Children's games in the fresh air. Outdoor games for children. What you need to play on a swing

"HELLO".

Everyone stands in a circle facing each other, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello!” You can also say your name (this is discussed in the terms of the game). Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"TRAFFIC LIGHT".

On the site you need to draw two lines at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names some color. If the players have this color in their clothes, they pass by the driver without hindrance. If the player does not have this color, then the driver can insult the running player. The salty one becomes the driver.

"PATH".

The participants of the game line up in a chain one after another. The one who is first in this chain becomes the driver. Everyone walks like a snake along the path behind each other, with the driver overcoming various obstacles. At the driver’s signal, the first player becomes at the end of the snake, and the driver becomes the one who was the first player.

"ENCHANCED CASTLE".

The players are divided into two teams. The first one must disenchant the “castle”, and the second one must prevent her from doing this. The “castle” can be a wall or a tree. Near the “castle” there are the “main gates” - the guys from the second team are blindfolded. The players who must disenchant the “castle” begin to move along the site at the command of the leader to the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle, holding hands - this is a “nest”. There is a "bird" sitting inside. Another “bird” flies outside - the leader gives the command “The bird flies out!” The "nest" crumbles, and everyone flies like birds. The leader commands: “Into the nest!” Everyone crouches down again. The one who didn't have time becomes the leader.

"A HARE WITHOUT A LAIR."

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - “hare” and “hunter”. The “hare” must run away from the “hunter”, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the “hunter”. If the “hunter” makes fun of the “hare”, then they change roles.

"SANTIKI-FANTIKI LIMPOPO".

The players stand in a circle. The driver moves away from the circle a short distance for a few seconds. During this time, the players choose who will be “showing the movements.” This player will have to show various movements (claps hands, patting the head, stamping the foot, etc.) All other players repeat the movements after him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the game, the guys utter the words in unison: “Santiki-candy wrappers lim-po-po...”. At a moment unnoticed by the driver, the one showing changes his movement, everyone must quickly change their movement too, so as not to let the driver guess who is leading them. The game continues until the shower is discovered.

"CRAVES AND SPARROWS".

At a distance of 1-1.5 m, draw two parallel lines. Measure 4-5 m from them and draw two more lines. The first two lines are the starting lines, the second are the “houses”.

The teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is “sparrows”, and the other is “crows”. The leader stands between the teams and calls out the words: “sparrows” or “crows.” If the leader said “crows,” then the crows chase the sparrows, which are trying to escape behind the second line. If the presenter says “sparrows,” then the sparrows run and catch the crows. The game ends when there is not a single player left on the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, that is, the rest of the players. The task of the “fish” is not to get caught in the “net”. If the fish was unable to evade and ended up in the “net”, then it joins the drivers and itself becomes part of the “net”. The “fish” do not have the right to tear the “net”, that is, to untangle the hands of the drivers. The game continues until the player who turns out to be the most agile “fish” is determined.

"TRAPS".

Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. Everyone else joins hands, forming a chain. They must move through traps. At the leader’s command (clap, word, etc.), the traps “slam shut,” that is, the guys forming the traps give up. Those players who fall into traps form pairs and become “traps” themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with eyes closed. The players walk in a circle saying:
"Water, water,
Why are you sitting under water?
Look out for a little bit
For one minute
1, 2, 3".

The circle stops. The “water man” points his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but he cannot open his eyes. If the driver guessed right, they change roles, and now the one whose name was named becomes the driver.

"SQUIRRELS ON THE TREE".

All players are “squirrels”; they must stand near a tree and hold on to it. A "dog" - the driver - is running between the trees. “Squirrels” run from tree to tree, and the “dog” must catch someone, or another option: the “dog” must take the place of one “squirrel”.

"FLASHING LIGHTS."

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the players standing in the circle and wink at him. The one who was winked runs from his place and stands behind the driver. But he may not succeed because the player behind him can hold him back. If he manages to do this, everyone remains in their place. If the player manages to escape, then the player left without a pair becomes the driver himself.

"SALKI."

One driver is selected who must catch up and harass the players. The taunted player also becomes the driver, and he must run and hold on to the part of the body for which he was taunted with one hand. The winner is the one who is not caught by the driving players.

"CATCH THE DRAGON'S TAIL."

The players stand in a line, holding each other's shoulders. The first participant is the “head”, the last one is the tail of the dragon. The head should touch it.

"SCHOOL OF SCOUTS".

(Mini-blue lightning)

One of the participants is the commander (leader), the rest are “scouts”. Before the start of the game, the commander gives the command to form a line and introduces the children to the tasks that they will have to complete.
"PARACHUTERS" - children stand on a log, squat, then raise their arms up, stand up and jump from the log.
"ALIEN PATROL" - To avoid the enemy, everyone hides behind trees and bushes and silently moves a distance determined by the leader.
"CHASE" - scouts flee from the enemy, turn into bunnies, and jump. Dogs chase after them, children also become dogs, bark loudly, growl, chase away other people's dogs.
"RETURN" - the scouts have successfully completed the task and are returning home. First, they float along the river (pretend to row boats), then fly on an airplane and, choosing a place to land, settle down at the “airfield”.

"Blind's buff with a bell."

The driver's eyes are closed. One of the participants spins it on the spot. At the same time, you can say a tongue twister: - “What are you standing on?” -"On Bridge". - "What are you eating?". "Sausage." - “What are you drinking?” -"Kvass". - “Look for mice, not us.”
After these words, the children scatter around the room. "Zhmurka" must guess by touch if he catches someone.

"Velcro".

Participants in the game run at the command of an adult. Two drivers, holding hands, try to catch the fleeing participants of the game. At the same time, they say: “I’m a sticky stick, I want to catch you!” Each caught “Velcro” participant is taken by the hand, and he, too, becomes a driver along with them. Then a fourth player joins them, and so on.

"GLUE RAIN".

Children stand one after another in a line. Each participant holds onto the shoulders of the person in front. In this position, like a snake, they overcome various obstacles, carry out the tasks of the leader,
FOR EXAMPLE:
- Go over the bump
- Go through the log
- Jump over a puddle
- Go around the "wide lake"

When completing tasks, children should not be separated from each other.

"FISHERMAN AND FISHES".

A large circle is drawn on the site. One of the players, the “fisherman,” is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.”
At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter all over the area. The one who is caught becomes a fisherman and goes to the center of the circle.

"FIND THE KERCHIEF."

All participants stand in a circle. The driver is selected and stands in the center of the circle. One of the players is given a small handkerchief. He passes it to another person standing nearby, but so that the driver does not notice. Whoever the driver notices has a scarf, he becomes the driver.

"THE CAT IS COMING."

For the game, a platform is outlined, in the corner of which the “cat’s house” is marked, and on the sides - “mouse holes”. The role of the cat is played by the presenter. The game begins with a saying that the teacher says:
Mice, mice, come out,
Play, dance,
Come out quickly
The mustachioed villain cat is sleeping!

“Mice” crawl out of their “holes”, run, jump, and repeat the words in chorus:
Tra-ta-ta, tra-ta-ta
No mustachioed cat!

But then the teacher gives a signal: “The cat is coming!” All mice should freeze and not move. The “cat” goes around the “mice” and takes into his house those who move. The brave “mice” behind the cat can move, but must freeze as soon as the cat turns in their direction. The teacher says: “The cat is gone!” and the mice come to life again.

"Handkerchief - FLYER."

The driver is selected, he counts: 1, 2, 3! - everyone participating in the game scatters in different directions. One of them has a handkerchief tied in a knot in his hand. The driver tries to catch up with the player who has the handkerchief in his hands and stain it. Players can throw the handkerchief to each other while running. If the handkerchief falls to the ground, the game ends. It continues again as soon as the handkerchief is lifted from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or lays out whatman paper on the floor so that all participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the “Icebergs” leader, everyone must fit in the allocated space. Whoever steps on the edge is eliminated from the game. As the game continues, the available area gradually decreases, leaving the smallest circle at the end.

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: Everything must be shown before the game game movements. 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 to preparatory group know a lot counted-check. 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 whomever 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 are there 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.

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. Moreover, being on fresh air, a 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 Christmas tree (they show by raising their legs and standing on their toes, like a tall Christmas 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.

Summer is a time of non-stop fun. The main advantage of this time of year: in order to have fun, you just need to go outside. We all have a yard or a dacha, but we don’t need more. Here you can also have a great time and arrange a real holiday for your and your neighbors’ children. You just need to have a pair of relatively straight hands and a reserve of enthusiasm.

1. Street twister

Cool, right? You decide the size yourself playing field and the size of the colored circles depending on the age of the participants. To make it more comfortable for children, the circles can be made smaller. Preparing this is all very simple: the easiest way to draw on asphalt is with colored chalk (in order not to get your hands dirty, just outline the contours of the circles and do not paint them completely). If you're willing to risk your lawn, there are water-based paints available that will wash off in the rain. A cardboard box with a corresponding hole cut in the bottom will help you draw circles of the same size.

2. Sleight of hand

A step-by-step master class, understandable without translation, will help you prepare everything you need in no time. The rules are simple: players take turns pulling out sticks, trying to do it so that all the balls remain in place. The winner is the one who ends up with the fewest dropped balls. You can find the equipment at home or in a hardware store; fortunately, it’s all cheap. You can take bamboo sticks; they are also often used as a support for flowers.

3. Leaning Tower

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Here everything is also clear: we take turns removing the blocks, and whose tower collapses is the loser. Actually, only the blocks are needed for the game. Approximate length - 25 cm, total quantity - 48 pieces. At a hardware store, you buy fairly thick boards, saw them and sand them, and then there are options: you can leave them in their original form, or you can paint them (only the ends, the whole board, or even paint them with patterns).

4. Canvas bouncers

The game requires a steady hand and remarkable accuracy, and all you need to prepare it is a piece of tarpaulin and colored tape. You cut holes of different shapes and sizes in the tarpaulin (the smaller, the more interesting), cover their edges with colored tape and assign each hole its own value in points. The winner is the one who scores the maximum number of points in 10 throws.

5. Throw a ring


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Make a ring rack yourself or just use what you have around, even tree branches. Remember: the further the player is from the goal, the more interesting it is.

6. Downhill Racing

For this game you will need noodles - sticks for swimming and water aerobics. They are sold in sporting goods stores. You buy such a stick and carefully cut it lengthwise. There is no need to completely separate the halves from each other; it is enough for them to open like a book. Then cut longitudinal grooves on each half even more carefully. Mark the start and finish lines with flags - the track is ready! They can ride on it like toy cars appropriate size, or just glass balls.

7. Treasure Hunt


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Unfortunately, today's children spend little time outdoors, but this game will fix that. We are making a list of treasures that players will need to collect. Cones, different types flowers, leaves, twigs of unusual shape, something round, triangular or square, objects red, green or yellow color. We print out these lists and stick them on paper bags, and hand the bags over to the rangers. The first one to collect all the items from the list wins.

8. Accurate throw

Using a drill and screws, we attach a couple of buckets of different sizes to a long board, and place it vertically (you can simply lean it against the wall). For hitting the ball in each of the buckets, a certain number of points are awarded. The smaller the bucket, the more points.

9. Obstacle course


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This is where you can let your imagination run wild! To create a full-fledged obstacle course, you can use everything that comes to hand: old tires, ladders, ropes, buckets... The children have fun, and you relax while you wait for them at the finish line with a stopwatch.

10. Bottle bowling

An excellent game for both children and adults. What you need: 10 plastic bottles, paint and a tennis ball. Paint the bottles and the ball (so that everything looks just like the real thing), let them dry thoroughly. Then fill the bottles with water - the skittles are ready.

11. Stick to the point

Here you will need noodles again. With their help, children should throw as much as possible balloons in a plastic basket. Simple, but quite fun.

12. Tic-tac-toe


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Unlike the usual paper version, the street version provides much greater freedom in choosing equipment. You can take large pebbles or wooden blocks and paint them, or you can make do with any available items.

13. Stick Olympics

And again noodles. The main advantage of these things is that you can do whatever you want with them. Whether you bend it or roll it into a ring, they will withstand any handling. For the construction of improvised sports facilities, there is no better material to be found.

14. Accurate Throw 2.0

Improved version of the game. We throw the balls into tin cans, which are attached to a branch with a chain. The rules are the same: for hitting each jar you are given a certain number of points, whoever scores more is a great guy. The cans sway, so it's not so easy to hit the target.


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The usual game becomes much more interesting if the participants stand not on the ground, but on overturned milk crates or tree stumps. Here you need to show not only strength, but also a fair amount of dexterity.

16. Ice riches

In hot weather, this will delight the children. Freeze water with toys and all sorts of small items in a large container. This must be done in layers so that the treasures do not sink to the bottom. Give the kids a hammer and a screwdriver - they'll have something to do in the next half hour.

17. Darts with balloons


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The name speaks for itself. Inflate the balloons and attach them to the board with tape or a stapler. There is a lot of noise, but even more fun.

18. Floor games

The rules are the same as in traditional board games, only instead of toy figures there are people, and there is a larger cube. By the way, it can be made from an ordinary box covered with colored paper. Draw with chalk the path you need to take and put all the necessary marks: one step back, two steps forward, return to the start.

19. Accurate Throw 3.0

Even more difficult, even more interesting. Buckets and cans are replaced by a stepladder. The rest of the conditions are the same: each step is assigned a value in points, you need to score as many as possible. A ball won't fit here, so sew a small bag and fill it with beans, rice or buckwheat. Even an old sock will do to save time.

20. Playing with light


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If it gets dark, this is not a reason to go home. Neon sticks, available in holiday aisles, will help extend the fun. Attach them to the edges of buckets or cans, so you and your children can play even late in the evening.

What do you play with your children in the summer? We are waiting for your stories in the comments.