a “tag”. You can add a number of additional rules and complications to this game, then it will become even more interesting. Here are some of them:

2. If a tag is chasing one of the players, and another player crosses his path, then he is obliged to chase the one who crossed the road.

3. A tag can only stain a running player. As soon as the runner sits down, he is already safe.

4. The player can save himself from the tag if he stands near a tree and hugs it with his arms.
The tag cannot stain the player who, in a moment of danger, joins hands with another player.

5. A tag cannot tag players standing on one leg and holding the other leg back with both hands.

6. Everyone playing, except for tag, has a ribbon under their belt. Fifteen, catching up with the runner, pulls the ribbon from him and tucks it into his belt. The one left without a ribbon becomes a tag, raises his hand and says: “I am a tag!”

7. Two players hold a jump rope in their hands (by the ends) and run together. The stained one replaces the stained one.

8. Fifteen receives the ball and throws it at the runner. The one it hits becomes a tag, but if the driver misses, any player can pick up the ball from the ground and start throwing it with other players. To regain possession of the ball, the tag must take it away (intercept) or spot the player while he is holding the ball.

9. The site is divided into two, three and even four sections. Each site has its own spot (they must have distinctive signs). The rest of the players can run around the entire court. One circle is drawn at each site; this is a resting place for players who are tired from running. The player who was touched by the tag becomes the driver only in the area where he was overtaken.

10. If there are few players, you can offer this version of the game. From among the players, one is chosen as a shepherd, two as wolves and 4-5 as sheep. The wolves try to pick on the sheep, and the shepherd tries to kill the wolves. The greasy ones leave the game. The shepherd wins if he kills two wolves, and the wolves win if they kill all the sheep.

Tags in two circles

The participants of the game form two circles: one is internal, the other is external. Both circles move in opposite directions. At the leader’s signal, they stop, and all the players in the inner circle try to insult the players in the outer circle (that is, touch someone with their hand) before they have time to sit down. Those caught stand in the inner circle, and the game starts over. The game ends when there are few players left in the outer circle (5-6 people).

Trap

The guys form three large circles. Everyone standing in the inner circle is given paper hats (visors, kokoshniks). Holding hands, the guys move in a circle with a song: the outer circles in one direction, and the inner circle in the other. Suddenly, a whistle sounds, upon which the players of the two outer circles join hands in pairs, trying to take one of the players in the inner circle into the ring. If a player from the inner circle managed to sit down, they do not touch him. Those who fall into the trap have their cap taken away. The game is played this way several times. All the guys who managed to keep their caps are considered winners.

Traps

The players form a circle and stand two steps away from each other, facing the center. Every 6th or 8th player (at the discretion of the leader, depending on the number of players) joins hands with his neighbor on the right. They raise their arms up, forming hoops - traps, and turn so that the hoops are above the circle line. At the leader’s command, the players turn to the right and begin running in a circle. At the same time, they must run through all the traps they encounter along the way. At the sound of a whistle (or another conventional signal), the traps slam shut (couples holding hands lower them down) and the players who are caught (stuck in the traps) go out into the middle of the circle. From them new pairs are formed, which, holding hands, stand in different places of the circle, increasing the number of traps. The game continues until 5-6 players remain uncaught. They are considered the winners.

Kite and hen

10-12 guys participate in the game. One of the players is chosen by the kite, the other by the hen. All the rest are chickens. They stand behind the hen, forming a column. Everyone holds on to each other, and the one standing in front holds on to the hen. The kite stands three or four steps from the column. At the leader’s signal, he tries to grab the last chicken standing. To do this, he needs to go around the column and position himself behind. But this is not easy to do, since the hen constantly turns to face him and blocks the path, extending her arms to the sides, and the entire column deviates in the opposite direction from him.

The game continues for several minutes. If during this time the kite fails to grab the chicken, a new kite is chosen and the game is repeated.

Hunter and watchman

A hunter and a watchman are selected from among the players. The watchman stands in the middle of the site. A circle with a diameter of 2 m is drawn near it. The rest of the players (animals) scatter around the site in different directions. The hunter chases after them, trying to stain someone. Those caught are taken to a circle under the protection of a guard. They can be rescued. To do this, it is enough to hit the person standing in the circle on his outstretched hand (those caught cannot cross the line of the circle). But if the watchman or hunter tarnishes the one who helps out, he himself goes into the circle.

The rescued animals run away and join the others. The game is terminated at the discretion of the manager.

Jumping Sparrows

A circle is drawn on the floor or playground of such a size that all players can freely fit around its circumference. One of the players is a cat, he is placed in the center of the circle. The rest of the players - the little sparrows - stand behind the circle, right next to the line. At the leader’s signal, the sparrows begin to jump inside the circle and jump out of it, and the cat tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a cat, and the cat becomes a sparrow, and the game is repeated.

In the future, you can set a rule: jump and jump on only one leg.

Hurry up to take a seat

The players form a circle and are counted in numerical order. The driver takes a place in the center of the circle. He calls any two numbers loudly. The numbers called must immediately switch places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. If he succeeds, then the one who is left without a place goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the driver.

Find yourself a match

The players stand in pairs in one common circle. The driver is in the middle of the circle. At the command of the leader “Face to face!” The players in each pair turn to face each other, then the command “Get in place!” follows. At the command “Back to back!” they stand with their backs to each other. At the command “Change in pairs!” everyone is looking for another partner. At this time, the driver tries to become a couple with someone. The one who is left without a partner becomes the driver.

Little animals, prick up your ears.

The guys stand in a circle, holding hands. The leader walks around the circle and separates it in several places. From the resulting links, small circles are created - houses for bunnies, squirrels, foxes, bears.

To the music, the leader walks past the animals standing in the houses and invites them to follow him. Squirrels move quickly, mincing with their feet, hares - in small jumps, bears - walking heavily, swaying from foot to foot, fox cubs - with a soft, insinuating gait. Having formed a general circle, everyone dances.

Suddenly the leader gives the command: “The hunters are coming!” The animals rush to their places and try to form circles (houses) as quickly as possible. The group that does this faster than others wins.

The guys stand in a circle, in the middle of which the driver enters. He is blindfolded. The players walk in a circle following the leader, repeating his movements (gymnastic or dance), then stop and say:

We played a little
And now we stand in a circle.
Guess the riddle
Find out who called you!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the recognized one becomes the driver; if he made a mistake, the game is repeated. When the children begin to distinguish the voices of their comrades, you can allow them to change their voice to complicate the game.

Ball in the air

The players form a circle, stand at a distance extended to the sides; the leader is in the middle of the circle. Those standing in a circle begin to throw the ball to each other, not allowing the driver to touch it. The driver, running in the middle of the circle, tries to touch the ball when it is in the air, on the ground or in the hands of one of the players. If he succeeds, the player after whose throw the ball was hit takes his place.

Fortress defense

A large circle is drawn on the ground. All players stand behind the circle line, facing the center. Only one driver remains in the circle. Five clubs or pins are placed in the middle of the circle. This is a fortress that the driver must protect.

To play you need a volleyball. The players, throwing the ball among themselves, try to seize the opportune moment when the defender of the fortress gapes, and knock down the clubs with a blow of the ball.

The defender has the right to hit the ball in any way. The one who manages to destroy the fortress becomes the new defender.

The fortress can also be made in the form of a tripod from sticks tied at the top. A ball is placed on the tripod.

Bumblebee

From 10 to 20 people can take part in the game. The players sit in a circle at arm's length, facing the center. The ball rolls inside a circle on the ground. Those playing with their hands bounce the ball away from themselves, trying to hit someone else with it. The ball is a bumblebee. If someone does not have time to hit the ball and is stung by it (not above the knees), then he is considered stung. He turns his back to the center of the circle and does not take part in the game until the next one is defeated. Then the first one stung again enters the game, and the second one turns his back to the center. You cannot catch the ball or kick it with your feet.

Competition

A line is drawn on the ground, behind which all the players stand. A second line is drawn 40 m from it. At the leader’s signal, everyone begins to walk, trying to reach the finish line as quickly as possible. We must ensure that no one’s step turns into running or jumping.

The winner is the one who, without breaking the rules, reaches the finish line first.

Carousel

The players stand in a circle. There is a rope lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right (or left) hand, walk in a circle saying:

Barely, barely
The carousels are spinning
And then around and around,
Everyone is running, running, running.

The players move slowly at first, and after the words “run” they run. At the leader’s command “Turn!” they quickly take the rope with their other hand and run in the opposite direction.

Hush, hush, don't rush!
Stop the carousel.
One and two, one and two,
The game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and run around the site. At the signal, they rush to sit on the carousel again, that is, grab the rope with their hand, and the game resumes. You can take a seat on the carousel only until the third bell (clap). Latecomers do not ride on the carousel.

Owl

The guys stand in a circle. One of the players goes to the middle of the circle, he will portray an owl, and everyone else will depict bugs, butterflies, birds. At the command of the presenter: “The day comes - everything comes to life!” all the bugs, butterflies, birds are running in a circle, flapping their wings, the owl is sleeping at this time, that is, she is standing in the middle of the circle, with her eyes closed. When the presenter commands: “Night comes - everything freezes!”, the birds, bugs and butterflies stop and stand motionless, hiding, at that moment the owl runs out to hunt. She looks out for those who move or laugh, and takes the guilty ones to her nest - the middle of the circle; they also become owls and when the game is repeated, they all fly out to hunt together.

Lifesaver

This is one of the most common and favorite games among kids.

All players, with the exception of one, hide. When they hid, the driver comes out with a magic wand. His task is to discover everyone who is hiding. He announces his arrival by hitting his stick on a tree, bench or other object near which it will lie (the place should be known to everyone). At the same time, he says: “Lifesaver, our game is ahead, lifesaver, whoever misses - drive!” - and, leaving the wand in place, he goes to look for those hiding. Noticing someone, he runs to the stick, hits it and shouts that so-and-so has been found, he is there. Then again, putting the wand in place, he goes to look for the others, but he himself is afraid to move far from the wand, since each of those not found can come running, knock with his wand and say: “Lifesaver wand, help me out!” After this, everyone (including those who were found) must hide again, and the driver must look. Seeing that one of the players, not found by him, is running towards the stick, he must try to get ahead of him, run up to the stick and, before it is grabbed, hit it with it and say that so-and-so has been found.

Team games

Hurry up to take the pin

The players line up in two lines and face each other. The distance between them is 10 m. The players of each line are counted in numerical order. A pin is placed between the ranks (at an equal distance from them). The manager calls a number. Players with this number run out. Everyone tries to be the first to grab the pin. The one who manages to do this runs back into his line, and the enemy tries to tarnish him. If the player with the pin returns to the line without being spotted, his team gets two points, and if he is spotted, one point. Then the leader calls another number, and other players run. The team with the most points wins.

Knock the ball down

The players line up in two lines and face each other at a distance of 10-15 m. Both teams are counted in numerical order. A line is drawn in front of the toes of the players in each row. A chair is placed between the ranks at an equal distance from them and a ball is placed on it. The manager calls a number. Players with this number run out. They must run to the opposite line, step on the line and way back knock the ball off the chair. The team whose representative completes this, ahead of the opponent, is awarded a point. The team with the most points wins.

Running for flags

The players are divided into two equal teams and line up opposite each other at opposite ends of the court. Parallel to these lines in the middle of the site there is a strip 1.5-2 m wide on which flags are laid out. At the leader’s signal, the players of both teams quickly run out to the transverse strip and try to collect as many flags as possible, and then with the flags return to their lines and line up. Team captains collect and count the flags brought by their players. For each flag, the team is given one point. The team with the most points wins. Each player can collect any number of flags. The flags cannot be taken away; for each violation of this rule, the team receives a penalty point. You cannot run into the lane with flags.

Drag in a circle

The players are divided into two equal teams and are located one outside and the other inside the circle line facing each other. The task of the players in the circle is to pull their opponents into the circle, and the players standing outside the circle are to pull the opponent out of the circle. The game is played in the form of short bouts lasting 1-2 minutes. Those pulled into the circle and pulled out of the circle leave the game. You can only pull by grabbing your partner’s hands or belt. The team that has the most players left after 4-6 bouts wins.

Shootout

A line is drawn in the middle of the site dividing it into two equal parts. 20-30 steps from this line, another line is drawn on each side - captivity.

The players are divided into two teams. Each team is free to occupy its own field. The leader, standing in the middle of the court, tosses the ball. The first team to enter the game is the one on whose side the ball lands. A shootout begins. Each team tries to hit the players of the other team with the ball. The salted ones go beyond the captivity line (on the enemy side).

Players do not have the right to cross the center line into the opponent’s field. A player is not considered to have been hit if he catches the ball in mid-flight, or if the ball hits him after bouncing off the ground. Running with the ball and holding it in your hands is not allowed. If the rules are violated, the ball is given to the other team. Prisoners can be rescued. To do this, you need to throw the ball to the prisoner (across the enemy's field) so that he catches it without crossing the captivity line. The one who succeeds is considered freed and returns to his place.

If the ball hits the captivity line, the captives throw it out towards their team (and if they are not there, any participant in the game who happens to be nearby).

You can also play for a while. In this case, by the end of the game (after 10-15 minutes), the number of players in each team is counted. The team with the most of them wins.

Race with a ball in a circle

10-12 people play. They stand in a circle at arm's length from one another, and then count on the first and second numbers. This is how two teams are made up: one with even numbers, the other with odd numbers.

The leader gives volleyballs to two players standing next to each other, i.e. the first and second numbers. At a signal, they run in opposite directions, going around the circle from the outside. Each of this pair, returning to their place, immediately throws the ball to their nearest teammate. This player, having caught the ball, immediately runs around the circle, takes his place and from here throws the ball further over one person, etc.

The winner is the team in which all players run around the circle with the ball faster.

Passing the ball around

The two teams line up behind each other's heads in two separate circles. Each team chooses a captain. The captains receive a volleyball. At the signal, each captain raises the ball above his head, passes it to the person standing behind, and then the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he directs it to those in front (i.e. in the opposite direction). After this, everyone, at the captain’s command, turns their back to the center of the circle and passes the ball from hand to hand to the right, then everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it above his head. The team that gets the ball back to the captain the fastest wins.

The leader first plays the game, placing everyone in one common circle. When the players understand the rules of the game (how to pass the ball, when and where to turn), he divides the players into two teams and holds a competition between them.

Ball to average

The players form 3-4 circles. They should have an equal number of guys. There is a driver inside each circle. He receives the ball and must throw it in turn to each of the players standing in the circle, without missing anyone, and catch it back. If the ball is not caught, then the one who missed runs after it, returns to his place, and the throw is repeated. When the ball returns to the driver from the last player, he lifts it above his head. The team that finishes throwing the ball earlier wins.

Changing places

Two teams of 8-10 people line up in ranks facing each other, at opposite ends of the site, behind the city lines (distance 10-12 m) and diverge to the width of outstretched arms. At a signal from the leader, they run towards each other, trying to get outside the opposite city as quickly as possible, turn to face the center of the site and line up. The team that does it faster wins. When running, players, in order not to interfere with each other and not collide with those running towards them, must stick to the right side.

When repeating the game, you can change the methods of movement: move by jumping on two legs, on one leg, jumping with a skipping rope, etc.

Relay Games

Among team games Relay races occupy a special place. Carrying them out does not require great preparation, and the content may vary depending on the age and composition of the players: simplified and complicated. In relay races, the competitive element is very high and the results are clear, so they always arouse great interest not only among the participants, but also among the spectators, which, of course, is also very important.

Teams for participation in relay games can be created arbitrarily from among those who wish, but they can also represent various children's teams: stars, groups, classes. In this case, each of the participants feels a special responsibility to the team that he represents, and therefore his activity, interest in the game and will to win especially increase.

To participate in relay games, two (or 3-4) teams are created, equal in number of participants and, if possible, equal in strength. Teams line up in parallel columns, one at a time, at a distance of 2-3 m from one another (other formations are possible). Each team should have no more than 8-10 people. To monitor strict adherence to the rules (do not run out ahead of time, put all objects in their place, etc.), the leader can appoint assistants who are attached to the teams and monitor the actions of the players. Assistants have the right to return the player to the starting line to repeat the action if he has violated the established rules.

Before starting a competition (especially with younger schoolchildren), it is necessary to conduct a rehearsal without scoring results, so that everyone understands well what is required of them and adapts to the game.

Here is a description of relay races of various contents that can be included in the games program. You can also hold a special evening of fun relay races with preliminary preparation and training of participants, with awarding of the winners. Such an evening will be remembered for a long time by both participants and spectators.

What does the word "relay" mean? Children are undoubtedly interested in learning about this.

In ancient times, when there were no railways, no cars, no airplanes, letters and other urgent papers were delivered by relay mail. A coachman drove three horses from one post station to another. At the stations the horses were re-harnessed, and the new postal troika raced on. People said just that - “send the papers by relay race,” “delivered by relay race.”

And even earlier (700-800 years ago) in some countries mail was carried by fast walkers. They ran from one station to another. Bells hung from the belt warned by their ringing of the approach of the postman. Replacing each other, the messengers quickly delivered the news.

Now the word “relay race” has lost its former meaning. A relay race is a game in which each of the participants at the appropriate stage must pass to the other an object (a baton, a ball, a hoop) or perform some actions one after another, while trying to outpace their opponents from the other team.

Running over bumps

In front of each team, circles with a diameter of 30-40 cm are drawn from the start line to the finish line at a distance of 1-1.5 m from each other (along a straight or winding line). At the leader’s signal, the first numbers, jumping from circle to circle, reach the end line, after which they return along the shortest path and pass the baton to the next players. After handing the baton to the next number, each player stands at the end of the column. The team that finishes the game earlier wins.

Hoop relay

To play, you need hoops and relay batons according to the number of teams. A flag is placed in front of each team 10-15 steps from the starting line. In the middle of the distance it is placed on the hoop. The first numbers in the teams receive the baton.

At the leader’s signal, the first numbers run to the hoops lying on the ground and, without releasing their sticks, lift the hoops, crawl through them, put them in place (it must be marked) and run further to the flags. Having gone around the flags, they return, climb through the hoop again and hand the relay batons to the second numbers, and they themselves stand at the end of their column. The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

Planting vegetables

Two or three teams line up in columns one at a time. In front of the teams at the opposite end of the site, 5 circles are drawn. The first players are given a bag with items that symbolize vegetables (garlic, onions, beets, carrots, potatoes). At the signal, the children run, put all the “vegetables” in their mugs and pass the empty bag to the second numbers. The second numbers run, collect “vegetables” and pass the bag with “vegetables” to the third, etc. The team that finishes the game earlier wins.

Centipede running

The players are divided into two or three teams of 10-12 people. Each team receives a long rope. Players are evenly positioned on both sides of the rope, which they hold with their right or left hand, respectively. At the signal, the teams run to the finish line (distance 30-40 m), holding the rope the entire time. The team that runs to the finish line first wins, provided that none of its participants threw the rope.

This game can be played in another way. Each team lines up in a column one at a time. Everyone raises their right hand and holds on to the cord stretched along the column. At the signal, both teams go to the finish (10-15 m) and return. The team that returns first wins.

Loaches

Teams have 6-7 people. Each team lines up in a column one at a time. On signal first standing quickly turns around, after which the second takes him by the belt and they rotate together, then three of them, etc. The game ends as soon as the last member of one of the teams joins his column and all the guys turn around their axis.

Express train

Flags are placed 6-7 m from each team. On the command “March!” the first players quickly walk (it is forbidden to run) to their flags, go around them and return to the columns, where they are joined by the second players, and together they again make the same path, etc. The players hold each other by the elbows and While walking, they move their arms like a locomotive connecting rod. When the locomotive (front player) returns to its place with its full complement, it must sound a long whistle. The team that arrives at the station first wins.

To a new place

Two teams line up in columns one at a time. A line is drawn at a distance of 15-20 m from them. At the leader’s signal, the first and second numbers of each team, holding hands, run over the line. The first numbers remain in the new place, and the second ones return, join hands with the third players and again run to the line. Then the second numbers remain, and the third ones return to team up with the fourth, etc. The team that has all its players on the other side first wins.

Ball relay

To play, you need volleyballs according to the number of teams. A chair is placed in front of each team 6-7 steps from the starting line. The first numbers, having received a ball, run to their chairs, stand behind them and from this place throw the balls to the second numbers, after which they return and stand at the end of their column. The second and subsequent numbers, having caught the ball, do the same. If the next player does not catch the ball, he must run after it, return to his place and only then continue the game. The team that has the ball, having bypassed all the players, returns to the first number first, wins.

Passed it on - sit down

The players are divided into several teams of 5-6 people each, choose captains and line up in columns at the line, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 steps. The captains receive the ball. At the signal, each captain throws the ball to the first player in his column. Having caught the ball, the player returns it to the captain and sits on the ground (in the gym - on the gymnastics bench). The captains throw the ball to the second, then to the third players, etc. Each of them, returning the ball to the captain, sits down. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up.

The team whose captain picked up the ball first and whose players jumped up first wins.

If during the game one of the players drops the ball, he must pick it up and throw it to the captain, having first taken his place.

Puck relay

Team members line up in columns one at a time. In front of each team, a flag (or a chair) is placed 10-12 m away. The first 11 numbers in the teams receive a stick and a puck. At the signal, they must hit the puck with their stick, circle it around the flag and return it back to the starting line. The stick is then passed to the second player, who in turn dribbles the puck around the flag, etc. The first team to complete the game wins.

When repeating the game, you can set the task of driving not one, but two pucks at the same time and returning both to the starting line.

Cancer is moving backwards

Teams line up in columns one at a time. A flag is placed 10-15 meters in front of each team. At the signal, the first players turn around and go to the flags with their backs forward, go around them to the right and in the same way - backs forward - return to their place. As soon as they cross the starting line, the second, then the third players, etc. are sent into the chains. The team that finishes the competition first wins.

While driving, you are not allowed to look back.

Passing balls

The players are divided into two teams and lined up one against the other. The first person in each line is given a ball. At the leader’s signal, they pass the ball to their neighbors, who pass it on. When the ball reaches the last player, he must hit the ball on the floor, catch it and return it to his neighbor. Then the ball is passed from hand to hand in the opposite direction. When the ball returns to the first player, he must lift it above his head. The team that finishes passing the ball first wins.

Needle and thread

To play, you need to prepare two fake needles (100-120 cm long) and two balls of colored cord (thin rope).

The players line up in two lines (10-12 people in each) one against the other. The first numbers of each line are given a needle, and the last numbers are given a ball of cord.

At the signal, unwinding the ball (the player does not let it go from his hands), the end of the cord is passed from hand to hand along the line. When it reaches the first player, he threads it through the eye of the needle and returns it to the second, who passes it further along the line in the opposite direction. When the end of the cord returns to the last player and the cord threaded through the needle is folded in half, everyone turns to the right (or left) and follows the leader, holding on to the thread (as the Russian proverb says: “Where the needle goes, there goes the thread”), quickly walk around the site around the perimeter (the boundaries must be marked) and return to their original place. The team that completes the task first wins (if all the rules were followed exactly).

Competitions - fights

Cockfighting

The players stand opposite each other on one leg, keep the other leg bent, and fold their arms across their chests. Jumping on one leg, everyone tries to push the opponent with his shoulder, make him lose his balance and lower his other leg - then the fight is won.

You can also play while sitting. The belt (braid) is tied with a ring. The players squat down and put the ring on their knees so that their legs cannot be straightened. Hands are placed under the knees. Jumping in this position on their toes, the players try to push each other with their shoulders. The one who does not maintain balance loses.

The game “Cockfight” should take place within a small area, beyond the boundaries of which you cannot go.

Don't lose your balance

The players stand facing each other at arm's length. Their feet are closed. Raising his hands to chest level, each one alternately strikes the opponent’s palms with one or both palms. You can dodge a blow by unexpectedly spreading your arms. Whoever moves even one foot loses.

Who will clear the puck

Two circles with a diameter of 40-50 cm are drawn on the ground. The center of one should be approximately 80 cm from the center of the other. Two players stand behind the circles. Each of them gets a stick. A washer is placed in the center of each circle. You need to knock the puck out of the opponent's circle and keep your own.

Pull the cord

A rope is placed on the ground, with sandbags tied to the ends. At the ends of the rope, two players stand with their backs to each other. A checkbox is placed in front of each of them in 5-6 steps. At the signal, the players run to their flags and, returning, try to pull the rope in their direction, ahead of their friend. The one who manages to do this wins. The competition is repeated three times.

Racket duel

This skill game involves two players. Each player receives a racket. Rackets can be from table tennis or homemade. A small cube or flat toy is placed on each of them.

The players, taking the racket in their left hand, move it to the side. At the signal, moving freely, they try to take the cube from the opponent’s racket without dropping their own.

The winner of the match is the one who manages to remove the cube from his partner’s racket three times in a row.

Big game with a small ball

Ball games that people of all ages enjoy are very diverse. But in childhood, and especially in younger age, the most common is the “ball school”. This is the name of the system of exercises with a small ball in order of increasing difficulty.

You can start with the simplest thing.

-Who can throw a ball high into the air and catch it with both hands? - the teacher asks the children.

There are a lot of people who want to, and they can do everything. ready to prove it. Then the leader offers the children other, more difficult tasks: toss the ball and catch it only with the right hand, only with the left hand; throw the ball, make a full turn in place and catch it, etc.

Not everyone can do these exercises. But one of the pre-prepared guys will perform them easily and freely. And all children will understand that training is needed to perform exercises.

Naming the days of the week

Several players use a counting rhyme to establish a line. The player who begins the game throws the ball high and catches it, while naming all the days of the week in sequence: Monday, Tuesday, Wednesday, etc. (there is one throw for each day). When all the days of the week have been named (or in case of misses), the player passes the ball to the next player and steps aside. When all participants have completed this exercise, they count how many misses they have. The winners are those who played without mistakes or who had fewer mistakes.

Next time, when throwing the ball, you can agree to name not the days of the week, but the months: January, February, March, etc. Each cycle in this game no longer consists of 7, but of 12 throws.

You can also suggest throwing the ball to all the letters of the alphabet in a row. It is very difficult to do this without a mistake (such a game helps children better learn the alphabet).

Don't miss the ball

Two players stand next to each other. One of them has a ball. He must, hitting the ball with his palm, make it bounce off the floor 10 times in a row, and on the 11th pass (without stopping the game) to the second player. He, having made 10 strokes, must return the ball to the first. And so on until one of them misses the ball. The player who dropped the ball is out of play. Another player is appointed instead, and the competition continues. The winner is the one who stays in the game the longest.

You can agree that the player dribbling the ball does not stand still, but walks around with it to some object, for example a chair, and, returning, passes it to the second one.

You can play the game simultaneously with several pairs of players. The winner is the pair that manages to keep the ball in play longer than others.

Jumping ropes

Just like “ball school,” exercises with short and long ropes have always been constant companions of childhood. And this is no coincidence. They have; of great importance for promoting health and physical development children and occupy an important place in outdoor games.

Jumping rope develops and trains such qualities that everyone needs, such as fast, easy and elastic movements, endurance and attention, and a sense of rhythm. Many Honored Masters of Sports, preparing for competitions in athletics, boxing, and various sports games, during training they practice jumping rope. This helps them better prepare for competitions, make their movements faster, more accurate and confident, and make their legs stronger. And what interesting, complex and beautiful exercises with a skipping rope are included in rhythmic gymnastics competitions!

All this is worth telling children about in order to make them more interested in jumping rope.

All (or almost all) girls can jump rope school age, but not all boys, and it is also very important to get them involved in games with a skipping rope.

Typically, children perform only the simplest, most primitive exercises with a skipping rope. The teacher must constantly complicate the task: jump not only while standing still, but also on the move, while running, on the right, on the left leg, jump once and pass the rope under your feet twice, jump together (standing facing each other and at the back of the head ), three of us with two jump ropes, etc. Jumps should be soft, springy and performed on toes.

A short jump rope should correspond to the height of the child. Everyone can determine the desired length themselves in the following way: stand in the middle of the rope, place your feet shoulder-width apart, and pull the rope along your body. Its ends should reach the waist.

For a long jump rope, you need a rope 10-12 mm thick and 5-6 m long.

Relay race with skipping ropes

Two parallel lines are drawn at a distance of 15-20 m from one another. Two or three teams line up at the back of the first line. The players standing in front of the column hold a jump rope in their hands. On the opposite line, opposite each team, a flag is placed. At the leader’s signal, the first numbers begin to run, jumping over the rope, and, having gone around the flag, return back and pass the rope to the next player. He, without stopping, jumps over the rope and rushes forward. The last participant, having reached the finish line, raises his hand with the rope up. The team that finishes the relay first wins.

Long rope relay

The players line up in two columns, one at a time, at the starting line, one column at a distance of 4-5 steps from the other. Two players with a long rope stand 5-6 steps in front of each team. At the leader’s signal, they begin to evenly twist the rope towards their teams. At the same signal, the first numbers run forward. Their task is to run under the rope without touching it, go back, touch the second players with their hand and stand at the end of their column. After this, the second numbers run forward, followed by the third, etc. The one who was hit by the rope must return and repeat his attempt.

The team that finishes the jumps first wins.

When the game is repeated, those who twisted the rope are replaced by others.

Card index

outdoor games

for preschoolers.

Prepared by teacher MBDOU DS No. 40

Davydova Anastasia Gennadievna

"Owl"

Target: learn to stand still for a while and listen carefully.

Progress of the game: The players are free to sit on the court. “Owl” sits or stands to the side (“in the hollow”). The teacher says:“The day comes - everything comes to life.” All players move freely around the site, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Suddenly he says:“Night comes, everything freezes, the owl flies out.” Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” took to itself. After this, a new “owl” is chosen from those who did not get to it. The “owl” who has taken the largest number of players wins.

"Homeless Hare"

Target: run fast; navigate in space.

Progress of the game: A “hunter” and a “stray hare” are selected. The rest of the “hares” stand in hoops - “houses”. The “homeless hare” runs away, and the “hunter” catches up. The “hare” can stand in the house, then the “hare” standing there must run away. When the “hunter” catches the “hare,” he himself becomes the hare, and the “hare” becomes the “hunter.”

"Fox in the Chicken Coop"

Target: teach to jump gently, bending your knees; run without touching each other, dodge the catcher.

Progress of the game: On one side of the site a “chicken coop” is outlined. In it, “chickens” sit on a roost (on benches).

On the opposite side of the site there is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are designated as “chickens”. At a signal, the “chickens” jump from their roost, walk and run around the yard, peck at grains, and flap their wings. On the signal: “Fox!” - the “chickens” run into the chicken coop and climb onto the roost, and the “fox” tries to drag away the “chicken”, who did not have time to escape, and takes her to her hole. The remaining "chickens" jump off the roost again and the game resumes. The game ends when the “fox” catches two or three “chickens”.

"Run Quietly"

Target: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

"Aircraft"

Target: teach ease of movement, act after a signal.

Progress of the game: Before the game, all game movements must be demonstrated. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

"Hares and the Wolf"

Target: learn to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Progress of the game: One of the players is chosen as a “wolf”. The rest are “hares”. At the beginning of the game, the “hares” stand in their houses, the wolf is on the opposite side. The “hares” come out of the houses, the teacher says:

Hares gallop, hop, hop, hop,

To the green meadow.

They pinch the grass, eat it,

They listen carefully to see if a wolf is coming.

Children jump and perform movements. After these words, the “wolf” comes out of the ravine and runs after the “hares”; they run away to their houses. The “wolf” takes the caught “hares” to his ravine.

"The Hunter and the Hares"

Target: learn to throw a ball at a moving target.

Progress of the game: On one side there is a “hunter”, on the other there are 2-3 “hares” in drawn circles. The “hunter” walks around the area, as if looking for traces of “hares,” then returns to his place. The teacher says: “The hares ran out into the clearing.” "Hares" jump on two legs, moving forward. At the word “hunter”, the “hares” stop, turn their backs to him, and he, without leaving his place, throws the ball at them. The “hare” that the “hunter” hit is considered shot, and the “hunter” takes it to himself.

"Blind Man's Bluff"

Target: learn to listen carefully to the text; develop coordination in space.

Progress of the game: The blind man's buff is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned around several times. Conversation with him:

- Cat, cat, what are you standing on?

- On Bridge.

- What's in your hands?

- Kvass.

- Catch mice, not us!

The players run away, and the blind man's buff catches them. The blind man's buff must recognize the caught player and call him by name without removing the bandage. He becomes a blind man's buff.

"Fishing rod"

Target: learn how to jump correctly: push off and pick up your feet.

Progress of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

“Who’s quickest to the flag?”

Target:

Progress of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the teacher’s signal, you need to jump on two legs to the flag, go around it and run back to the end of your column.

"Birds and Cat"

Target: learn to move according to a signal, develop dexterity.

Progress of the game: A “cat” sits in a large circle, and “birds” sit behind the circle. The “cat” falls asleep, and the “birds” jump into the circle and fly there, sit down, and peck the grains. The “cat” wakes up and begins to catch the “birds”, and they run away outside the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

"Don't get caught!"

Target: learn to jump correctly on two legs; develop dexterity.

Progress of the game: The cord is laid in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He stands inside the circle. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

"Traps"

Target:

Progress of the game: Using a counter, a trap is selected. He becomes in the center. The children stand to one side. At a signal, the children run to the other side, and the trap tries to catch them. The one who is caught becomes a trap. At the end of the game they say which trap is the smartest.

"Run to the named tree"

Goal: to train in quickly finding the named tree; fix the names of trees; develop fast running.

Progress of the game: the driver is selected. He names a tree, all children must listen carefully to which tree is named and, in accordance with this, run from one tree to another. The driver carefully monitors the children; whoever runs to the wrong tree is taken to the penalty bench.

“Find a leaf like on a tree”

Target: learn to classify plants according to a certain characteristic; develop observation skills.

Progress of the game: The teacher divides the group into several subgroups. Everyone is invited to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: “Let’s see which team finds the right leaves faster.” The children begin their search. Members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

"Who will rather collect

Target: learn to group vegetables and fruits; cultivate quick response to words, endurance and discipline.

Progress of the game: Children are divided into two teams: “Gardeners” and “Gardeners”. On the ground there are models of vegetables and fruits and two baskets. At the command of the teacher, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket up and is considered the winner.

"Bees"

Target: learn to act on a verbal signal; develop speed and agility; practice dialogical speech.

Progress of the game: All children are bees , they run around the room, flapping their wings, buzzing: “W-w-w.” A bear (optional) appears and says:

Teddy bear is coming

It will take away the honey from the bees.

Bees answer:

This hive is our house.

Get away from us, bear,

W-w-w-w!

Bees they flap their wings and buzz, driving away the bear.

"Beetles"

Target: develop coordination of movements; develop orientation in space; practice rhythmic, expressive speech.

Progress of the game: Children-beetles sit in their houses (on a bench) and say: “I am a beetle, I live here, buzzing, buzzing: w-w-w.” At the signal from the teacher, the “bugs” fly to the clearing, bask in the sun and buzz, and at the signal “rain” they return to the houses.

"Find yourself a mate"

Target: learn to run fast without interfering with each other; fix the names of the colors.

Progress of the game: The teacher distributes colorful flags to the players. At the teacher’s signal, the children run, at the sound of a tambourine, they find a mate based on the color of the flag and join hands. An odd number of children must take part in the game so that one is left without a pair. He leaves the game.

“Such a leaf - fly to me”

Target: develop attention and observation; practice finding leaves by similarity; activate the dictionary.

Progress of the game: A teacher and children examine the leaves that have fallen from the trees. Describes them, says what tree they come from. After some time, he hands out leaves from different trees on the site to the children and asks them to listen carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

"Wintering and migratory birds» (Russian traditional)

Target: develop motor skills; reinforce the idea of ​​bird behavior in winter.

Progress of the game: Children wear hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children wearing Sunny and Snowflake hats. “Birds” run in all directions saying:

Birds fly, grains are collected.

Little birds, little birds ».

After these words, “migratory birds” run towards the Sun, and “wintering birds” run towards the snowflake. Whose circle completes the fastest wins.

"Bees and Swallow" (Russian traditional)

Target: develop dexterity and speed of reaction.

Progress of the game: Playing “bee” children are squatting. "Swallow" - in its nest. “Bees” (sitting in a clearing and humming):

The bees are flying and collecting honey!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

He flies out and catches the “bees”. The one who is caught becomes a “swallow”.

"Dragonfly Song"

Target: develop coordination of movements; practice rhythmic, expressive speech.

Progress of the game: Children stand in a circle and say the words in chorus, accompanying them with movements:

I flew, I flew, I didn’t get tired.

(They wave their hands smoothly.)

She sat down, sat, and flew again.

(Go down on one knee.)

I found some friends, we had fun .

(Smooth hand waves.)

There was a round dance all around, the sun was shining.

(They lead a round dance.)

"Cat on the Roof"

Target: develop coordination of movements; develop rhythmic, expressive speech.

Progress of the game: Children stand in a circle. In the center is a “cat”. The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Quiet a mouse, quiet a mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the “cat” chases the mice, they run away. It is necessary to mark with a line the mouse’s house – a hole where the “cat” has no right to run.

"The Crane and the Frogs"

Target: develop attention and dexterity; learn to navigate by signal.

Progress of the game: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from her, the “frog” children sit on the hummocks. Behind the children, a “crane” sits in its nest. The “frogs” sit down on the hummocks and begin their concert:

Here from a hatched rotten place

Frogs splashed into the water.

And, inflated like a bubble,

They began to croak from the water:

"Kwa, ke, ke,

Kwa, ke, ke.

It will rain on the river."

As soon as the frogs say their last words, the “crane” flies out of the nest and catches them. The “frogs” jump into the water, where the “crane” is not allowed to catch them. The caught “frog” remains on the hummock until the “crane” flies away and the “frogs” come out of the water.

"Hare Hunt"

Target: develop attention, dexterity, fast running.

Progress of the game: All the guys are “hares” and 2-3 “hunters”. The “hunters” are on the opposite side, where a house is drawn for them.

Educator: -

There's no one on the lawn.

Come out, brother bunnies,

Jump, somersault!..

Ride in the snow!..

The “hunters” run out of the house and hunt hares. The “hunters” take the caught “hares” into their house, and the game is repeated.

"Blind Man's Bluff with a Bell"

Target: entertain children, help create a good, joyful mood in them.

Progress of the game: One of the children is given a bell. The other two children are blind man's buff. They are blindfolded. The child with the bell runs away, and the blind man's buff catches up with him. If one of the children manages to catch the child with the bell, then they change roles.

"Sparrows"

Target:

Progress of the game: Children (sparrows) sit on a bench (in nests) and sleep. In the words of the teacher: “Sparrows live in the nest and everyone gets up early in the morning ", the children open their eyes and say loudly:“Tweet-chik-chik, chirp-chik-chik! They sing so joyfully." After these words, the children scatter around the area. In the words of the teacher:« They flew to the nest!” - return to their places.

"Bunny"

Target: develop agility and fast running.

Progress of the game: 2 children are selected: “bunny” and “wolf”. Children form a circle holding hands. Behind the circle is a “bunny”. There is a “wolf” in the circle. Children lead a round dance and recite a poem. And the “bunny” jumps around:

A small bunny is jumping around the rubble,

The bunny is jumping quickly, catch him!

The “wolf” tries to run out of the circle and catch the “bunny”. When the "bunny" is caught, the game continues with other players.

"The Fox and the Hens"

Target: develop fast running and agility.

Progress of the game: At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox. Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters cry: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

If the driver fails to stain any of the players, then he drives again.

"Hares and Bears"

Target: develop dexterity and the ability to transform.

Progress of the game: The “bear” child is squatting and dozing. Children-"hares" jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

“Bear” gets up and answers:

I didn’t treat myself to honey

So I got angry at everyone.

1,2,3,4,5 – I start chasing everyone!

After this, the “bear” catches the “hares”.

"Where we were"

Target: develop motor skills and abilities; develop observation, attention, intelligence, breathing.

Progress of the game: The driver is selected by the reader. He goes outside the veranda. The remaining children agree on what movements they will make. Then they invite the driver. He says:"Hello children! Where were you, what were you doing? Children answer: “We won’t tell you where we were, but we’ll show you what we did!” If the driver guesses the movement performed by the children, then a new driver is selected. If he couldn’t guess, he drives again.

"By the Bear in the Forest"

Target: learn to navigate in space; develop attention.

Progress of the game: A line is drawn at one end of the site. This is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for the bear is outlined. At the opposite end, the children's house is indicated by a line. The teacher appoints one of the players to be a bear (you can choose a counting rhyme). The rest of the players are children, they are at home. The teacher says: “Go for a walk.” Children head to the edge of the forest, pick mushrooms and berries, i.e., imitate the appropriate movements and speak: "By the bear in the forest,

I take mushrooms and berries, and the bear sits and growls at us.”

The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught one to himself. The game resumes. After the bear catches 2-3 players, a new bear is appointed or selected. The game repeats itself.

"Migration of Birds"

Target: teach to move in one direction, to quickly run away after a signal.

Progress of the game: The children stand in one corner of the site - they are birds. In the other corner there are benches. At the teacher’s signal: “The birds are flying away!”, the children, raising their hands, run around the playground. At the signal: “Storm!”, they run to the benches and sit on them. At the adult’s signal: “The storm is over!”, the children get off the benches and continue running.

“Cucumber... cucumber...”

Target: develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: At one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:Cucumber, cucumber, don’t go to that end, the mouse lives there, it’ll bite your tail off.” After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the children have mastered the game, the role of the mouse can be assigned to the most active children.

“Trap, take the tape!”

Target: develop dexterity, cultivate honesty, fairness when assessing behavior in the game.

Progress of the game: The players stand in a circle and choose a trap. Everyone, except the catcher, takes a colored ribbon and places it in the back of the belt or behind the collar. The trap is placed in the center of the circle. At the teacher’s signal “Run!” children run around the playground. The trap catches up with them, trying to snatch a ribbon from someone. The one who has lost his ribbon temporarily moves aside. At the teacher’s signal” “One, two, three. Quickly run into the circle!” The children gather in a circle. The trap counts the number of ribbons and returns them to the children. The game resumes with a new trap.

"Colored Cars"

Target: teach to perform actions and navigate in space in accordance with the color of the flag.

Progress of the game: Children are placed at the edges of the site, they are cars. Each has its own colored circle. The teacher is in the center, holding three colored flags. He raises one, the children with a circle of this color scatter in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

"Potato" (Russian folk game)

Target: introduce the folk game; learn to throw the ball.

Progress of the game: The players stand in a circle and throw the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a “potato”). From the circle, jumping from a sitting position, the player tries to catch the ball. If he catches it, he goes back to the players, and the player who missed the ball becomes a potato.
The game continues until one player remains or until the player gets bored.

"Birds and the Car"

Target: develop motor skills; develop auditory attention; the ability to move in accordance with the words of the poem.

Progress of the game: Children stand in a circle. These are “birds” in nests. On the opposite side is the teacher. It depicts a car. After the teacher’s words:

Birds jumped up, small birds,

They jumped merrily and pecked grains.

Children - “birds” fly and jump, waving their arms. At the teacher’s signal: “A car is running down the street, puffing, hurrying, the horn is blaring. Tra-ta-ta-ta, watch out, move aside." The "bird" children run away from the car.

"Mousetrap"

Target: develop dexterity, the ability to act after a signal.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

Their divorce was simply passion.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's slam the mousetrap,

And we'll catch you right away!
Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times. After the mousetrap has slammed shut, the mice must not crawl under the hands of those standing in a circle or try to break the clasped hands. The most dexterous children who have never fallen into a mousetrap should be noted.

"Run and don't hit me"

Target: develop dexterity of movement.

Progress of the game: A chain is made of large snowballs. The players' task is to run between the snowballs and not hit them.

"Snow Woman" (Russian folk game)

Target: develop motor activity.

Progress of the game: "Snow Woman" is selected. She squats down at the end of the platform. The children walk towards her, stamping their feet,

Baba Snow is standing

He dozes in the morning and sleeps during the day.

In the evenings he waits quietly,

At night he comes to scare everyone.

At these words, the “Snow Woman” wakes up and catches the children. Whoever he catches becomes the “Snow Woman”.

"Duck and Drake" (Russian folk game)

Target: introduce Russian folk games; develop speed of movement.

Progress of the game: Two players portray a Duck and a Drake. The rest form a circle and join hands. The Duck stands in a circle, and the Drake stands behind the circle. The Drake tries to slip into the circle and catch the Duck, while everyone sings:

Drake catches a duck
The young one catches a gray one.
Go home, little duck,
Go home, gray one.
You have seven children

Eighth drake.

"Hit the Hoop"

Target: develop accuracy and eye.

Progress of the game: Children throw snowballs into a hoop from a distance of 5-6 m.

"Snowballs and the Wind"

Target: develop motor skills.

Progress of the game: Children stand in a circle holding hands. At the teacher’s signal: “The wind blew strong, strong. Scatter, snowflakes! - run in different directions around the site, straighten their arms to the sides, sway, spin. The teacher says: “The wind has died down!” Come back, snowflakes in a circle!” - children run into a circle and hold hands.

"Be careful, I'll freeze you"

Target: develop dexterity.

Progress of the game: All the players gather on one side of the site, the teacher is with them. “Run away, be careful, I’ll catch up and freeze you,” says the teacher. The children run to the opposite side of the playground to hide in the house.

"Empty place"

Target: develop reaction speed, agility, speed, attention.

Progress of the game: Children hold the hoop with their right hand and move clockwise, and the leader goes in the opposite direction with the words:

I walk around the house

And I stroke through the window,

I'll go to one

And I'll knock softly:

"Knock-Knock".

All the children stop. The player near whom the presenter stopped asks: “Who has arrived?” The presenter calls the child’s name and continues:

You have your back to me,

Let's run, you and I.

Which one of us is young?

Will he run home faster?

The leader and the child run in opposite directions. The first one to occupy wins empty place at the circle.

"Shaggy Dog"

Goal: develop attention, fast running; learn to designate objects in different ways in the game.

How to play: Children stand on one side of the playground. The driver - the dog - is on the other side. The children quietly approach him and say:

Here lies a shaggy dog,

With your nose buried in your paws.

Quietly, quietly he lies,

He's either dozing or sleeping.

Let's go to him, wake him up,

And we'll see something happens !

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

"We are funny guys"

Target: develop dexterity and attention.

Progress of the game: Children stand on one side of the playground outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus:

We are funny guys, we love to run and jump

Well, try to catch up with us.

1,2,3 – catch it!

After the word “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch before the line is considered caught and moves aside, missing one run. After two runs, another trap is selected.

"Carousel"

Target: learn to move and speak at the same time, act quickly after a signal.

Progress of the game: The players stand in a circle. There is a rope on the ground, the ends of which are tied. They approach the rope, lift it from the ground and, holding it with their right (or left) hands, walk in a circle saying:

Barely, barely, barely, barely

The carousels are spinning

And then around, around

Everybody run, run, run.

The players move slowly at first, and after the word “run” they run.

At the leader’s command “Turn!” they quickly take the rope with their other hand and run in the opposite direction. In words:

Hush, hush, don't rush,

Stop the carousel

One and two, one and two,

So the game is over.

The movement of the carousel gradually slows down, and stops with the last words. The players put the rope on the ground and run around the site. At the signal, they rush to sit on the carousel again, that is, grab the rope with their hand, and the game resumes. You can only take a seat on the carousel until the third bell (claps). Latecomers do not ride on the carousel.

"Kittens and Puppies"

Target: learn to move beautifully on your toes, connect movement with words; develop dexterity.

Progress of the game: The players are divided into two groups. Children of one group depict “kittens”, the other - “puppies”. “Kittens” are located near the bench; “puppies” are on the other side of the site. The teacher invites the “kittens” to run around easily and gently. To the words of the teacher: “Puppies!” - the second group of children climbs over the benches. They run after the “kittens” and bark: “Aw-aw-aw.” “Kittens,” meowing, quickly climb onto the bench. The teacher is nearby all the time. The “puppies” return to their houses. After 2-3 repetitions, the children change roles and the game continues.

"Bubble"

Target: teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: Children, together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.

Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

"Vaska the Cat"

Target: develop attention and dexterity.

Progress of the game: Children dance in a round dance, with a cat “sleeping” in the middle.

Mice dance in circles
The cat is dozing on the bed.
Hush, mice, don't make noise,
Don't wake up Vaska the cat.
How Vaska the cat wakes up
Our round dance will be broken.

The cat wakes up and catches mice. The mice run away into the houses.

"Cabbage" (Russian folk game)

Target: develop dexterity of movements.

Progress of the game : The circle is a vegetable garden. Scarves are folded in the middle to represent cabbage. The “owner” sits down next to the cabbage and says:

I'm sitting on a pebble, playing with chalk pegs,

I'm making small pegs, I'm growing my garden.

So that the cabbage is not stolen, do not run into the garden

Wolves and tits, beavers and martens,

The hare is mustachioed, the bear is clubfooted.

Children try to run into the “garden”, grab the “cabbage” and run away. Whoever the “owner” catches is eliminated from the game.

"Who lives where"

Target: learn to group plants according to their structure; develop attention, memory, spatial orientation.

Progress of the game: Children are divided into two groups: “Squirrels” and “Bunnies”. “Squirrels” look for plants that they can hide behind, and “bunnies” look for plants that they can hide under. “Squirrels” hide behind trees, and “bunnies” hide behind bushes. They choose a driver - a “fox”. "Bunnies" and "squirrels" are running around the clearing. On the signal: “Danger is a fox!” - “squirrels” run to the tree, “hares” - to the bushes. Those who completed the task incorrectly are caught by the “fox”.

"Children and the Wolf"

Target: develop motor skills; learn to understand and use past tense verbs and imperative verbs in speech.

Progress of the game: On one side of the playground, children stand in front of the drawn line. On the opposite side, behind the “tree” (chair or post), sits the “wolf” - the leader. The teacher says:

The children were walking in the forest, picking strawberries,
There are a lot of berries everywhere - both on the hummocks and in the grass.

The children scatter around the playground and run around. The teacher continues:

But then the branches began to crack...

Children, children, don't yawn,
The wolf is behind the spruce - run away!

The children run away and the “wolf” catches them. The caught child becomes a “wolf” and the game starts all over again.

"Butterflies, Frogs and Herons"

Target: develop motor activity and attention.

Progress of the game: Children run freely on the playground. At the teacher’s signal, they begin to imitate the movements of butterflies (flapping their wings, spinning), frogs (go down on all fours and jump), and herons (freeze while standing on one leg). As soon as the teacher says: “Run again!”, they again begin to run around the playground in arbitrary directions.

"Pigeon"

Target: develop coordination of movements, orientation in space; practice pronouncing sounds.

Progress of the game: Children choose "hawk" and "mistress". The rest of the children are “pigeons”. The “hawk” stands aside, and the “mistress” chases the “pigeons”: “Shoo, shoo!” The "doves" fly away, and the "hawk" catches them. Then the “hostess” calls: “Guli-guli-guli” - and the “pigeons” flock to the “hostess”. The one whom the “hawk” caught becomes the “hawk,” and the former “hawk” becomes the “mistress.”

"Move the items"

Target: develop coordination in space, dexterity, speed of reaction.

Progress of the game: 2-4 circles are drawn on the ground on opposite sides. Various objects (skittles, cubes, toys) are placed in one circle, the other remains free. Children stand in two ranks (or one column) and, at the teacher’s signal, begin to transfer objects one at a time from another circle.

"Squat Traps"

Target: develop agility and speed.

Progress of the game: The players choose a driver and scatter around the court. The driver catches up with them, trying to stain them. The player who is being caught up by the driver can sit down and touch the ground with his hand. In this position it cannot be stained. However, the driver can stand two steps away from the crouched person and count to five. If the player does not run away when the count is “five,” the driver can spot him. The game is played within the boundaries of the court, the border of which is not allowed to leave. Anyone who breaks this rule becomes the driver. The winner is the one who has never played the role of driver. “Who has the ball?” With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand in a circle tightly shoulder to each other, hands behind their backs. The driver must guess who has the ball. The instructor starts the game with a small ball in his hand. Walking in a circle, the instructor passes the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice. "Find and keep silent" The physical education instructor starts the game. He shows the children some toy, the children remember it. The instructor invites everyone to squat down at the end of the playground, facing the wall, while he quickly hides the toy and warns the children that the one who finds the toy first should not point a finger at it or say out loud where it is hidden. At the instructor’s command: “We are looking. "" children get up, calmly walk and search. The one who found it first comes up to the instructor and speaks so that the others do not hear. The game continues until the majority of children find the toy. The most attentive and resourceful player who was the first to find the toy is noted He hides it next.The game is repeated 2 times. "Make a figure" At a signal from the physical education instructor, the players take a figure or pose of some kind. fairy tale hero, animal, insect, etc. The music stops, the instructor notes the most interesting figure. The game is repeated 3-4 times. "Fishing rod" The players stand in a circle, with the physical education instructor in the center. He holds a rope with a bag of sand tied to it. At the instructor’s command: “Let’s start!” "He begins to rotate the rope in a circle above the floor. As the rope approaches, the players jump over it with both feet together, jumping high so that the rope does not touch their feet. Having described 3-4 circles, the instructor stops and counts the number of players who touched the bag. The game continues 2-3 times. "It flies, it doesn't fly" Children stand in a circle or in a line, the instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if a flying object is named, for example:

Physical education instructor:

Parachutist (raises his hands up).

Children raise their hands up.

Children raise their hands up.

Children raise their hands up.

"Take it quickly" The physical education instructor places cubes, balls, sandbags, small rubber toys, and cones throughout the playground, which should be 1-2 less than the number of children playing. To the music, children run around between objects. As soon as the music stops, the children take one object at a time and raise it above their heads. The one who did not manage to pick up any object is considered a loser. The game is repeated 2-3 times. "Entertainers" With the help of a counting rhyme, an entertainer is selected, which stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:

In an even circle one after another

We are going step by step.

Stay where you are!

Together together

Let's do it like this.

The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer. The game is repeated 2-3 times. "Don't get caught" From those playing, 2-3 drivers are selected using a counting rhyme, and they stand in the center of the circle. The rest of the children stand in a circle and, at the instructor’s signal, begin to jump in and out of it with both feet as the drivers approach. The fastest driver, who caught the most of all the players, and the clever player, who was never caught, are noted. The game is repeated with a change of drivers 2 times. "Don't stay on the floor" With the help of a counting rhyme, a driver is selected, who runs with the children throughout the hall. As soon as the instructor says: “Catch! “, everyone runs away from the driver and, as he approaches, climbs onto some hill (a bench, cubes, stairs, chair, and the driver tries to catch those running. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver, and the driver who caught the most is noted. "Swan geese" On one side of the hall the house in which the “geese” are located is indicated. On the opposite side of the hall there is a “shepherd”. On the side of the site is the “wolf’s” lair. The rest of the place is meadow. With the help of a counting rhyme, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The “shepherd” drives the “geese” out to the “meadow” for a walk and a run.

Shepherd: Geese, geese!

Geese (in unison): Ha - ha - ha!

Shepherd: Do you want to eat?

Geese (in unison): Yes, yes, yes!

Shepherd: So fly here!

Geese (in unison): We can’t! The gray wolf under the mountain does not let us go home.

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

The “geese” run home through the “wolf’s” den, and the “wolf” runs out of the den and tries to catch the “geese.” The “geese” that ran away from the “wolf” and returned home safely are noted. The game continues with another “shepherd” and “wolf”. "It flies, it doesn't fly" Children stand in a circle or in a line, the physical education instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if they named a flying object, for example:

Physical education instructor: Parachutist (raises his hands up).

Children raise their hands up.

Physical education instructor: Airplane (raises hands up).

Children raise their hands up.

Physical education instructor: Helicopter (raises his hands up).

Children raise their hands up.

Physical education instructor: Dom (raises his hands up).

Children do not raise their hands up, etc.

At the end, the instructor counts those players who never made a mistake and were attentive.

"Firefighters in training" Children line up in two columns at the starting line at a distance of 4-5 m from the gymnastics ladder. There is a bell suspended at the top of the gymnastics ladder. At the instructor's command: “March! “The first children run, climb the stairs, ring the bell, go down, run back, passing the baton with a clap on the shoulder to the next “fireman.” The team of “firemen” that completes the task faster wins. "Edible - inedible" Children stand in a circle or in a line. In the center of the circle or in front of the line stands a physical education instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming what is edible or inedible, for example: Physical education instructor: Pasta with meat. The child catches the ball and throws it back. Physical education instructor: Cake. The child catches the ball and throws it back. Physical education instructor: Ice cream. The child catches the ball and throws it back. Physical education instructor: Home. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical education instructor: Car. The child does not catch the ball, etc. "Third wheel" Children are divided into pairs, standing behind each other, forming a large circle. The two drivers remain outside the circle, and at the instructor’s command: “Run! “One catches up with the other, running in a circle after all the standing couples. In this case, the runner can stand in front of any pair at any time, and the third in this pair runs away from the catcher. If the one catching up catches the one running away, then they change roles. "Tops, roots" Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, calling the tops or roots, for example:

Physical education instructor: Eggplant.

Child; Vershki (catches the ball and throws it back).

Physical education instructor: Radish.

Child: Roots (catches the ball and throws it back).

Child: Roots (catches the ball and throws it back).

Physical education instructor: Strawberry.

Child: Vershki (catches the ball and throws it back).

Physical education instructor: Garlic.

Child: Roots (catches the ball and throws it back).

Child: Vershki (catches the ball and throws it back), etc.

Children who have never made a mistake are recognized.

"Frost - Red Nose" With the help of a counting rhyme, the driver is selected - “frost”, who stands in the center of the site, and his house is on the side. The remaining players stand on one side of the court as a line.

Frost: I am Frost - Red Nose, Which one of you decides to set off on the little path.

Children (in chorus): We are not afraid of threats and we are not afraid of frost!

After the words, the children must run to the opposite side of the playground beyond the line where the “frost” has no right to run. The distance from the starting line to the finish line is 3-4 m. Whoever the “frost” catches during the dash takes him to his home. Those “frosts” that caught the most players in one run are noted. The game is repeated with another “frost”. "Vegetables and fruits" Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming a vegetable or fruit, for example:

Physical education instructor: Carrots.

Physical education instructor: Cabbage.

Child: Vegetable (catches the ball and throws it back).

Physical education instructor: Orange.

Physical education instructor: Grapes.

Child: Fruit (catches the ball and throws it back).

Physical education instructor: Pineapple.

Child: Fruit (catches the ball and throws it back).

Physical education instructor: Cucumbers.

Child: Vegetables (catches the ball and throws it back).

Physical education instructor: Potatoes.

Child: Vegetable (catches the ball and throws it back).

Physical education instructor: Pear.

Child: Fruit (catches the ball and throws it back).

Children who have never made a mistake are recognized.

"Hunters and Hares" With the help of a counting rhyme, a “hunter” is selected, the rest of the children are “hares”. On one side of the hall is the house of the “hunter”, on the other is the house of the “hares”. As the music begins, the “hunter” comes out and looks for traces of the “hares”, then returns to his place. “Hares” jump out of their house and jump all over the clearing on two legs in different positions. At the instructor’s command: “Hunter! “The “hares” run away to their house, and the “hunter” throws small balls at the “hares”, as if shooting from a gun. The one whom the “hunter” hits with the ball is considered killed and goes to the “hunter’s” house. The game is repeated with a new “hunter”. The most accurate “hunter” is noted, with the most “hares” killed. "Counting" Children in the preparatory group know a lot of counting and checking. All the players stand in a circle, one of the guys - the driver, who stands behind the circle, begins to say a counting rhyme, pointing at each player in turn. Whoever the counting ends on becomes the next driver. The child who correctly divides words into syllables and who has good memory and who told a lot of rhymes. The funniest and most interesting counting rhyme is also noted.

Ahi-ahi-ahi-oh,

Grandma was sowing peas.

He was born thick,

We'll rush - you're empty!

A bunny is running along the road

Yes, my legs are very tired.

The bunny wanted to sleep,

Come out and look!

A heron walks through the swamp,

He won't find a job.

She sat down on a stump,

She ate five frogs at once.

One two three four five,

Come out and look!

Our Tom wanted to eat,

He reached into the refrigerator.

There is sour cream in the refrigerator,

Meat, fish, eggplant,

Cucumbers and grapes.

Zucchini and lemonade.

If you want to eat too,

So come out quickly!

Jerry lives happily

Jerry sings songs!

One two three four five,

Come on, Jerry, sing again!

"Witch" With the help of a counting rhyme, a “sorcerer” is selected, who stands in the center of the circle built by the other players. Players walk in a circle saying:

We are funny guys

We love to jump and gallop,

Well, try to catch up with us!

All the children run away. Anyone touched by the “sorcerer” is considered bewitched. The child who has been bewitched stands in place, feet shoulder-width apart. Other children can disenchant him if they crawl on all fours between the legs of the bewitched one. Bewitched children do not have the right to stand close to the wall. The game continues with the change of “sorcerer” 3 times. Those children who ran away from the “sorcerer” and those who bewitched the most children are noted. “Whoever is named, he catches” One driver is selected and stands in a hoop lying on the floor in the center of the site. At the instructor’s command: “Let’s start!” “Children run, jump, walk. The driver throws the ball up, loudly saying someone's name, for example Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, and also says his name. Throws the ball, runs away, etc. "Mice and Houses" Using a counter, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” "She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes the driver. If he doesn't succeed, he goes from house to house asking him to sell the house. If the driver says: “The cat is coming!” “, then everyone must change places, and the driver strives to take someone’s house. "Guess by touch" Using a counting rhyme, the driver is selected and stands in the center of the circle, blindfolded. The rest of the children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines by touch who it is. The most attentive driver is noted. The game continues with another driver 3-4 times. "Four forces" The players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire! ", then you cannot catch the ball. For an incorrect answer or catching the ball to the word “fire”, the player is eliminated from the game. They play until the last remaining participant. "Crucian carp and pike" On opposite sides of the playground, the houses of the “crucian carp” are marked with lines. The driver is selected using the counting table - “pike”. All other children are “crucian carp”. The “carp” are divided into two teams and go to their homes, and the “pike” stands in the middle of the site. At the instructor’s signal, all the “crucians” run (swim) to the opposite side. The “pike” catches those running across. The one who is caught stands aside. After 2-3 runs, when there are 5-6 “crucians” caught, they form a net: they stand in one line in the middle of the site and hold each other’s hands. Now, at the instructor’s signal, the “crucian carp” run to the other side through the net (under the arms, and the “pike” stands behind the net and catches those running out of it. The caught “crucian carp” also join the net. The game ends when all the “crucian carp” are caught. Then a new driver is selected or the last caught “crucian carp” becomes the “pike.” The instructor can, after 2-3 runs, appoint one of the children as the “pike.” "Seasons, months and days of the week" Children stand in a large circle. The phase culture instructor, for example, gives Olya a large ball and asks her to name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with both hands and calls it: June, July, August and passes the ball to whoever she wants, for example Andrey. The instructor asks him to name the days of the week. Yura - 4 seasons, Alina the months of spring, Katya - how many days in the week, Pavlik - what time of year it is, etc. Those who answer the question incorrectly or think for a long time are eliminated from the game. The one who remains last wins. "Shander-mander" All players stand in a large circle. With the help of a counting rhyme, a driver is selected, who stands in the center of the circle with a large ball in his hands. The driver hits the “si” on the floor with two or one hand and says:

Shander-mander lippopander (children run and stop when they finish the words).

I spin, spin, whoever I want, It will be. (name of player)

The driver says loudly how many steps there are to the person he named, for example to Sasha. There are 3 giant steps before him (large, wide steps, 5 ordinary steps, 7 ant steps (mincing steps) and 2 hare steps (jumping on two legs). The driver performs these steps and reaches Sasha. Throws him the ball, Sasha catches it and starts the game again. If Sasha doesn’t catch, then the same child remains the driver.You can name 2 or 3 types of walking, or all 4. "What changed?" The physical education instructor places small rubber toys in front of the children and asks them to look carefully and remember them. On command: “Close your eyes! “The children close their eyes, and the instructor quickly swaps toys or removes one. On command: “Open your eyes! “Children open their eyes and answer what has changed or what has disappeared. The most attentive children are recognized. The game is repeated 2-3 times. "Defense of the fortification" Children stand in a circle. With the help of a counting rhyme, a defender is selected who protects the pin standing in a small drawn circle in the center of a large one. Players try to knock down the pin with a ball. The ball can be thrown, but the thrower cannot leave the general circle and change place. The one who manages to knock down the pin takes the place of the defender. "Stream" Children become pairs, holding hands, stand next to each other and form a long “corridor”, raising their arms up. One child, left without a partner, begins to flow as a stream. He passes into the stream from the end of the “corridor” and goes to the beginning of the stream, taking the hand of a friend from the pair he wants. Unmarried child | away from the stream to the end of the “corridor”, then enters the stream, taking whoever he wants by the hand, etc. Thus, the stream flows slowly, moving forward. "Horses and Runners" A 3x3 or 5x5 m playing area is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around playground within its borders. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education instructor calls the horse: “Home! " He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself. "Sweet words" Children stand in a circle and, passing the ball in any direction, say affectionate words, for example, Sasha says: “Darling” and passes the ball to Katya, she says: “Sunny” and passes the ball to Christina, etc. Those whose words are repeated, are considered losers and leave the game. The one who says the most kind words wins.

Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization group games is of particular importance for teachers, educators and parents seeking to provide children with adequate rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions towards each other, and this contributes to the development of mutual respect.

Returners

To play you will need a whistle. The game is best played at a rest stop. The adult asks the children to line up, after which he explains the rules of the game: at the leader’s signal, the participants scatter in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and line up again. The game is repeated 3 times.

Third wheel

It is better to play this game in a meadow, wasteland, large clearing in a forest or grove. The number of players should be sufficient so that, holding hands, they form a large circle. Then the participants change lines, breaking into pairs. One of the players in a pair stands behind the other, and the latter looks at the center of the circle. The distance between pairs is about 3 m. Then one pair is selected, and at the leader’s signal, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside it they can only run around players (no more than 2 pairs in a row). Both the runner and the catcher can, at will and at any time, change roles with the standing pairs who are carefully watching the game. Those standing in the inner circle run away, those in the outer circle catch up. When the escaping player feels that he is tired or cannot escape from a stronger and more agile catcher, he stands behind any pair, and immediately the one who ends up in the inner circle of this pair is considered third and becomes the runner. Similarly, the catching player can transfer his functions to another by standing next to any pair in front of her, then the player in the outer circle, becoming the third, and therefore superfluous, becomes the catching one.

The game requires dexterity, speed of reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as observers, catchers, and escapers. If the catcher catches a player, then the caught one is eliminated from the game, and along with him (at the catcher’s choice) another player. The vacant place in the pair is taken by the one who is catching up.

The next pair is selected, the circle is narrowed, and the game continues until there are 2 pairs of players left. They are considered the winners. Since the rules of the game are quite complex, it is best to play it with children of middle and high school age.

Quiet game

To play you will need a blindfold. This game is best played in a grove, park or sparse forest - where there are a lot of dry branches. One of the players - the driver - stands near a tree, large stone, small bush or stump. He is blindfolded. The remaining players disperse in different directions at approximately a distance of 25-30 m. The leader (adult) is near the driver. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The players' task is to get closer to the driver and touch him or the object near which he is standing with his hand. Whoever succeeds is considered the winner and becomes the driver. The presenter gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: “I hear you!” and points with his hand in the direction where the sound is coming from. If the direction is generally correct, the leader signals the participant to leave the game, stand next to him and behave very quietly until it ends. Until the eliminated player approaches the leader, the remaining players do not move, and rule violators are also eliminated from the game. The game ends if someone reaches the driver, or if the driver has heard all the players, or after a certain time has passed, for example 15 minutes. In this case, the winner is the driver (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out you will need some object (you can use a toy, a bag of sweets, a ball or other sports equipment for group games).

The organizer conducts preliminary work, which consists in preparing pointer signs. Their number and complexity depend on the size of the area and the age of the players.

For younger schoolchildren, 3-5 simple pointers are enough; for older children, it is advisable to use a larger number of pointers; they should be more complex. A pointer is any item that provides information about what to look for in this particular place (“look here”). If the game is played outside the city, then the indicator can be a broken branch stuck in the ground, a tuft of grass pulled out by the roots and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of fabric on a branch, etc.

Signs should stand out from the surrounding space. For younger schoolchildren, it is better to make them more visible than for children of middle and high school age.

If the game is played in a yard or park, the signs can be signs drawn with chalk on the asphalt, a newspaper or magazine allegedly forgotten on a bench, pieces of colored paper glued with tape, etc. It all depends on the imagination of the one who is hiding the item.

The area where players will look for the treasure is determined in advance. Before the game starts, the object must be hidden, and then signs must be placed on the site.

In close proximity to the sign or on it there should be information on how to find the next one or, if this is the last sign, where to look for the treasure. For example, under a cairn there may be a note: “30 steps, direction to a tall oak tree.” Treasure seekers take 30 steps in the indicated direction and begin to look around in search of a new sign; they find a piece of paper tied to a branch of a bush, and on it is the inscription: “Treasure.” In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from a site that has been determined in advance - the first sign is looked for on it.

Older children can split into two teams: one hides the treasure, the other searches for it.

At the end of the game, the adult, together with the children, tidies up the area, making sure to give a positive assessment of the work done.

Hare houses

The players pretend to be bunnies. Everyone has their own house, but one (the driver) does not have a house. He approaches the house of any participant in the game and asks: “Please give me the house.” The bunny does not intend to give up his home to a stranger. He runs in a circle to the right, the driver runs to the left. They run around all the participants, touching everyone. The player who was touched must take the empty house. At the leader's command, the game stops. The bunny, left without a house, drives.

Hide and seek

The game is played in a grove, park, sports ground or yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, you may need a whistle to play. The driver is selected and the place from where he will start the search and where he will “catch” the found players. The driver's place should be approximately in the center of the area, preferably near a tree, large stone, stump, park bench, etc. He blows a whistle or shouts: “Hide!”, closes his eyes and counts to 10 (or 20). During this time, the players must hide. Having counted to the end, the driver blows the whistle again or shouts: “I’m going to look!”, opens his eyes and begins searching for the players. He can move away from the driver’s place, but if he finds someone hiding, the driver must return to his place and name the name of the found participant in the game. If the name is named correctly, the one who was found leaves the game. If the driver makes a mistake, the player does not leave his place and, in turn, can get caught, i.e., run to the driver’s place earlier and say his name, ensuring victory for himself. The game continues until all players have been discovered. Then the first player found becomes the driver. This game can be played by children of different ages; it is organized with children by an adult who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or several participants in the game. Or the game continues until the driver finds the first of the hidden ones, then the driver gives a signal with a whistle or shouts: “Found it!” Then all players come out of their hiding places, the one found becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, as a family.

The one named Keen Eye

It is better to play the game on a playground, in a park or forest, where there are many trees, bushes, and various items and places to hide.

One of the participants is appointed as the driver, and all the other players, along with an adult, hide nearby. After this, the presenter returns.

He stops not far from the driver and gives the signal to start the game. The participants try to quietly approach the driver, but the latter carefully watches their every action and turns in different directions. At this time, participants run or crawl towards other shelters. If the driver notices the player, he calls his name, and the latter comes up to the leader and continues to watch the game with him.

However, the participant does not respond if the driver does not guess him.

After the set time has expired, the presenter gives a signal to end the game, after which all players come out of their hiding places. The participant who is closest to the driver is considered the winner.

Hidden cubes

To play, you will need a set of children's cubes (with pictures drawn on them or letters and numbers written on them). Having determined the playing field in advance (usually a playground), the adult hides the cubes in different places, but so that it is not difficult for the kids to find them. Then the leader asks the children to split into two teams, which take their places on opposite sides of the leader.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most cubes wins. At the end of the game, the adult, together with the children, examines the cubes and asks them to name what is depicted on them or what letters or numbers are written, after which he rewards all participants who took part in the game with small prizes - candies, miniature figures cut out by older children from colored cardboard.

Don't go into the garden, rabbits!

To play you will need a wooden stick or chalk. The game involves at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a pre-selected site. This is a vegetable garden. A driver is selected from among the participants using a counting rhyme. He will be the watchman.

The guard stands in a circle, the rest of the players are hares trying to get into the garden. At the leader’s signal, the hares begin an “offensive,” diverting the watchman’s attention to themselves in every possible way so that those participants who are behind the leader’s back can enter the “forbidden territory.” Anyone whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will be great entertainment for children while relaxing not only in the park or forest, but also on the summer playground.

Magic balloons

To play the game you will need balloons (according to the number of participants in one of the teams). The game is best played in open space. The presenter (adult) asks the children to divide into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They take hands and spread them apart, after which they disengage. As a result, a distance is created between the players in the chain.

Each member of the first team picks up one balloon. The players' task is to penetrate the chain formed by the members of the second team without allowing themselves to be exposed.

As soon as all participants take their places, the presenter gives the signal to start the game. Participants with balls run up to the chain, after which they try to slip into free space. The players of the second team do their best to detain the participants with the balls. The one who was insulted gives his ball to the presenter and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all the children to stand in a circle. Participants with balls in their hands throw them to those standing opposite, with the words: “Thank you for playing!” Those who caught it, in turn, throw the balls to those standing opposite, with the same words, after which the presenter with a bunch of balls in his hands addresses all participants: “Thank you, guys, for the game!” If possible, exchange balloons can be replaced by launching them into the sky.

Fishermen and fish

To play you will need a wooden stick or chalk. An adult draws a circle with a diameter of 4-4.5 m on the site. Two children are selected from among the players to be fishermen. They join hands to form a fishing net. The rest of the participants are fish. They swim in the lake - run inside the circle. The fish cannot run outside the circle.

At the command of the leader, the fishermen run into the lake, trying to catch fish, running in pairs without releasing their hands. The caught fish stand between the fishermen. Thus, with each participant caught, the network expands, and the fish become fewer and fewer. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen hold hands to form a circle, then the fish inside the circle are considered caught.

Fish can escape from the net if one of the fishermen (they are always at the edges of the net) releases the hand of the player next to him while moving. The fisherman must take the hand of a player who has not yet unhooked from the net as quickly as possible. The game continues until the fishermen catch all the fish. The winner is the player caught last.

At the end of the game, the extreme participants in the network join hands, and the children begin to dance in a circle, singing any funny song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A driver is selected from among the players and stands next to the leader. The remaining participants, at the command of an adult, line up and count in groups of three. The first numbers are nuts, the second are cones, and the third are mushrooms. Then the adult says, “Raise your hands, nuts.” The first numbers raise their hands. The presenter continues: “Raise your hands, mushrooms.” The third numbers raise their hands. “Raise your hands, bigwigs.” The second numbers raise their hands.

After this, the presenter asks the children to form triplets (nut, cone, mushroom). Each trio joins hands to form a circle. An adult and a driver stand in the middle of the platform. After the presenter exclaims: “Bumps!”, all participants, called bumps, change places. The driver at this time seeks to occupy any vacant seat.

If he succeeds, then he becomes a big shot, and the one who is left without a place becomes a driver. At the command “Mushrooms!” or “Nuts!” other players change places. In the midst of the game, the adult exclaims: “Mushrooms! Nuts! Cones! Participants must have time to change places.

The game can be complicated by introducing a competitive element: the host notes how quickly the participants swapped places and who was the fastest - nuts, cones or mushrooms.

Miraculous transformation

This game is best played with children of senior preschool or primary school age. In sunny summer weather, the adult and the children go for a walk in the park or forest. During the rest, the leader asks the children to make themselves comfortable and begins the game. He chooses the most modest and shy child and asks him to come up. Having established friendly contact with the participant (an adult can put his hand on the child’s shoulder, take the participant’s hand, etc.), the presenter turns to the other players: “Guys, now we’re going to play with you. Listen to a fairy tale." After this, the presenter tells the following story.

Fairy tale text

Sasha (Dasha) (the adult calls the name of the child who is standing next to him) is a worm (caterpillar). He (she) is green, like the leaves on the trees and grass. Such a beautiful color! But look, Sashenka (Dasha) is sad (sad). He (she) is sad because he (she) fell into a stream, which took him (her) far, far from home. And now he (she) is all alone.

Then the presenter invites the children: “Let’s, guys, cheer up Sashenka (Dasha). I will say the magic words, and you repeat them.” The children agree with the adult, dance around the leader and repeat in chorus after the leader the following: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and bugs (butterflies) are friends. Amazing summer! How wonderful it is to live in the world! Sasha (Dasha) is a bug (butterfly).” After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our little worm (caterpillar), Sashenka (Dasha), has turned (turned) into a bug (butterfly)!” The presenter continues: “Sasha (Dasha) is now not a worm (caterpillar), but a bug (butterfly), and we are flowers. Flowers and butterflies are friends!

At the end of the game, the adult organizes an activity with the children to observe plants and insects, during which the kids learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, and conducts a conversation.

Hen and kite

The game involves 10-12 people. One of the participants, the driver, portrays a kite, the other - a hen. All other players are chickens. The leader asks the children pretending to be chickens to stand in single file behind the hen and hold on to each other. The kite stands 3-4 steps from the column.

The game begins at the command of the leader (adult): the driver tries to grab the chicken that is last in the column. To do this, he must cling to the column behind.

However, this turns out to be not so easy, since the hen constantly turns her face to the kite, thus blocking its path. She stretches her arms to the sides - and the entire column deviates in the direction opposite to the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is chosen, after which the game is repeated.

Grasshoppers

To play you will need chalk. An adult draws a circle on the site of such a size that all participants can fit freely around the circumference. One of the players is appointed as the driver; he stands in the center of the circle. The remaining players - grasshoppers - stand at the very line behind the circle. At the command of the leader, the grasshoppers begin to jump inside the circle and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes the grasshopper, after which the game is repeated.

The game can be complicated by changing its rules: jumping, jumping on one leg or jumping only after clapping your hands.

Circle marks

This game is best played on the playground. Players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner circle - counterclockwise. At the signal from the leader (adult), the children stop. The participants in the game, forming the inner circle, try to insult the players in the outer circle (touch them with their hands) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

To play you will need chalk. There are two forests on opposite sides of the playground. The leader, the Wolf, is selected from among the players. He may be the eldest of all participants. The remaining players - the hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the court, after which the presenter gives the signal to start the game. The wolf catches them.

The participant who manages to be stained is considered the Wolf’s assistant. He stops at the place where he was caught and, with his arms outstretched, blocks the path of the players as they make their next dashes. When there are too many of the Wolf's helpers, and after that the adult tells the children that they are visiting the Wolf on the occasion of his birthday.

The presenter invites all participants to stand in a circle, and Wolf - in the center of this circle. Children hold hands, dance around the Wolf and sing a cheerful song, and the Wolf dances.

Reflections

To play you will need a whistle. It is best to play it on the playground or in the park. A driver is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. The adult explains to the children the rules of the game: he will name the actions, and the participants will perform them, but as if they were looking in the mirror and seeing their reflection in it. Then the presenter says: “We look at each other!”

Participants in each pair turn to face each other. Then the presenter says: “We raise our hands!”

Children raise their free hand up. “We smile,” the presenter continues.

The players smile at each other. After this, the adult suddenly gives the command “Change places!”, and all participants begin to run around the driver, and at the leader’s signal they form new pairs. The driver's task is to pair up with one of the players. The participant left without a partner becomes the driver.

If the game is played with children of middle school age, then the driver and presenter may be the same participant.

One, two, three - freeze!

To play you will need an inflatable ball. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. Players pass the ball until one of them hits it. This participant becomes the driver. All players scatter around the court. The driver picks up the ball as quickly as possible and shouts: “One, two, three - freeze!” All participants immediately stop at the place where they found themselves when they heard the driver’s command. He throws the ball at one of the players. Participants do not move from their place, but can dodge - squat, bend, etc. If the driver manages to hit someone, everyone returns to their places, after which the game continues. If the driver misses, he runs after the ball, while everyone else runs away. Taking the ball in his hands, the driver again gives the command “One, two, three - freeze!” Then he tries to make fun of one of the participants. The upset player becomes the driver, and the game is repeated.

Living maze

To play you will need a whistle. From among the participants, two are selected - the escaping and the catching up. The remaining players stand in a column of 4-6 people and move away from each other at arm's length. At the leader’s signal, the escaping participant ends up in one of the corridors. The one who is catching up is pursuing him. These participants move along the corridors. The presenter agrees in advance with the players that whenever they hear a signal, they join hands. Thus, the escaping and the catching up at this moment find themselves in different corridors. Then, at the leader’s signal, the players unclasp their hands again, and the game continues.

The runner can move to the next corridor by running into it from the edge of the maze at the moment when the other players join hands and block the path of the one who is catching up. If the catcher manages to catch the runner before the latter gets out of the maze, they change roles and the game continues.

Predator and herbivores

To play you will need a wooden stick or chalk. A participant is selected from among the players to act as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The remaining participants (herbivores) scatter in different directions around the site.

The predator chases after them, trying to catch someone. The caught players are taken to a circle - they will be guarded by the leader. Herbivores can help each other out: to do this, just touch the outstretched hand of someone standing in a circle. However, if the leader or predator stains the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, joining the others, become rescuers. The game continues until there is not a single participant left in the circle.

Animals - go to their houses!

This game is played with children preschool age. Children stand in a circle, holding hands. An adult walks in a circle and separates it in several places.

Participants in the formed links create small circles-houses of hares, hedgehogs, frogs, etc. The leader passes by the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a common circle, all participants dance in a circle and sing a cheerful song.

Suddenly the adult gives the command: “Everyone into the houses!” The animals rush to take their places and form houses as quickly as possible. The group of children who does it faster than others wins.

Owl-owl

Children of different ages can take part in this game. The participants of the game form a circle. One of the players, the driver, stands in the center of the circle, depicting an owl, and all other players are birds and insects. The presenter exclaims: “Wake up - the day has come!” All participants, except the driver, run in a circle, waving their arms like wings. The owl is dozing at this time - standing, eyes closed, in the middle of the circle. When the presenter loudly says: “Night is coming - everyone falls asleep!”, the birds and insects stop and freeze. Here the owl goes hunting. She looks for those who are laughing or moving, and takes these participants to her nest in the center of the circle. The captured insects and birds become owls, and they all go hunting together.