Outdoor games with children in summer. Card file for outdoor games. We develop dexterity, we train accuracy

Summer outdoor games for children on fresh air

One, two, three, four, five!

Game progress : the leader is selected from the players, the rest of the players form a circle, facing the leader, who stands in the center of the circle. All players receive their own serial number. The players, holding hands, walk in a circle until the leader calls out a few of any numbers, for example, "2" and "12". Players with these numbers should quickly switch places. At the same time, the driver is also trying to take one of the temporarily vacated seats. If he succeeds, the late player takes his place, that is, becomes the driver. The winners are those children who have never been a driver during the whole game.

Special notes: the driver can call not only 2, but also 3 and even 4 numbers. Players must change places as soon as the last number is named after the “and”.

Bison in the steppe

Game progress: players are divided into 2 teams - "bison" and "antelope". Teams line up on opposite sides of the site at a distance of 20 m from each other. Conventionally, the site - the steppe - is divided into 2 equal parts by the middle line. One half belongs to the "antelopes", the other half to the "bison" ".

One of the teams starts the game by drawing lots. One of the players of this team goes to the center line, makes several distracting movements and steps with both feet behind the center line, that is, on the opponent's territory. Then, turning, he runs to his original place. As soon as the player of the first team (for example, "bison") crossed the middle line, the player from the "antelope" team standing opposite to him takes off and tries to catch up and touch him before crossing the starting line. The captured person is taken prisoner. Game continues.

Special remarks: a beginner is not allowed to return to his seat if he has not stepped into the territory of his opponents with both feet.

African dance

Attributes: 5 clubs or pins.

Game progress : in the center playground a large circle is drawn, and a square is drawn in its middle and 5 clubs are placed - 4 in the corners of the square, and one in the center.

Players stand around the drawn circle and begin to move clockwise. At the signal from the leader, those standing in the circle begin to pull their neighbor to the right so that he touches the mace and drops it. Whoever knocked down the mace is eliminated from the game. The game continues on.

Special remarks: after the fall, the mace is put back, and the game lasts 10-15 minutes.

Pyramid

Purpose of the game: development of motor abilities, development of a good eye.

Attributes: 7 small balls or balls, medium rubber ball, 20-30 chips.

Game progress : a pyramid of balls is built in this way: 5 balls are placed on the ground, and 2 are on top, or 6 are placed on the ground, and 1 is on top. In the center of the playground, a circle with a diameter of 0.5 m is outlined with chalk. At a distance of 2 - 3 m from it, a play line is drawn. The driver is selected from the players by counting. In the outlined circle, 7 balls fit into a pyramid. The players take turns throwing the ball into the pyramid, standing behind the playing line. The one who breaks the pyramid receives a piece from the driver and gives way to the next player. The one with the most chips wins.

Special notes: when the whole pyramid is destroyed, the driver collects balls and builds a new one.

Cheerful train

Purpose of the game: development of motor, communication skills and agility.

Attributes: chairs according to the number of players.

Game progress: from among the players the leader is chosen - the "machinist". The rest of the players, depicting carriages, stand one after another at a distance of 0.3 m from one another. There is a chair to the right of each player. The host builds up the players, "cars", creating an impromptu train from them: each player puts his hands on the shoulders of the previous player. At the signal of the leader: "Train!" - "cars" under the leadership of the "driver" begin to move rapidly in different directions, moving away from the chairs. At the signal: "Station!" - players - "cars" must quickly run to the chairs and grab one of them. The "machinist" also tries to grab one of the chairs. The player without a chair becomes the "train driver" and the game continues. The winners are those players who have never been a "machinist" during the game.

Special notes: a player who grabbed a chair later than another may have time to run over to an adjacent chair.

Elephants and giraffes

Purpose of the game: development of motor, communication skills, reaction speed.

Game progress : Draw city lines on opposite sides of the playing court with a center line between them. Players are divided into 2 teams - "elephants" and "giraffes". Each team chooses its own captain. Teams line up on opposite sides of their city line. At the signal, the captain of the elephant team sends one of his players to the giraffes. He must run to the team of opponents, touch one of the "giraffes" with his hand and have time to escape to his city.

The "giraffe" touched by the "elephant" should try to catch up with him to the middle line. If he manages to do this, then the "elephant" is out of the game. The team that retains the most players wins. When the game is repeated again, the giraffe team starts.

Funny post

Attributes: Various things for forfeits.

Game progress: from among the players the leader is chosen - the "postman". There is a conversation between him and the players:

Ding, ding, ding!

Who's there?

Mail!

Where?

From Africa!

And what are they doing in Africa?

The presenter can say that in Africa they sing, jump, dance. All players must do what the host says. Anyone who could not complete the task gives the presenter his phantom. The players, whose forfeits are in the host's possession, must redeem them. They dance, portray animals or sing as they do in the country named by the "postman". The game can be repeated with a new "postman" leader.

Special notes: tasks can be created not only by "postmen", but also by all players.

Ball from the wall

Purpose of the game: development of motor abilities, dexterity, speed of reaction.

Game progress : All players stand one behind the other, facing the wall. The first player throws the ball into the wall, the one behind him catches. Having caught the ball, he also throws it into the wall, and the third player catches it. Game continues. After the throw, the players are the last to stand in the column. The player who does not catch the ball is out of the game.

Winged ball

Purpose of the game: development of motor, communication skills, ability to control the ball, dexterity, speed of reaction.

Attributes: medium-sized ball.

Game progress : players are divided into 2 teams and stand opposite each other at a distance of 5-6 m. In the middle of the area, between the players, a line is drawn. One of the players, driving, stands on the line. At the signal, the children begin to throw the ball to each other. The player who caught the ball quickly throws it to the driver. If he missed, then he stands on the line instead of the driver. If the ball hits the driver, then all the players run away, and he tries to shower the runners. The player hit by the driver swaps places with him.

Special notes: the driver is allowed to run along the line and catch the ball. If he catches the ball, then he will switch places with the player who threw the ball.

Jump with the kangaroo!

Purpose of the game: development of motor skills and dexterity.

Game progress: all kangaroo players stand in a circle facing inward at a distance of 1 m from each other. Each player draws a circle with a diameter of about 40 cm on the ground around him. After that, one of the players - the driver - stands in the center of the large circle. One small circle remains free. After the words of the host: "Game!" - the player to the left of which there is an empty circle jumps into it with two feet. If the driver manages to occupy the vacated circle earlier than the next player, then the latter becomes the driver, and the game continues.

Special Notes: When the game continues, any player can become a driver if they wish.

Nimble piglets

Purpose of the game: development of motor abilities, development of the ability to handle the ball and work in a team.

Attributes: Medium rubber ball.

Game progress : all players are "pigs", one player is the leader. Players stand in a circle at a distance of 1 m from each other, holding their hands behind their backs. The presenter stands in the center, puts the ball on the ground and, kicking it, tries to roll it out of the circle. The players do not let the ball pass, they kick it back to the host. The one of the "pigs" who concedes the ball takes the place of the leader.

Special Notes: Players must not touch the ball with their hands. The ball can only be hit so that it rolls on the ground. The leader should not leave his place in the circle.

Funny kangaroo

Purpose of the game: development of motor, communication and creative abilities.

Attributes: a few small stones.

Game progress : in the center of the site, 2 lines are drawn at a distance of 3 m from one another. On 2 sides from them, they draw at a distance of 10 m along one more line - these are houses. Players are divided into 2 teams and face each other behind the center lines. One of the teams starts the game by lot. The kangaroo players of this team on one leg try to jump to their home, and their rivals, also on one leg, catch up with them. For each player killed, the team receives 1 point. On its center line, each team places as many pebbles as it has poured on the fleeing ones. When the game is over, the kangaroos return to the center lines. When the game is repeated, the children change roles. The first team to gain the conditional number of points (stones) wins.

Special Notes: Only a player jumping on one leg can be fired; if a player stands on 2 feet, he is out of the game. You can change legs during the game. Those who are hiding in the house cannot be poured.

Clouds

Attributes: multiple pins.

Game progress : a circle is drawn in the center of the playing area - the sky, along the line of which skittles - clouds are placed. The cloud players stand behind the circle and hold hands. They walk in a circle, and each tries to get his neighbor to hit the cloud pin. The player who touched the pin is out of the game.

Special Notes: The game ends when the last 3 clouds remain in the circle.

Smart pigs

Purpose of the game: development of motor and communication skills, dexterity.

Attributes: large rubber ball.

Game progress : players - "pigs" - stand in a circle facing the center at a distance of 1 m from each other. The driver - "Big boar" - stands in the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. The one whose name was named by the host catches the ball and hits it, standing in one place. The player hits the ball exactly 5 times, counting out loud, then tosses it to the Big Boar. The game continues until one of the players drops the ball.

Special Notes: The player who drops the ball swaps places with the Big Boar.

Cheetah and zebras

Purpose of the game: development of motor, communication skills, dexterity.

Attributes: large rubber ball.

Game progress : the driver is selected from the players - "cheetah". The rest of the players are zebras. "Zebras" stand in a circle, and "cheetah" - in the center of the circle. The cheetah has a ball. He brings it into play, and the zebras start tossing the ball to each other so that the cheetah cannot grab it. If the "cheetah" intercepts the ball, the "zebras" scatter in different directions before the "cheetah" shouts: "Stop!" The players freeze in their places, and the driver, on the spot, throws the ball at any of them. If he hits, then the caught "zebra" becomes the new driver, and if he misses, then he drives again.

Special notes: when tossing, the ball must not fly much higher than the hands of the players. You can't run with the ball in your hands.

Ostrich and kangaroo

Purpose of the game: development of motor and communication skills.

Attributes: large rubber ball.

Game progress: the driver is chosen from among the players - "ostrich", all the rest - "kenguryats". Players stand in a circle, facing the center, one step apart. The "Ostrich" stands in the center of the circle, names one of the players and throws the ball on the ground so that it bounces in the desired direction. "Kangaroo", whose name he called "ostrich", catches the ball and hits it. The number of hitting the ball is set by agreement, but not more than 5. After hitting the ball, the ball is thrown to the "ostrich", and the game continues until someone from the "kangaroo" drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the "ostrich".

Special notes: the ball should be hit while standing in one place. The "kangaroo" takes the place of the "ostrich" only if he lifted the ball off the ground.

Animal Relay

Purpose of the game: development of motor and communication skills, dexterity and attention.

The course of the game: the players are divided into 2 teams and each line up in a column one by one, parallel to one another. The distance between the columns is about 2 m. The finish line is drawn 20 m from the columns. Players receive the names of different animals: the first in the columns - "bears", the second - "giraffes", the third - "elephants", the fourth - "leopards", the fifth - "kangaroos", the sixth - "wolves", etc.

The presenter unexpectedly names one of the animals, for example a wolf. Players in sixth place run to the finish line and come back. The host names another animal, etc.

Special notes: you should run to the finish line and only at the signal of the leader.

Uncomplicated and Interesting games to form a team. Team building games. Games can be used in the children's camp. Games are useful for children's recreation.

Asylum

Your city is being bombed, and there is only one shelter where you can hide and can accommodate only 4 people. It is necessary to save the most needed, irreplaceable people. You must decide which of your group will occupy this hideout. Everyone should choose a role for themselves, the group should have people with different skills and professions. Each member of the group should have positive and negative sides to their story. For example, a surgeon does not want to hide without his wife, who is hopelessly ill.

Laser barrier

The path along which you are walking is blocked by a laser wall 1.5 meters high, and you have no way to get around it. You must climb over this wall with the whole group "safe and sound." The group can use only themselves and as an improvised means a bar (crossbar) 2.5 meters long. The upper edge of the laser beam can be marked with a rope stretched 1.5 meters between trees or by two players.

Misty harbor

The team must navigate the oil tanker (one of the crew members) without colliding with other ships (the other crew members). "Tanker" must be blindfolded, its task is not to bump into other ships on its way, standing all over the playground. As soon as the tanker approaches on all fours, the nearest "ship" starts giving a warning signal (such as a siren). Then the "tanker" slows down and tries to maneuver in order to pass through the harbor without collisions.

Poisonous chemical stream

The group must get through the stream of toxic chemicals using a limited number of available means. Team members must not touch the ground. Materials: 5-10 cans, 2 two-meter poles, 3 boards. Tin cans and poles are chemically resistant, but boards are not.

Landing pad

By completing the next task, you can see how many people can fit on a meter-by-meter platform. Participants get there from a certain point, located at a distance of 5-6 meters, hanging and swinging on the rope.

The platform should be located three meters from the vertical line of the freely hanging rope (this distance depends on the length of the rope and the height at which it is suspended).

Make some trial attempts to find the exact location of the site and starting line. To complicate the task, put a stick on two cans and put it directly in front of the starting point: if someone inadvertently knocks this stick down, the whole group performs the task again.

If you have played or seen how skittles are played, you can imagine what happens when a large number of people can hardly fit on a small patch, and then another one is flying towards them on a rope.

Challenge Trail (Competitive Game)

At a common fire, the chief chief divides the entire camp into two tribes. Instructors disguised as Indians help him. Each tribe comes up with a code and makes a totem (the symbol of the tribe). The Indians put on make-up and make costumes for themselves. Each tribe hides the totem in the camp, you can have one of the adults. Each tribe composes a code, in which it says exactly where its totem is, and gives it to the instructor-pathfinder, who will be the last on the path of testing. The cipher is given to the main leader, he also checks the cipher for grammatical errors. The instructors go to their points on the trail.

Both tribes gather around the fire again and greet each other. The leader leads the tribes to the start and explains the task: you need to go along the trail of trials to the end, in the center of the trail, get the encryption of the opponents, read it and find their totem in the camp. Whoever passes all the tests more accurately and faster will reach the result earlier and win the tribal competition. The paths for each of the tribes are of equal length, the tasks are similar. The antidote distribution point is one for the two tribes and is located in a known place equidistant from the trails. The tribes start simultaneously on any signal from the camp (shot, column of smoke).

Stages of the "Trail of Trials"

Well-aimed arrows. Each Indian has three bumps, he must hit the rope loop three times. Those who do not hit the target are thrown again until they hit.

Web ... You need to get through the rope barriers without hitting the ropes so that the signal bells do not ring. If the bell rang, the Indian starts overcoming the webs from the beginning.

Decoction of herbs ... Three mugs of herbal decoctions are offered. What kind of herbs are brewed can be recognized by the bouquets that lie next to each mug. In one mug the broth is useful, in the other it is harmless, in the third it is poisonous. You need to figure out where the broth is, and drink one of them - everybody sips. If a poisonous broth is drunk, you need to run to the antidote distribution point and save the whole tribe.

Blind hunters.Four Indian hunters blindfolded must hit the game instructor with bumps, who moves inside a circle with a diameter of 5 meters, ringing a bell. Throw cones until each one hits the game once.

Dumb Indian. The instructor on the other side of the river explains with gestures how to go further. We are talking about the cardinal points. Having understood where to run, the Indians must orient themselves according to the signs.

Pathfinders. Determine where the footprints of a person in the forest lead (broken twigs, matches, crushed mushrooms and grass, etc.). If the Indians correctly determine the direction, then they receive the encryption of their opponents. The tribe decrypts the letter, finds the totem in the camp as soon as possible and brings it to the chief leader. The winner is the one who brings the rivals' totem first.

Final game: general gathering around the fire, rewarding ritual. Here the task is given for the evening fire.

What to do when it rains?

Sometimes, due to the weather, the counselor is not able to hold events on the street and the whole squad has to sit in the building. Then the question arises: what to do, how to keep the children busy? Play, of course! Try the games below.

Hush, Louder

You probably played the game "Hot and cold" as a child? This game is similar to her: the guys sit in a circle, the driver leaves the circle and turns his back. Someone from the group has an item hidden. The driver's task is to find the person with the hidden object. As soon as he enters the circle, everyone begins to sing some kind of song and the louder the closer the driver is to the hidden one. Accordingly, the song is sung quieter if the driver moves away from this person. When the item is found, the driver changes, if not, then the game continues.

Fishing

A deep plate is placed on the chair, the participants must in turn throw a button into it from a distance of 2-3 m, or try to get a bottle cork so that the button remains in the plate. The game can be played by teams - which team will have more buttons on the plate.

Blinkers

The guys sit on chairs so as to form a circle. There must be a player behind each seat on the chair and one chair must be empty. The player behind him must discreetly wink at any of those sitting in the circle. All seated competitors must look at the player with an empty chair. The seated participant, seeing that they winked at him, should quickly take an empty seat. The task of the players standing behind the seated ones is not to let their players go to the empty seats. To do this, they only need to put their hand on the shoulder of the seated person. If the standing player did not release the seated one, then they change places.

Statue of love

This game requires four (two boys and two girls) to leave the room. A boy is selected who will play the role of the "first sculptor", and a boy and a girl who will be the "statue". The conditions are set for the "sculptor": "Imagine that you are a real sculptor and you have to mold a" statue of love "." There is clay in front of you, from which you can sculpt, it will solidify the way you want. " He proceeds to perform the sculpture, and after he finishes it, he is asked to take the place of the boy in his "sculpture". Then the girl is invited from behind the door and the same condition is repeated to her. After finishing her work, she must take the place of the girl in this "sculpture". And so on with the rest of the participants standing outside the door.

Knees

Again everyone sits on chairs in a tight circle. Then each should place his left hand on the right knee of the neighbor on the left. And your right hand - on the left knee of the neighbor on the right. Well, now, starting with the counselor, in a clockwise direction, a light hand clap should go through all the knees in turn. First, the right hand of the counselor, then the left hand of his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the counselor, etc.

The first circle is held so that the guys understand how to act. After that, the game begins. The one who made a mistake in the process of the game removes the hand that either lingered with its clap, or produced it earlier. If the player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor gives the bill faster and faster, under which cotton should be produced. The last three players win.

Zoo

Everyone sits in a circle so that one chair is free. The driver stands in the center of the circle. Each participant sitting in a circle calls himself some kind of animal. The participant sitting to the left of the free chair slaps his right hand on it and names some animal. Anyone who has heard the name of the animal chosen by him should take an empty chair. The participant, to the right of whom the chair is free, must slap on it and name another animal. The driver's task is to have time to take a chair before cotton. The one who did not have time to slap becomes the driver.

Fish, birds, animals

Participants form a circle, in the center of which the driver becomes. The driver closes his eyes and begins to rotate around his axis, stretching his right hand forward, and once utters the words: "Fish, birds, animals." Then he stops and says any of these words of sin, pointing his hand at one of the participants. The one who was shown must quickly say the name of the bird, fish or beast, depending on what was called the leader. The driver counts to three, and if during this time the person in the circle did not have time to say anything or said the wrong thing, he leaves the game. The names of fish, birds, animals should not be repeated. The most attentive and knowledgeable of the largest number of animal names win.


When a children's company gathers in a dacha or in a private house, in a forest clearing or on the bank of a river, and maybe in summer playground cafes, adults will surely face a problem: what is the fun and exciting way to keep the kids torn away from their usual gadgets? Especially if we are talking not just about friendly communication, but about a children's holiday, for example, a birthday or graduation from elementary school.

With the help of years-tested, as well as modernized outdoor activities, you can so captivate children with a joint pastime that they will remember this holiday for a long time and passionately ask for a repetition!

We bring to your attention outdoor games and contests for children for a holiday outdoors in summer or spring. Depending on the diversity of the children's company, the characteristics and interests of the little guests, the organizers can combine contests from different groups.

Turn on your imagination! Many contests can be adapted to the theme of your holiday. For example, games based on catch-up do not have to be called "cat and mouse": maybe it is a team of puppies chasing KOTOstrofa, a shark chasing little fish, or a witch chasing princesses!

For a number of games, simple props are needed, most of which are always at hand, but it is better to worry about them in advance:

  • rope;
  • skittles or plastic bottles weighted with water, beans or peas;
  • ball (balls);
  • Balloons;
  • a piece of fabric, tulle, long scarf;
  • pebbles;
  • chestnuts;
  • vegetables and fruits;
  • water pistols.

Don't forget to take care of prizes and souvenirs for the young winners of the contests!

Combat games

These contests are based on winning a specific duel. And even if the battle is joking, victory is always a victory, and it should be encouraged by a prize.

  1. "Roosters"... Children are divided into pairs. A balloon is tied to each child's ankle. Task: burst the enemy's ball by stepping on it, while not allowing your own to burst. During the game, you definitely need to turn on funny music.
  2. "King of the Hill"... Various variations of this popular game are possible. You can try to knock the "king" off the log with a long balloon or pillow. And if you do not shoot down, but try to take off a huge crown and put it on yourself? Or compete, who will keep the balance longer, standing on the ball? Or holding a balloon on the tip of your finger?
  3. Tournament... This noisy and fun game will give the kids a lot of fun (and usually terrify adults!) Give the kids pillowcases with a handful of feathers each air balloons, paper "bombs" with water and offer to defeat the enemy team! You can arrange water "Cossacks-robbers": if you hit the hand, you can no longer shoot with this hand; An arbiter is needed here. But you can carry out a remarkably fun battle between two armies! Let the children have fun, and the adults with them.
  4. "Paparazzi"... The game is based on the fact that modern children are very often present with them mobile phones with a built-in camera. Have a couple of participants take up arms. A "secret sign" is attached to everyone's back - some bright picture, for example, a flower, an animal, a rainbow. The task is to photograph the opponent's sign faster than he will photograph yours while the music is playing. Can you imagine what a cheerful "dance" others will see? And the winner will be easy to determine by the resulting pictures.

Games - Runners and Jumpers

1. Relay races.

Children are very fond of taking turns running after various objects and performing intricate actions. Depending on the theme of the holiday and the availability of props, you can offer a variety of relay scenarios, beating them creatively and dividing the children into two or three teams:

  • run the chain around the pins or bottles on the track and return;
  • feed the bunny (hedgehog, dog ...) with a carrot (apple, bone, etc.): there is a toy at the finish line, which must be worn one at a time;
  • running with a stick, on which you have to string a piece of paper at the finish line and return, and the next one will continue the common "kebab";
  • joint running in different interesting variations: putting a hand on the shoulder of the one in front, holding the bent leg of the one standing behind, or simply "locomotive", joining one at a time;
  • arrange children from different teams along the route, and the run begins with the transfer of a baton, ball or toy: the main thing is not to pass the baton to an opponent from the other team!

2. Various tags.

All sorts of variations based on catch-up. You can catch someone who is not wearing clothes of a certain color ("colored napkins"). You can attach the caught player to yourself and then catch it together, lengthening the chain.

And if you give two drivers a long scarf or string, then it will be interesting to catch the rest, driving them into a "loop".

Snail tags can be funny - you will have to catch up with the crawling participants covered with cardboard boxes. Or "one-legged tag" - both the catching and the fleeing ones jump on one leg!

3. "Aircraft".

Round "landing pads" are drawn on the path with chalk or lined with ropes, there are 1 fewer of them than the players. One of the participants is a dispatcher. He drives a chain of "planes", setting the route, commanding to wave the right or left wing, commenting on what is directly on the course.

With the command "The weather is not flying!" you need to quickly take the landing site. The dispatcher also tries to do this. Those who do not have time will become a dispatcher instead of a driver.

4. Modernized "rubber bands".

Remember the childhood games of our mothers, when two stood holding a long elastic band on their ankles or knees, and the third jumped, observing a certain "program"?

If you come up with different ways jumping interesting modern names, for example, "louboutins", "robocars", etc., you can try to captivate a small company with this game, especially a girlish one. Whoever passed the program farthest without stepping on an elastic band gets a prize.

5. "Olympics".

This game can be played using the same rubber bands as in the previous competition. Two participants hold a bow-like structure by the edges (the elastic band, the ends of which are tied in a circle, crosses over).

With an exclamation of "Olympics!" the holding ones give the structure a certain position, and the rest of the participants must cross it without touching the elastic band. You can try to jump over the top or crawl into the resulting hole. Whoever touched the gum - takes the place of one of the holding.

The winner of the "Olympiad" (the one who was able to climb the most times in a row, setting a new record) is entitled to a medal!

6. "Vyshenozhka".

A variant of catch-up, in which it is impossible to catch someone who stands on some kind of hill with one or both feet. If the runner is hanging on the horizontal bar, he is also out of the game!

In advance, you need to take care of the presence on the site of benches, hemp, inverted buckets, etc.

7. "Treasured place".

Another game for those who do not want to let their mobile phones out of their hands. The game starts like an ordinary hide and seek.

Equip a "cherished place": for example, a bench under a lilac bush, where the driver counts until the players hide. Then he goes to look for everyone, and the players must try to sneak into the "cherished place" and take a selfie there.

If the driver managed to find them earlier or have time to photograph them in the “coveted place”, he won! And the frames will remain as a keepsake.

Dexterity games

These competition games are based on the ability to make some difficult, uncomfortable and at the same time funny manipulations with various objects. The winner is the one who does it better and faster than others. It is more fun when a large number of children participate in such games, but some can be carried out with two or three participants.

1.Hold it? Tell your neighbor.

In different ways, you can transfer to each other, standing in a row, certain objects, for example:

  • a ball under the chin;
  • a cardboard thermometer in the armpit;
  • stick in the teeth;
  • a soft toy with your knees;
  • in pair - to transfer the ball, sandwiched between the backs or between the foreheads.

2. "Hands off!"

Prepare small items, vegetables and fruits, just make sure they are clean. These can be apples, oranges, carrots, cucumbers, as well as balls, chestnuts, pencils, small toys and even leaves.

Spread them out on a table. The task of the children is to transfer objects, each to its own basket, located at some distance. You can wear it in any way, except using your fingers! Elbows, teeth, chin will be used ... Dropped - 1 item in your basket will be less ... The one who has the most items in the basket at the end of the game will win.

3. "Porridge for a chanterelle".

You can beat this competition with any convenient scenario, for little fans of "Kolobok" the following is suitable: so that Fox does not eat Kolobok, you need to feed her with porridge!

The porridge pots are already on the stump, and the cereals need to be poured into them with a spoon, which the young "koloboks" will keep in their teeth. Scooped up the cereal from the common bag - and carry it to your pot! The prize will go to the one whose chanterelle is the most well-fed.

4. "Flamingo".

The clearing will be a surface of water, and the barefoot children walking on the grass will be flamingos. To make it more interesting, you can distribute fake beaks or pink capes. Chestnuts are scattered across the clearing - these will be fish.

Flamingos should catch them - naturally, with bare feet! - and then carry them and put them in the center of the clearing, where there will be a "nest".

5. Flight "Instrument".

This game is for older kids. Prepare an "obstacle course": a rope that you need to cross, pins to get around them, a bench that you need to climb, etc.

In turn, each player is blindfolded, and he goes "on the instrument", that is, following the instructions of the others. You can allow a cheerful hubbub when everyone will advise at the same time. Or add a touch of order by guiding the first player on your own and then announcing that everyone who has just crossed the lane becomes a dispatcher.

And if you discreetly remove some of the obstacles, and the player diligently overcomes the free path, it will be even funnier!

6. "Inconvenient delicacy".

Everyone knows how difficult it is to eat an apple hanging by a string. Try to get a candy from a bowl of flour with your teeth or drink water from a plastic cup without using your hands!

Games in one place

When everyone has run over and jumped, you can play something just as fun, but does not require significant movement. Such games will calm children down a bit and at the same time add additional variety.


Quests for children

Games based on the step-by-step passage of tasks or the search for hidden treasures are becoming more and more popular. Such a competition, of course, requires preliminary preparation, but it allows children to be occupied for a long time, and besides, it is easy to tie it to any theme of the holiday. The different variations depend on the age and capabilities of the children, as well as your organizing talent.

  1. "Magic Lottery"... Hide "lottery balls" (kinder surprise boxes, colorful balls, wooden eggs, chestnuts with numbers written with a marker) in a variety of places where children can find them: under the porch, to the thickets of raspberries, in the hollow or between the roots of an old tree. Announce the search, and then raffle the resulting numbers, for each awarding an interesting prize.
  2. "Treasure hunters"... Make " pirate map", Following which children will be able to find the hidden" treasure ". The map can be one or two different for team competition. Provide a difficult route with intermediate points in which you will need to do something in order to move on. For example, “ten steps north from the gazebo” - how can you determine where is north? Put a compass on the table in the gazebo and let them guess to use it. Or tell them after solving the riddle. In the finale, the "treasure" can be dug up (take care of the shoulder blades) or taken out in the chest from some hiding place. Souvenirs or sweets for all guests will serve as a "treasure".
  3. "Pathfinders"... Here the preparation will be more substantiated. The search route must be determined on the terrain itself: arrows laid out from branches, inverted and shifted pebbles, indications on tree trunks ... You can do a little easier: paint the pebbles with white paint, draw an arrow on each pebble, and hide these pebbles throughout the route ... Let the children look for where to move on! Run the risk of complicating the path with deceptive arrows.
  4. "Unravel and move on"... The path of the quest will be marked with riddles, in each of which a specific quest point is encrypted. It all depends on what kind of riddles you can find or come up with: this or that place should serve as a solution, for example, a tree stump, a garden figurine of a gnome or a mushroom, a porch, a gate, an apple tree, a doghouse, etc. For a senior company, you can offer additional contests at each point: to get the next riddle, you need, for example, to guess a rebus, make something, sing a song, etc.
  5. "From photographs"... You can give the children numbered photographs, each with a specific location. Of course, the pictures should be fragmentary so that the guys have to think, and from which tree, for example, is this branch, under which the next hint is hidden?
  6. "Encrypted finish"... By completing assignments at various objects, children receive a code letter. At the end, a word is assembled from the received letters - the final point of the search.
  7. "Collect from the list"... The task of the children is to bring all the items from the list that you will draw up in advance. The list should look like a riddle: "Something green, something with the letter K, something in two parts." Or it is possible for the children to draw out 5-7 letters each from the bag and bring objects for each letter. You can search for items on the playground, in the garden, on the birthday table ...

In any combination, the proposed contests will certainly be popular with children. And the organizer of all this splendor will earn the love and gratitude of the children and their parents, as well as a great desire to come back to visit you on an interesting children's party... Indeed, for children, the opportunity to have fun is much more valuable than treats and even gifts!

19 August 2016

Lazy Mom Category: 10 comments

Outdoor games for children in summer

Summer vacation is in full swing and you need to inspire your child to play outside. After all, this is much more useful than sitting at a computer, TV or lying on the couch with a phone. For inspiration, I found on the Internet the most interesting outdoor games for children on the street in the summer in the fresh air, and you choose the options that are suitable for your age and character.

At the end there is a selection of games that the child can play alone. If suddenly friends have left and there is no company.

Rubber bands

It will take: 3-4 people, elastic band.

How to play: take a linen gum so that it fits in size for this game, tie the ends together to make a ring. 2 children stand opposite each other, and an elastic band pulls between them.

How to jump: first you need to stand on one side of the rubber band (for example, on the right), JUMP - legs are on both sides of the right rubber band, JUMP, legs are on both sides of the left rubber band, JUMP, both legs are to the left of the rubber band. Watch the video to make it clearer, and show the child by example.

The rubber level gradually rises. At the first stage - between the ankles, after each successfully passed level, the elastic is lifted higher: knees, hips, waist, chest, armpits and even the neck! The girls take turns jumping over the rubber bands, and if a mistake is made, the next player replaces the participant. The loser gets up to "hold the rubber bands."

The game develops: coordination, attentiveness and vestibular apparatus. Teaches the child to jump well, train and overcome difficulties.

Classics

It will take: chalk, asphalt flat area, stone. The number of players can be any - from 1 to 10 or more.

How to play: on a flat surface, draw 10 cells with chalk and enter numbers in them. The player throws a stone so as to get into some kind of cell. After that, you need to jump on one or two legs to the stone through the cells, and return back in the same way. Perfect passage- collect all numbers from 1 to 10.

However, there are more complex versions of this game, and you can see the more complicated rules in the video below:

The game develops: Accuracy, agility, ability to concentrate, ability to jump on one or two legs. Kids playfully study the numbers.

Chains-chains

It will take: more than 8 people, an even number of players.

How to play: Participants are divided into 2 equal teams, which become opposite to each other by a line - there should be 10-15 m between the teams. Players hold hands tightly. During the game, you need to read out certain speeches:

The first team shouts: “Chains, chains, who do you want? Choose one! "
The second command answers: "My friend."
First: "What is his name?"
The second team confers and selects someone from the opposite team.

The selected player must scatter and try to break the opposing team's chain.

  • If this works, he can choose any participant and bring him to his room.
  • If it fails to break through, the participant joins the opposing team, becoming their chain.

In the next round, everything repeats, and the losing team chooses a "friend". The team that has more participants wins.

The game develops: team qualities, stick together, try to break through in a “one against all” situation.

Sorcerers

It will take: more than 4-5 participants and free running space.

How to play: This is one of the varieties of salochka. The driving player must catch up with one of the participants in the game, and touch him (batter). The seized participant places his arms to the sides, and other players must touch him to "disenchant". The goal of the presenter is to enchant (touch) all the participants in the game, and they must help each other out and unfreeze.

The game develops: ability to run quickly, agility, teaches mutual assistance.

This game can be played with water pistols in the summer - even more fun and interesting.

Black horse

How to play: everything is the same as in last game, but only the salted participant shouts "Disenchant me, black horse!"

Robber Cossacks

It will take: even number of participants (more than 4), chalk.

How to play: players are divided into two equal teams - "Cossacks" and "robbers". The territory within which the game is played is stipulated. The robbers need to agree on a secret word, and the Cossacks must find out it.

The Cossacks close their eyes and wait a few minutes, while the Robbers run away and mark in which direction they ran. They must run through a given area, from time to time leaving chalk arrows on the walls, asphalt, trees, curbs.

The Cossacks must hunt down the Rogues along the arrows, and stain them. If one Rogue is tainted, the Cossack must take him to the Prison. So far, the Cossack holds his hand on the Rogue, he cannot escape, but if he loosened his grip and moved his hand away, the Rogue can escape. Other Rogues can rescue a friend if they taint the Cossack, the leading prisoner. Or this Cossack can tarnish the player who is trying to help the prisoner, and there will be 2 captured Rogues.

In prison, the Cossack must find out a secret word by tickling or other friendly "torture". The robbers can make their way to the prison, touch the prisoner and then he can escape.

Purpose of the game: catch all the Rogues or find out their secret word.

The game develops: track down in the footsteps of a person, the ability to hide and navigate the terrain, not to surrender their own.

12 sticks (hide and seek)

It will take: a lever (a board and a brick or stone under it), 12 ice cream sticks or twigs.

How to play: put the lever on the stone so that one third of it hangs in the air. On the larger half (rests on the ground), put 12 sticks or twigs. The driver must step on the short tip with force so that 12 sticks fly around. While he collects and puts them back, the players must have time to quickly hide.

Now the driver must find the player when he notices shouting "tuki-ta Name" and runs to the lever. If he manages to run ahead of the found player and step on the lever, then the loser becomes the leader - collects sticks and looks for players.

If the spotted player manages to reach the lever ahead of the driver, he steps on it and scatters the sticks. The driver starts all over again and continues to search for players.

You can play the game indefinitely.

The game develops: attentiveness, reaction, the ability to hide quickly and competently, to run quickly if necessary.

Zhmurki

It will take: blindfold, more than 3 players.

How to play: the driver is blindfolded, spun in place and scattered in all directions. The driver must, without peeping, find other players who clap their location. When it smothers, I have to recognize it by touch. It turned out - the caught player drives in the next round.

The game develops: ability to navigate by sounds, reactions.

Bell ringer

It will take: bell and bandages for all players (minus one).

How to play: like blind man's buff, just the opposite. All the players except one blindfold, and a bell is hung around his neck and his hands are tied behind him (so as not to interfere with the ringing of the bell). And his task is to slip between the players, and they must catch him, focusing on the sound of the bell. For the game, it is better to choose a not very large space to make it more interesting.

The game develops: resourcefulness, ability to navigate by sounds.

Higher feet off the ground

It will take: a platform with different places where you can climb (benches, horizontal bar, trees, stumps, etc.).

How to play: the driver must catch up with other players and try to touch them, as in any catch-up. But there is one rule - the player becomes inviolable if his feet do not touch the ground. To do this, you can climb a tree or hang on a horizontal bar. It is impossible to rise above the ground for a very long time, as soon as the driver leaves, you need to return to the game.

The game develops: reaction, the ability to run quickly, look for hills.

The quieter you go, the further you'll get

It will take: a platform with dimensions of 20 meters.

How to play: you need to draw 2 lines, between them the distance should be 20 meters (not less). The driver stands behind one of them, with his back to the other players. The rest are "at the start" next to the other. The driver with different speeds should say the phrase “the quieter you go - the further you will be. STOP! ”, And immediately turns around.

While this phrase is being spoken, participants can move from the starting line towards the water. When the word "stop" is heard, everyone should freeze in place and not move. If the driver notices any movement, points to the participant and he is eliminated.

The goal of the game is to get to the finish line and touch the driver, then you yourself take his place.

The game develops: reaction, the ability to run quickly and stop at a signal.

Hot potato

It will take: ball and at least 3 players.

How to play: participants stood in a circle and threw a ball to each other. If someone drops or does not hit the ball, he sits in the center. From there, you can try to catch the ball flying over your head, but without getting up from your haunches. If he could, all the prisoners leave the circle, and the thrower sits down in their place.

The game develops

Frog

It will take: ball and wall, preferably chalk.

How to play: On the wall, draw a line with chalk at the level of the players' knee-belt. You cannot throw the ball below it, otherwise you will lose. In turn, you need to throw the ball so that it jumped off the wall and flew towards the players. The throwing participant must have time to jump over it. If it did not work out, the letters "frog" are assigned in turn. I made a mistake 7 times - I became a frog.

The game develops: accuracy, reaction, coordination.

Bouncers

It will take: ball, company of 4 or more players.

How to play: "Bouncers" stand on both sides of the playing court at a distance of 8-10 meters. Other players are located between them. Bouncers should throw the ball to each other and try to hit one of the players between them. Those, in turn, must dodge the ball. If the ball reaches the goal, the player is out of the game.

The remaining center players can catch the ball with their hands (if it did not touch the ground) and return the eliminated player to play. If you catch a ball bouncing off the ground, then you yourself are eliminated.

Sooner or later, one player remains on the court, and then he needs to dodge the sword as many times as he is. It turned out - all the players return to their places and the game continues. If not, then he takes the place of one of the bouncers.

The game develops: accuracy, dexterity, ability to dodge, mutual assistance.

Outdoor games for children in summer

This section contains games that are not very active, but still very interesting and will appeal to children. You can play them when you no longer have the strength to run, but the desire to play remains. Then calmer and less active games will come in handy.

I know 5 names

It will take: ball, company of at least 3 players.

How to play: the player picks up the ball, says “I know five names of girls,” hits the ball with his hand so that it bounces off the ground, and calls: Tanya - one, Katya - two, and so on until 5. Then he uses other versions of this phrase: I know five ... names of boys, flowers, animals, cities ... All these topics are usually discussed before the start of the game or come up after a successfully completed stage.

When the player does not have time to name the right word when the ball is hit or it flies to the side, the ball passes to another participant. All other players make their mistakes, and then it goes back to the first player. He starts the game with the wrong phrase.

The game develops: erudition, multitasking, agility, the ability to accept their mistakes and move on.

Edible-inedible

It will take: ball and at least 2 players.

How to play: the players need to stand in a row, and the driver throws the ball to the first of them. Before the throw, he says a word, and the player's task is to quickly navigate. If the named item can be eaten (edible), it catches the ball. If it cannot be eaten (inedible), it beats off. The driver must confuse the player, first naming edible products, and then suddenly inedible. If the player catches the ball on an inedible object or throws away the edible, he becomes the driver.

The game develops: attentiveness, quick reaction, a sense of humor.

Knives

It will take: knife

How to play: players draw a circle on sand or ground, divide into equal shares according to the number of participants. After that, they try to throw a knife so that its tip stuck into the ground in the enemy's area. If possible, the player cuts off a part of the neighbor from the place where the knife fell, erases the border and "conquers" the land. The goal of the game is to capture as much territory as possible, preferably the entire one.

You can throw in different ways: the usual, from the palm, from the fist, from the elbow, etc. It is advisable to play under the supervision of an adult so that children do not get hurt and keep their distance.

The game develops: attentiveness, accuracy, caution, learn to handle cold weapons.

Ringlet

It will take: small item (coin, button, ring), more than 4 players.

How to play: participants sit in a row, they fold their palms in a boat in front of them. The presenter holds the "ring" with his palms folded in a boat, and in turn puts his palms into the players' boat. At the same time, she reads out a little count "I wear-wear a ring and will give it to someone." At some point, he must attach a small item to one of the players. When he bypasses all the players in a row, he says "Ring-ring, go out on the porch!"

At this moment, the player who has a ring put in his palms must quickly get up and run to the leader. The rest of the participants sitting in the row must stop him.

The game develops: quick reaction, agility, attentiveness, ability to follow the manipulations of other players.

Will you go to the ball?

It will take: more than 2 players.

How to play: a driver is selected, who at the beginning of the game reads out a counting-out with the rules "don't say yes and no, don't name black and white, will you go to the ball?" The participant answers "probably", and the presenter bombards him with various questions, asking about the details of the trip. What will he ride with, with whom, the colors of dresses or suits, the color of some object at the holiday, etc. The host is trying with all his might to force the player to say the forbidden words: yes, no, black, white. The player needs to answer all questions, but not using these words.

The game develops: think quickly and outside the box, control your speech.

Kis scatter meow

It will take: boys and girls, preferably in equal amounts.

How to play: the players line up, the leader stands facing them, and chooses one participant, who turns his back to everyone. The presenter points at all the seated players and asks the question "kitty?" The participant, standing with his back, can answer "scatter", then the leader shows another player, if he answers "meow", then the leader asks "what color?" Each color has its own meaning:

  • White - 5 minutes alone at the entrance.
  • Green - the participant is asked any three questions, and he can only answer "yes". For example, "do you love him?"
  • Red - you need to kiss on the lips.
  • Pink is a kiss on the cheek.
  • Yellow - players retire and you can ask any 3 questions, getting honest answers.
  • Orange - walk down the street hand in hand for everyone to see.
  • Blue - you need to kiss your hand.
  • Purple - make a small dirty trick (pull the tail or pick up a hairpin).
  • Black - to give a "pendel in the ass", but girls are usually offended by such a choice.

The game develops: teaches you to communicate with the other sex

Ocean is shaking

It will take: a small group of cheerful children

How to play: the presenter must turn away from the players and read the rhyme

The sea is worried once
The sea is worried two,
The sea waves three,
Sea figure freeze!

During it was considered, participants should randomly move their hands, depicting waves with their hands. When the counting is over, you need to freeze in a certain position. The presenter chooses any player, touches him and the participant must depict his figure in motion. The leader must guess what the participant is depicting, and if it does not work out, the one who showed the figure becomes the leader.

The game develops: imagination, artistry, spontaneity.

Solitary interesting games for children on the street in summer

Unfortunately, it is not always possible to recruit the required number of participants for some games. And in some situations, you need to teach your child to have fun on their own, independently of other people. It is for this that I have highlighted the separate points of games that you can safely play alone or with your mother.

To begin with, you can simply give bike, rollers, skate and other similar equipment that will allow you to have a fun and active day outdoors in the summer. Even alone, such an activity will bring a charge of positive emotions.

Tennis with a wall

It will take: racket, tennis ball and wall.

How to play: throw a ball in front of you, and hit it with a racket so that it hits the wall. The ball will bounce off it and fly back, the player needs to hit the ball so that it hits the wall again. Play continues until the ball hits the ground or the player misses.

The game develops: coordination, accuracy, reaction.

If there are two players, you can play tennis with each other or play badminton, replacing the tennis ball with a shuttlecock.

Ball game

It will take: wall and bouncing ball.

How to play: you need to stand a few steps from the wall (the distance is determined by eye, depending on the skills of the child). You need to throw the ball against the wall and catch it, every 10 moves the game becomes more difficult:

  • Just throw and catch with both hands.
  • Clap - you need to have time to clap your hands.
  • Criss-cross - cross your arms over your chest.
  • On the side - slap your palms on the sides.
  • Knee - slap yourself on the knees.
  • Log - have time to fold your hands as if you are sitting at a desk.
  • Squirrels - jump in place.
  • Arrows - sit down and rise.
  • Plates - spin around in place.
  • Two candles - catch the ball while holding the hands with the "class" sign (thumbs up).
  • Bricks - Catch with your fists.
  • Sticks - with straight palms.
  • Boys - clap their hands at the seams.
  • Girls - grab the hem of the dress (or pretend).
  • Front and back - clap your hands first in front of you, then behind your back.
  • Behind and in front - on the contrary, first behind the back, then in front of you.
  • The point is to clap your palms over your head.

You can invent your own figures to make the game more difficult: slap 3 times, stomp 5 times, jump and make a turn around the axis.

The game develops: coordination, agility, accuracy.

Treasure hunt

It will take: help of a mother who will hide the "treasure"

How to play: parents need to hide the treasure in a certain place, and then draw a map of the area and mark the place with the treasure with a cross. You can depict a tree schematically, and point from it with an arrow to a reference point to the next schematic object. Following the prompts, the child gets to the treasure and rejoices at the find.

You can change the game a little and replace the "treasure map" with notes with tips. Write the first note indicating where the second is hidden. And so the child will find them in turn, and at the end will reach the destination.

It is advisable to stipulate the search area in advance so that the child does not get lost in search of treasures.

The game develops: teaches you to navigate the terrain, purposefulness, attentiveness.

Baseball

It will take: water balls, ropes and a "bit" (you can use a stick).

How to play: parents or the player himself fills balls with water, ties them with ropes and a tree. The child takes the bat and hits the air bombs, enjoying the water spray.

The game develops: accuracy, coordination.

There are many interesting outdoor games for children outside in the summer outdoors, I have listed only those that I remembered and found a description on the Internet. I found the point “the game develops” especially interesting, because as a child I didn’t even think that such games teach anything. Therefore, teach your children not to sit at home in the summer, but to play with friends on the street! And parents can connect too - it's nice to plunge into these carefree games.

In the comments add the games that you played with your friends) It is very interesting to remember them, as if you are reliving all these amazing impressions)

Group games (no division into teams)

Fifteen

1. Fifteen is one of the most popular games... The players scatter around the court, and the tag (driver) catches them. The one he tarnishes becomes a "tag." In this game, you can add a number additional rules and complications, then it will become even more interesting. Here is some of them:

2. If the tag is chasing one of the players, and another player crosses the road for him, then he must chase the one who crossed the road.

3. Fifteen can only stain a running player. As soon as the escaper crouches down, he is already safe.

4. The player can save himself from the tag by standing near the tree and hugging it with his arms.
Fifteen cannot stain the player who, in a moment of danger, joins hands with another player.

5. Fifteen cannot spot players standing on one leg and holding the other leg back with two hands.

6. All players, except for the tag, have a ribbon at their belts. Fifteen, catching up with the fleeing one, pulls the tape from him and plugs it into his belt. The one left without the tape becomes a tag, raises his hand and says: "I am a tag!"

7. Two players hold a rope (by the ends) and run together. The stained one replaces the tag.

8. Fifteen gets the ball and throws it at the runner. Whoever he hits becomes a tag, but if the driver misses, any player can pick up the ball from the ground and begin tossing with other players. To regain possession of the ball, the tag must steal it (intercept) or stain 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 tag (they must have distinctive signs). The rest of the players can run all over the site. At each site, one mug is drawn, this is a rest house for players tired of running. The player 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. Of the players, one is chosen by a shepherd, two by wolves and 4-5 by sheep. The wolves try to grease the sheep, and the shepherd tries to grease the wolves. The hardened ones leave the game. The shepherd wins if he bites two wolves, the wolves - if they bark all the sheep.

Salki in two circles

The participants in the game form two circles: one is internal, the other is external. Both circles move in opposite directions. At a signal from the leader, they stop, and all the players in the inner circle try to shower the players in the outer circle (that is, touch someone with their hand) before they have time to sit down. Those who are caught move into 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. All those standing in the inner circle are given paper hats (visors, kokoshniks). Holding hands, the guys with the song move in a circle: the outer circles in one direction, and the inner ones in the other. Suddenly a whistle is blown, along which the players of the two outer circles join hands in pairs, trying to take one of the players of the inner circle into the ring. If a player from the inner circle has time to sit down, he is not touched. Those who are trapped have their caps taken away. This is how the game is played several times. All the guys who managed to keep their hats 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 hands up, forming a collar - traps, and turn so that the collar is above the line of the circle. At the command of the leader, the players turn to the right and start running in a circle. At the same time, they must run through all traps along the way. At the whistle (or other prearranged signal), the traps are slammed (couples holding hands lower them down) and the players who are caught (stuck in the traps) enter the middle of the circle. New pairs are formed from them, 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 winners.

Kite and hen

10-12 children participate in the game. One of the players is chosen as a kite, the other as a brood hen. All the rest are chickens. They stand behind the hen, forming a column. Everyone is holding on to each other, and the one in front is holding on to the hen. The kite stands three or four paces from the column. At a signal from the leader, he tries to grab the last chicken standing. To do this, he needs to go around the column and sit behind. But this is not easy to do, since the brood hen always turns to face him and blocks the path, stretching out 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 platform. 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 tarnish someone. Those caught are taken into a circle under the guard of a watchman. You can help them out. To do this, it is enough to hit the person standing in the circle on his outstretched arm (those who are caught cannot cross the line of the circle). But if the watchman or the hunter stains the rescuer, he himself goes to the circle.

The rescued beasts run away and join the rest. The game is terminated at the discretion of the manager.

Jumping Sparrows

A circle is drawn on the floor or on the court of such a size that all the players can freely fit around its circumference. One of the players is a cat, it is placed in the center of the circle. The rest of the playing - sparrows stand behind the circle, at the very line. At the signal of the head, 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 repeats itself.

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

Manage to take a place

The players form a circle and are counted in numerical order. The driver takes a place in the center of the circle. He loudly calls out any two numbers. The called numbers must be swapped immediately. 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 mate

The players become in pairs in one common circle. The driver is in the middle of the circle. At the command of the head "Face to face!" players in each pair turn to face each other, then the command "Get in!" follows. On the command "Back to back!" they turn their backs to each other. On the command "Change in pairs!" everyone is looking for a different partner. At this time, the driver is trying to become a pair with someone. The one who is left without a pair becomes a driver.

Animals, prick up your ears

The guys stand in a circle, holding hands. The leader goes around the circle and disconnects it in several places. From the formed links, small circles are created - houses of 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, squirming with their feet, hares - in small jumps, bears - stepping heavily, waddling from foot to foot, foxes - with a soft, insinuating gait. Having formed a common 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 soon as possible. The group that does it faster than others wins.

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

We played a little
And now we have stood in a circle.
Guess the riddle
Who called you - find out!

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 person becomes the driver; if he makes a mistake, the game repeats. When the guys begin to distinguish the voices of their comrades, you can allow them to change their voice to make the game more difficult.

Ball in the air

The players form a circle, stand at a distance stretched to the sides, the guiding one is in the middle of the circle. Those standing in the circle begin to throw the ball to each other, preventing the driver from touching him. The driver, running in the middle of the circle, seeks to touch the ball when it is in the air, on the ground or in the hands of one of the players. If he succeeded, in his place is the player, after the throw of which the ball was rejected.

Defense of the fortress

A large circle is drawn on the ground. All players stand behind the line of the circle, 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 defend.

You need a volleyball to play. The players, throwing the ball between themselves, try to seize a convenient moment when: the defender of the fortress gags, and hitting the ball to knock down the clubs.

The defender has the right to hit the ball in any way. The one who succeeds in destroying the fortress becomes a 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

The game can take part from 10 to 20 people. The players are positioned in a circle at arm's length, facing the center. The ball rolls inside a circle on the ground. Those who play with their hands bounce the ball away from themselves, trying to hit the other with it. The ball is a bumblebee. If someone does not have time to hit the ball and is hit by it (no higher than the knees), then it 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 harassed. Then the first stung comes into play again, and the second turns his back to the center. You cannot catch the ball and kick it.

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 signal from the leader, everyone starts to walk, trying to reach the finish line as quickly as possible. It is necessary to 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. A rope lies on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely
The carousels spun
And then round and round,
All run, run, run.

The players move slowly at first, and after the words "run" they run. At the command of the head "Turn!" they quickly grab 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 carousel movement gradually slows down and stops with the last words. The players put the rope on the ground and run across the court. At the signal, they rush to sit down on the merry-go-round again, that is, grab the rope with their hand, and the game resumes. You can take seats on the carousel only until the third bell (clap). The latecomer does not ride the carousel.

Owl

The guys stand in a circle. One of the players goes to the middle of the circle, he will represent the owl, and the rest - bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" all the bugs, butterflies, birds run in a circle, waving their wings, the owl sleeps at this time, that is, it stands in the middle of the circle with its eyes closed. When the presenter commands: "Night comes - everything freezes!", The birds, bugs and butterflies stop and stand motionless, hiding, the owl at this moment 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.

Magic wand

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

All the players, except for one, are hiding. When they hid, the driver comes out with a lifesaver. His task is to find everyone who has hidden. He notifies of his arrival by blowing a 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: "The magic wand, our game is ahead, the magic wand, whoever misses - drive!" - and, leaving the wand in place, goes to look for the hiding. Noticing someone, he runs to the stick, hits it and shouts that such and such is found, he is there. Then again, putting the wand back in place, he goes to look for the others, but he himself is afraid to move far from the wand, since each of the not found can come running, knock with his wand and say: "The magic wand, help me out!" After that, everyone (and those who were found) must hide again, and the driver must seek. Seeing that one of the players, not found by him, runs to the wand, he must try to get ahead of him, run up to the wand and, before being grabbed, hit it and say that such and such has been found.

Team games

Manage to take a pin

The players line up in two lines and face each other. The distance between them is 10 m. The players of each of the ranks are calculated 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 strives to be the first to grab the pin. Anyone who manages to do this runs away to his line, and the enemy tries to stain him. If the player with the pins returns to the line without being stained, his team will receive two points, and if he is stained - 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 calculated in numerical order. A line is drawn in front of the players' socks of each rank. A chair is placed between the rows at an equal distance from them and a ball is placed on it. The manager calls some 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, the representative of which performs this, ahead of the opponent, a point is awarded. The team with the most points wins.

Running for flags

The players are divided into two equal teams and line up against each other at opposite ends of the site. 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 signal of the leader, the players of both teams quickly run out to the cross strip and try to collect as many flags as possible, and then with 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 awarded 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 strip 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 drag their rivals into the circle, and the players in the outside of 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 drawn in and out of the circle are out of the game. You can only pull by grabbing your partner by the arms or by the belt. The winner is the team in which after 4-6 fights there are more players left.

Shootout

In the middle of the site, a line is drawn dividing it into two equal parts. At 20-30 steps from this line, on each side, they draw another line - captivity.

The players are divided into two teams. Each team is freely located on its own field. The leader, standing in the middle of the site, tosses the ball. The first team to enter the game is the team on whose side the ball falls. A firefight begins. Each team seeks to shoot the ball against the players of the other team. The hardened go beyond the captivity line (on the side of the enemy).

Players are not allowed to cross the middle line to the opponent's field. A player is not considered shot if he catches the ball on the fly, as well as if the ball hits him, 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 passed to the other team. Prisoners can be rescued. To do this, you need to throw the ball to the captive (across the opponent's field) so that he catches it without crossing the captivity line. Anyone who succeeds is considered released and returns to his place.

If the ball hits the line of captivity, it is thrown from there by the prisoners towards their team (and if they are not there - any participant in the game who happens to be nearby).

You can 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 that has the most of them wins.

Race with the ball in a circle

10-12 people play. They stand in a circle at a distance of outstretched arms from one another, and then they are calculated for the first and second numbers. This is how two teams are composed: one with even numbers, the other with odd numbers.

The leader gives volleyballs to two players standing next to each other, that is, the first and second numbers. At the signal, they run in opposite directions, going around the circle from the outside. Each of this pair, returning to their seat, immediately throws the ball to the 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 the players run faster in a circle with the ball.

Passing the ball in a circle

The two teams line up behind each other in two separate circles. Each team chooses a captain. The captains receive a volleyball. At the signal, each captain raises the ball over his head, passes it to the one standing behind, and then the ball passes in a circle from hand to hand. When, after going around the circle, the ball returns to the captain, he directs it to the one in front (i.e. in the opposite direction). After that, everyone, at the command of the captain, turns their backs 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 over his head. The team that wins the ball will return to the captain faster.

The leader first conducts the game, building everyone in one common circle. When the players learn 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 middle

The players form 3-4 circles. They must have an equal number of children. Inside each circle there is a driver. He receives the ball and must throw it in turn to each of the players standing in the circle, not letting anyone pass, and catch it back. If the ball is not caught, then the one who missed runs after it, returns to its place, and the throw is repeated. When the ball returns to the driver from the last player, he lifts it over his head. The team that finishes the toss of the ball earlier wins.

Change of 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 the signal of the leader, they run towards each other, trying to find themselves outside the border of 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 dashing, the players, in order not to interfere with each other and not to collide with those running towards them, must adhere to the right side.

When repeating the game, you can change the methods, movements: move by jumping on two legs, on one leg, jumping rope, etc.

Relay Games

Among team games relay races occupy a special place. Carrying them out does not require great preparation, and the content, depending on the age and composition of the players, can vary: simplified and complicated. In relay races, the competitive start is very large and the results are clear, so they always arouse great interest not only among the participants, but also among the audience, 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 groups: stars, groups, classes. In this case, each of the participants experiences a special responsibility to the team that he represents, and therefore his activity, interest in the game and the will to win especially increase.

To participate in the relay games, two (or 3-4) teams are created, equal in the number of participants and, if possible, equal in strength. Teams line up in parallel columns one by one at a distance of 2-3 m from one another (other structures are also possible). Each team should have no more than 8-10 people. To monitor strict adherence to the rules (not to run out ahead of time, put all items in their places, etc.), the head 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 start line in order to repeat the action if he violated the established rules.

Before starting the competition (especially with younger students), it is necessary to conduct a rehearsal without offsetting the results, so that everyone can learn well what is required of him and adapt to the game.

Here is a description of relay races of different content that can be included in the game program. You can also hold a special evening of fun relay races with preliminary preparation and training of the participants, with the 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 the old days, when there was none railways, no cars, no planes, letters and other urgent papers were delivered by relay mail. From one post station to another, the coachman drove a troika of horses. At the stations, the horses were harnessed, and a new troika of mail raced on. People said so - "send the papers by the relay race", "delivered by the relay race".

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

Now the word "relay" 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 (relay baton, ball, hoop) or perform some actions one after the other, while trying to outstrip their rivals from the other team in speed.

Running over bumps

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

Relay with hoops

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

At the signal of the head, the first numbers reach the hoops lying on the ground and, without releasing the sticks, raise the hoops, crawl through them, put them in place (it should be indicated) and run further to the flags. Having rounded the flags, they come back, crawl through the hoop again and hand over the batons to the second numbers, while 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 earlier 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 conventionally denoting 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 the "vegetables" and pass the bag of "vegetables" to the third, etc. The team that finished the game earlier wins.

Running centipedes

The players are divided into two or three teams of 10-12 people. Each team receives a long rope. The players are evenly spaced on either side of the rope, which they hold on to, respectively, with their right or left hand. At the signal, the teams run to the finish line (distance of 30-40 m), all the while holding onto the rope. The first team to run to the finish line wins, provided that none of its participants dropped the ropes.

This game can be played in another way. Each team forms a column one by one. All raise their right hand up and hold on to the cord stretched along the column. On a signal, both teams go to the finish line (10-15 m) and return. The team that returned earlier wins.

Loaches

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

Express train

Flags are placed 6-7 m from each team. At the command "March!" the first players with a brisk step (running is prohibited) go to their flags, go around them and return to the columns, where the second players join them, and together they do the same path again, etc. The players hold each other by the elbows and in while walking, they move their hands like a locomotive connecting rod. When the locomotive (front player) returns to its place with a full train, it should sound a long whistle. The first team to arrive at the station 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 signal of the leader, the first and second numbers of each team, holding hands, run over the line. The first numbers remain in their new place, and the second ones come back, join hands with the third players and again run to the line. Then the second numbers remain, and the third ones come back to team up with the fourth ones, and so on. The team wins, all the players of which will be the first to be on the other side.

Relay with balls

To play, you need volleyballs according to the number of teams. A chair is placed 6-7 steps from the start line in front of each team. The first numbers, having received the ball, run to their chairs, stand behind them and from this place they throw 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 after that continue the game. The team wins if the ball, having passed all the players, will return to the first number earlier.

Transferred - sit down

The players are divided into several teams of 5-6 people each, choose captains and line up at the line in columns one by one. Captains stand in front of each column facing it at a distance of 5-6 steps. The captains receive the ball. On 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 gymnasium - on the gymnastic bench). The captains throw the ball to the second, then to the third players, etc. Each of them, having returned the ball to the captain, sits down. Having received the ball from the last player of his column, the captain lifts it up, and all the players of his team jump up.

The winning team is the team whose captain lifted the ball first and whose players jumped first.

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

Relay with a puck

Team members line up in columns one at a time. A flag (or a chair) is placed in front of each team at 10-12 m. 11 the first numbers in the teams are given a stick and a puck. At the signal, they must, knocking the puck with a club, circle it around the flag and return it back to the starting line. Then the stick is passed to the second player, who, in turn, dribbles the puck around the flag, and so on. The first team to complete the game wins.

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

Cancer moves backwards

Teams are formed in columns one by one. A flag is placed in front of each team at 10-15 m. At the signal, the first players turn around and walk to the flags with their backs forward, go around them on the right, and in exactly the same way - with their backs forward - return to their place. As soon as they cross the starting line, the second players go into the ties, then the third players, etc. The team that finished the competition first wins.

It is not allowed to look around while driving.

Passing balls

The players are divided into two teams and line up one against the other. The first in each line is given a ball. At the signal of the head, they pass the ball to their neighbors, and they pass it on. When the ball reaches the last player, he must hit the ball on the floor, catch it and return it to the 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 over his head. The first team to pass the ball wins.

Needle and thread

For the game, 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 - a ball of cord.

At the signal, while unwinding the ball (the player does not let go of his hands), the end of the cord is passed from hand to hand along the line. When it gets to the first player, he passes 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 turns out to be folded in half, everyone turns to the right (or to the left) and follows the leader, holding on to the thread (as the Russian proverb says: "Where the needle is, there is the thread"), fast walk around the perimeter at a step (the boundaries must be marked) and return to their original place. The winner is the team that completed the task earlier (if all the rules were followed exactly).

Competitions - duels

Cockfighting

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

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

The game "Cockfight" should be held 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 their hands to chest level, each alternately strikes with one or both palms on the palms of the opponent. You can dodge the blow by suddenly spreading your arms. Whoever moves with just one foot loses.

Who will knock 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 club. Place a puck in the center of each circle. You need to knock the puck out of the opponent's circle and keep yours.

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 comrade. The winner is the one who manages to do it. The competition is repeated three times.

Racket fight

This skill game is played by two. Each player receives a racket. The 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, take it to the side. On a signal, moving freely, they try to take a cube from the opponent's racket without dropping their own.

The winner in the duel is the one who manages to remove the cube from the partner's racket three times in a row.

Big game with a small ball

Ball games, which people of all ages are fond of, are very diverse. But in childhood, and especially in younger age, the most common "school of the ball". This is the name of the small ball exercise system in order of increasing difficulty.

You can start with the simplest.

- Who knows how to throw the ball high up and catch it with both hands? - the teacher asks the children.

There are many who wish, everyone knows how and. ready to prove it. Then the leader offers the children other, more difficult tasks: toss the ball and catch it only with his right hand, only with his left hand; toss the ball, make a full turn in place and catch it, etc.

Not everyone will be able to perform these exercises. But some of the pre-trained guys will do them easily and freely. And all kids will understand that exercise takes practice.

Calling the days of the week

Several players set up a queue with the help of a counting room. The beginner tosses the ball high and catches it, naming all the days of the week sequentially: Monday, Tuesday, Wednesday, etc. (there is one shot per 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. The winners are those who played without any mistakes or who had fewer of them.

The next time you toss 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 consists of not 7, but 12 throws.

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

Don't miss the ball

The two players stand side by side. 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 hits, must return the ball to the first. And so on until one of them misses the ball. The one who dropped the ball is out of the game. Another player is appointed in his place 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 him some object, for example a chair, and, returning, passes it to the second.

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 the others.

Jumping ropes

Just like the "ball school", exercises with a short and long skipping rope have always been the constant companions of childhood. And this is no coincidence. They have; of great importance for health promotion 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, light and elastic movements, endurance and attention, a sense of rhythm. Many honored masters of sports, preparing for competitions in athletics, boxing, in various sports games, during training practice jumping rope. This helps them to better prepare for the competition, to make their movements faster, more accurate and confident, their legs are strong. And what interesting, complex and beautiful rope exercises are included in rhythmic gymnastics competitions!

All this should be told to the children 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 captivate them with games with a rope.

Usually, children perform exercises with a skipping rope only the simplest, primitive ones. The teacher must constantly complicate the task: to jump not only while standing still, but also on the move, on the run, on the right, on the left leg, jump once, and skip the rope under his feet twice, jump together (while facing each other and in the back of the head ), three of us with two skipping ropes, etc. Jumping should be soft, springy and performed on toes.

A short rope should be appropriate for the child's height. Everyone can determine the desired length himself in the following way: stand in the middle of the rope, spread your legs shoulder-width apart, pull the rope along the body. Its ends should reach the waist.

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

Relay with skipping ropes

Two parallel lines are drawn at a distance of 15-20 m from one another. At the first line, two or three teams line up in the back of the head. Players in front of the column are holding a rope. On the opposite line, opposite each team, a checkbox is placed. At the signal of the leader, the first numbers begin to run, jumping over the rope, and, having rounded 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 first team to finish the relay wins.

Long rope relay

The players line up in two columns, one at the start line at a distance of 4-5 steps, one column from the other. Two players with a long rope stand in front of each team in 5-6 steps. At the signal of the leader, they begin to evenly twist the rope towards their teams. On 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 a hand and stand at the end of their column. After that, the second numbers run forward, followed by the third, etc. The one who has been touched by the rope must return and try again.

The first team to finish jumping wins.

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

Yulia Zhurkevich
Outdoor games file cabinet

Annotation.

The main activity for children preschool age the game remains, including movable, dynamic, aimed at realizing the motor energy of the growing organism. Games can be used to improve children's health and educational purposes, as well as to develop communication skills and add unnecessary mobility the desired focus. In addition, mastering the rules of the game, children establish practical contacts with peers, which contributes to the development of social behavior and interaction of the child with the world around him.

"We are funny guys"

Target: teach children to act on a signal, to run from one side of the site to the other quickly with dodging. To develop dexterity, speed, orientation in space.

Game progress:

Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. Lovishka is in the center of the site. Players in chorus pronounce:

“We are funny guys,

We love to run and jump

Well, try to catch up with us.

One, two, three, catch! "

After the word "Catch" the children run across to the other side of the playground, and Lovishka catches them. Anyone whom Lovishka has time to grease before he crosses the line is considered caught, moves aside and misses one dash.

Option 2.

Children walk in a circle and pronounce the text. Trap in the center. Run up different

types of running.

"Mousetrap"

Target: teach children to run under clasped hands in and out of a circle, without bumping into each other, to act on a signal. To develop dexterity, speed, orientation in space.

Game progress:

The players are divided into two unequal groups, the smaller one forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children depicting a mousetrap join hands in a circle and they say:

"Oh, how tired the mice are,

their passion simply divorced.

They gnawed everything, ate everything,

Everywhere they climb to attack.

Beware of cheating,

We will get to you.

Here we put the mousetraps,

Let's catch everyone at once! "

At the end of the words, the children stop and raise their clasped hands up. Mice run into a mousetrap and immediately run out from the other side. At the signal of the teacher "Clap!" children standing in a circle lower their arms and squat - the mousetrap is slammed. Mice that do not have time to run out of the circle are considered caught, they become in a circle

"Carousel"

Target: Teach children to walk and run with acceleration and deceleration in a circle according to the text. Develop the ability to move in a circle clockwise and in the opposite direction.

Game progress:

Children form a circle, holding on to the cord, with their right hand and walk in a circle slowly at first, then faster and start running. Movements are performed in accordance with the text spoken text:

“Barely, barely, barely, barely,

the carousel spun

and then around, around,

all run, run, run! "

after the children run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn in a circle and, intercepting the cord with the other hand, continue to walk and run. Then the teacher together with the children says;

“Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

The game is over! "

The carousel movement gradually slows down. At words "The game is over!" children stop, put a cord on the ground and disperse throughout the playground.

Option 2.

Children hold hands, walk in a circle in one direction, then in another.

"Trap - dash"

Target: teach children to run from one side of the site to the other with dodging, to form the ability to act on a signal. Develop quickness, dexterity.

Game progress:

Children stand behind the line on one side of the playground. A dash is also drawn on the second side. Lovishka stands on the side. On words educator: "One, two, three - run!"- the children run across to the other side of the site, and Lovishka catches them. After 2-3 runs, the trap is chosen from the most dexterous and fastest children who have not been caught.

Option 2.

Children run different types of jogging.

"Crucian carp and pike"

Target: to teach children to walk and run in all directions, at the signal to hide behind pebbles, squatting. To develop dexterity, speed, orientation in space.

Game progress:

One child is chosen by the pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucians that swim inside the circle. The pike is outside the circle. At the signal of the teacher - the pike - she quickly runs into the circle, trying to catch the crucian carp. The crucians are in a hurry to take a place behind someone from the players and sit down behind the pebbles. The caught crucians leave the circle and are counted. The game is repeated with another pike.

Option 2

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