Mobile game day night fire water. The mobile game "Day, Night" outline of the lesson (junior, middle, senior, preparatory group) on the topic. Mobile game "Find a mate"

A line is drawn in the middle of the site, two cities are marked on both sides of it 20-30 steps away. The players are divided into two equal groups: one of them is night, the other is day. They stand at a distance of 1 m from the midline, 2 steps apart. Opposite each group is the house of the enemy.

When everyone has taken their places, the host casts lots - a board painted black on one side. If the plank fell on the white side, the presenter shouts loudly: “Day!” The players from the group of the day turn and, running between the players of the night, quickly run to their house. They run after them and try to stain them. The tarnished move into the group of the night.

The host again casts lots, the game continues. The group with the most pissed off players wins.


Game "Day and night"

rules

2. It is impossible to dump players outside the city limits.

3. It is not allowed to turn back when players run into their city.

4. You can catch up with the fleeing only when they all run past the opponents.

5. When the game is repeated, all players stand at the middle line.

Based on materials from the collection of Maria Litvinova "Russian folk outdoor games"
Artists E. N. Rudko, I. S. Slutsner

Gayane Luzina
GCD in the middle group "Day, night - day away"

Fix the idea of ​​temporary relations: day Night, morning - evening, designate them schematically;

Improve understanding of spatial relations: above - below, right - left;

Consolidate knowledge of geometric shapes;

Learn to see patterns in the arrangement of objects and reproduce them;

Develop thinking, visual perception, fix colors.

Course progress.

Bi-Ba-Bo Karkusha's toy flies in.

Kar - Kar, hello guys!

I'm a fun toy, and my name is Karkusha!

I am very glad that I came to visit you!

Today we will play with you and talk about the parts of the day.

What parts of the day do you know?

Children's answers - morning, day, evening, night.

Karkusha: Well done! Now I will make riddles for you and show you how parts of the day are indicated on my magic clock.

Puzzles:

We know this time

It's time to rise

Get on the charger

Wash your face, don't be lazy.

Sit down for a clean breakfast! (morning)

On my watch, the morning is marked in red, because the sun has just woken up.

This time is for lunch.

So it's time for us to the table

The conversation stops

The game is over!

They ask Vanechka and Masha:

- "Give us soup and porridge!"

This day. After all, we have lunch during the day. The sun is already high in the sky, it heats up so much that it gets hot - that's why day marked in yellow on the clock.

This time is given to us

For a fun movie!

The whole family sits at the table.

Mom is calling for dinner!

The evening is coming, the sun is setting, it is already shining not so brightly, the sky is getting gloomy, so the evening is indicated in blue.

This time is sleep time

Sleeping outside the windows pine

Sleeping in the crib our Vanyusha

His toy is sleeping nearby.

The night has come, the sky became dark, the stars in the sky lit up, just marvel. Therefore, on the clock night marked in purple.

Karkusha: Kar-Kar, attention guys now let's play a game « Day and night» .

P/I « Day and night» .

Tambourine, rattles and other small game equipment.

The teacher says the word « Day» , children, to the sound of a tambourine, collect toys scattered throughout the hall. After the word « Night» , the sounds of the tambourine stop, the children should quickly lie down on specially prepared rugs.

During the day we played merrily

All toys scattered

Need to pick them up quickly.

To rest at night.

caregiver: Karkusha, do you want to play a game with the children?

DI "When does it happen?".

Children have cards of different colors on the tables (morning is red, day - yellow, evening - blue, night - purple). We give cards and Karkusha.

I will read out a short story, and you will show part of the day with a card.

We try on one example, then the children independently show and correct Karkusha, if necessary.

The sun woke up, and with it a small Christmas tree (morning).

When stars and the moon appeared in the sky, our Christmas tree was already fast asleep. (night) .

When the sun rose high, the Christmas tree played high with flowers (day) .

When the sun went down, our Christmas tree was getting ready for bed. (evening).

Karkusha: Hello! Well done guys, very attentive! Everyone completed the task.

On the tables of the children are large and small geometric figures: squares, circles, triangles, ovals of the same color.

Karkusha: What is this beautiful thing lying on your tables?

Children: Circle, oval, triangle, square, geometric figures.

Children with a teacher examine the figures in color, shape and size. The teacher gives different tasks:

Put all the big pieces on the right.

Put all the small geometric shapes on the left.

Put all the ovals in the middle...

The task of finding patterns.

"Beads for Karkusha"(square, oval - alternation of figures according to one attribute, then the task becomes more complicated - alternation of figures according to two signs - color and shape).

Karkusha: Krrrasota just! How many beads you have made and everything for me. Thank you.

Reads a poem.

Morning, day, evening, night -

flew away day away.

It didn't take a minute

Morning again, again day,

Night after evening like a shadow.

And so they walk in an eternal circle,

Like days - one after another.

Karkusha: I played with you guys, it's time for me to fly home. Soon lunch, mom will be waiting. And goodbye, I leave you my magic clock "Parts of the day".

Goodbye Kar-kar! See you again.

The mobile game "Day-Night" in kindergarten has been known for several generations, but interest in it does not fade away. A simple plot, unusual tasks will allow kids to frolic, with virtually no restrictions. Interest in the game is shown by children of primary preschool and school age.

The benefits of the children's game "Day-night"

Boys and girls need to release emotions so that they do not seethe inside, and then do not break out in a bad mood or resentment. The mobile game "Day-Night" in kindergarten unites the team with a common idea and activity. Everyone is having fun, joking, jumping and running. Such frivolous actions relax the kids, relieve tension from tense muscles.

How to prepare for the day-night game

There are no difficult moments in preparing the Day-Night game in kindergarten. Any open area, glade, even a game room will do. No suits or comfortable sportswear needed. You just need to establish a good creative mood in a group of kids and start the game with a smile on your face.

What precautions should be taken

Remind the children not to push, be offended, or hurt the participants in the Day-Night game in kindergarten. It is better to select a site with a smooth and safe surface. Should be spacious.

Rules of the children's game "Day-night"

A leader is selected from the circle of participants. The rest are distributed around the site and prepare to listen to tasks. Toddlers alternately hear the words, then “day”, then “night”, and behave accordingly. They play, have fun, if the daylight hours are named, and freeze, as if they are sleeping at night. The driver, having called the word "night", begins to walk along the rows and observes whether everyone is "sleeping". And if someone moved or laughed, he lost. According to the rules, the Day-Night game in kindergarten requires the loser to become the driver. And so in a circle all the action takes place. It is interesting to watch the kids when the "day" rules. They dance, imitate the behavior of adults, just make faces. And how difficult it is for them to freeze when they hear the word "night".

The result and rewarding in the children's game "Day-Night"

The mobile game "Day-Night" in kindergarten will give kids minutes of freedom and enjoyment of movement. A close-knit team of kids will frolic to their heart's content. And the game "Day-Night" does not require special awards, the release of emotions and so will give a good mood to boys and girls. And you can also make a promise to preschoolers that we will play often if the kids in the group become all obedient and kind.

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

mobile game"Traps"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (sites). At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch it with his hand. The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If large group, then two traps are selected.

mobile game"Don't Stay on the Floor"

With the help of a rhyme, a trap driver is selected. The trap runs around the hall with the children (site). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

mobile game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on the rope in a circle above the ground itself (the floor, and the children bounce, trying not to hit the bag on their legs. Beforehand, the teacher shows the children how to bounce: Push off the floor vigorously and bring your legs under you. The teacher rotates the bag in both directions alternately.

mobile game"Don't get caught"

Draw a circle on the floor (or laid out from the cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 seconds the game stops. Another driver is selected, and the game is repeated with all the children.

mobile game"Owl"

The driver is selected "owl", the rest of the children depict butterflies, birds, etc. On a signal educator: "Day!"- children run around the hall, on command: "Night!"- freeze and stop in the place where their team found them. "Owl" leaves its nest and takes those who move to itself. The game is repeated.

mobile game"Bird Flight"

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their arms like wings, scatter around the hall. On signal "Storm!" all the birds run to the trees and try to occupy a place as quickly as possible. When the teacher says "The storm has stopped!", the children descend from the hills and again scatter around the hall - "the birds continue their flight". Teacher insurance is required.

mobile game"Traps with Ribbons"

Children become in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On signal educator: "One-two-three-catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. On signal teacher: "One-two-three - run around the circle!"- everyone is built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, the game is repeated with a new driver.

mobile game"Shapes"

At the signal of the teacher, all the children scatter around the playground. (hall). On the next signal, all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

mobile game"We are funny guys"

Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. Choir players 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 the trap catches them. The child that the trap has time to pin down before he crosses the line is considered to be caught, steps aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

mobile game"In places"

The players form a circle. In front of each child is an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser. The game is repeated several times.

mobile game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus, first quietly, then louder: "Cunning fox, where are you?" After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone scatters around the site, and the fox catches them. Takes those caught to his house (predetermined location). When the fox catches 2-3 children, caregiver He speaks: "In a circle!". All players stand in a circle, and the game resumes.

mobile game"Jumping Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but from games are not out. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

mobile game"Catch up with your couple"

Players stand on one side sites: one a group of children in front, the second is behind (the distance between them is at least two steps). At the signal of the teacher, the first ones quickly run away to the other side of the site, the second ones catch them. (salted). Having crossed to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

mobile game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) line is being held (or put a cord). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the teams a signal to run, for example, pronounces: "Day". Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. That team wins, which will have time to tarnish more players of the opposite team.

mobile game"Two Frosts"

On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the playground, stand facing the children and pronounce:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other frosts are chosen.

mobile game"Spider and Flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

mobile game"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from each other. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies “Go to ... (calls one of children knock!”. At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the leader.

mobile game"The Frogs in the Swamp"

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

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game is restarted.

mobile game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw the ball (large diameter, trying to hit the ducks with it. The duck that the ball touched is out of games. When the majority (about a third) the ducks will be tagged, the teams change places.

mobile game"Wolf in the Den"

in the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are in the house (behind the line). The wolf gets into the ditch. At the signal of the teacher "Wolf in the Den" goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

mobile game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. Guys in chorus pronounce:

Burn, burn bright

To not go out.

Look at the sky:

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run!" the children standing in the last pair put their hands down and run to the beginning columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide children into two teams.

mobile game"Carousel"

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

Barely, barely, barely, barely,

The carousels spin

And then, around, around, around,

Everyone run, run, run.

After the children run 2 - 3 circles, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher and the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

So the game is over!

The movement of the carousel gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he holds between his knees. To the teacher's account "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up with your couple"

Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m). The second rank player tries to touch the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.

"Quickly stand in a column!"

Players line up in three columns. (in front of each column, a cube or pin of its color). The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (beat on tambourine, whistle) the players scatter around the hall (site). After 30-35 seconds, a signal is given "Quickly in the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys in one line, a hoop (diameter50cm). At the signal of the teacher, each child rolls the hoop to a partner from the second line, and he returns the hoop back, and so on several times in a row.

"Precise Pass"

The players are divided into pairs. Each child has a stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

Children make snowballs, line up and put snowballs near their feet, standing near the starting line. The task: throwing snowballs at a distance. Several colored objects (skittles or cubes, at a distance of 10-12 m from children.

"Glide down the path"

Children are distributed in threes, approach the conditional line and hold hands. After a short run, two continue to run on the snow (compacted, and the third (standing in the middle) glides along an icy path, standing on two or one foot. The players take turns changing places.

"Who quickly"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in their hands. At the signal of the teacher, the children jump (like bunnies) advance to the snowman and place their snowballs about a meter away. They turn around and jump back to the starting line. After a short rest, the children again go to the snowman, take the snowballs and return to their place. The teacher marks the first three participants. Depending on the physical readiness of children repeat the game.

"Slip - don't fall"

Children take turns running and sliding along the ice track (length 2.5-3 m, starting the run only when previous child will go off the track. Everyone who completes the task must quickly step aside. For insurance, the teacher is on the side of the track (approximately in the middle). Second group of children at this time they are sledding each other (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey players"

The players line up in two lines. Each player has a puck and stick in their hands. The first line goes to the starting line; children are freely located in 2-3 steps from each other. The task: pass the puck from one side of the court to the other (distance 10 m, trying not to tear the stick from the puck, and then drive the puck into the goal (several gates are built from snow in advance). Then the second group is exercising. And so alternately several times.

"In places"

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (if small group, then one by one). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Delivery"

Children are divided into pairs; each child has a stick and one puck per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

Sledges are placed in a circle, players stand sideways to them. At the signal of the teacher, the children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, in the hands of each child a stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed with a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player has standing first in a column, a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it into the wall. Etc. The team that completes the task quickly and without losing the ball wins.

"Foot pass"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords lies a hoop in which the ball is located. The task: stand sideways to the cord and on two legs jump over it to the right and left, and so on to the end of the cord, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Spend - do not hurt"

Along the hall (sites) skittles are placed on both sides (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children line up one by one and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on their toes, hands on their belts (or behind their heads, maintaining good posture). (keep head and back straight); run on the other side "snake" between pins. Repeat 2-3 times.

"Catch the ball"

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

"Nimble jumpers"

On the site, hoops are laid out in two lines in a checkerboard pattern (6-8 pieces each). Children in two columns perform jumps into hoops on two legs - now to the right, then to the left (no pause) cross the line and turn around. The exercise repeats backwards (3-4 times). The teacher marks the winning team.

"Pass the ball"

The teacher puts the cubes in two lines (4-5 pieces; distance between them 1.5 m). The task: hold the ball with your feet, not letting it go far from you, passing between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. Once all players have completed the exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, the children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first one has covered a third of the distance.Repeat 2-3 times.

Outdoor games are of great importance in the life of a child, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also affect the development of thinking, ingenuity, dexterity, dexterity, moral volitional qualities. Outdoor games for children strengthen physical health, teach life situations, help the child get the right development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Children of the younger preschool age in the game, as a rule, they imitate everything they see. In the outdoor games of kids, as a rule, it is not communication with peers that manifests itself, but a reflection of the life that adults or animals live. Children at this age are happy to fly like sparrows, jump like bunnies, flap their arms like butterflies with wings. Due to the developed ability to imitate, most of the outdoor games of children of primary preschool age have a plot character.

  • Mobile game "Mice dance"

Purpose: to develop physical activity

Description: before starting the game, you must choose a driver - "cat". The cat chooses a “stove” for himself (it can serve as a bench or a chair), sits on it and closes his eyes. All other participants join hands and begin to dance around the cat with the words:

Mice lead a round dance,
A cat naps on the stove.
Quiet mouse, don't make noise
Don't wake cat Vaska
Here Vaska the cat wakes up -
Will break our round dance!

During the last words, the cat stretches, opens its eyes and starts chasing mice. The caught participant becomes a cat, and the game starts over.

  • Sun and rain game

Tasks: to teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.

Description: Children sit in the hall on chairs. The chairs are their "home". After the words of the teacher: “What good weather, go for a walk! ”, The guys get up and start moving in an arbitrary direction. As soon as the teacher says: “It's raining, run home!”, The children should run to the chairs and take their place. The teacher says "Drip - drop - drop!". Gradually, the rain subsides and the teacher says: “Go for a walk. The rain is over!"

  • Game "Sparrows and a cat"

Tasks: to teach children to jump off gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - "nests". Children - "sparrows" sit in their "nests" on one side of the site. On the other side of the site is a "cat". As soon as the "cat" dozes off, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs, grains. The “cat” wakes up, meows, runs after the sparrows, which should fly to their nests.

First, the role of the “cat” is played by the teacher, then one of the children.

  • Mobile game "Sparrows and car"

Another game for children 3-5 years old about sparrows.

Tasks: to teach children to run in different directions, start moving or change it at the signal of the leader, find their place.

Description: Children are “sparrows”, sitting in their “nests” (on a bench). The teacher depicts a "car". As soon as the teacher says: “The sparrows flew onto the path,” the children rise from the bench and begin to run around the playground. At the signal of the educator: “The car is driving, fly the sparrows to their nests!” - the “car” leaves the “garage”, and the children must return to the “nests” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice as participants. Here is one of them.

Tasks: This outdoor game helps to develop in children the ability to perform movement on a signal. Practice running in different directions.

Description: Children - "mice" sit in minks (on chairs along the wall). In one of the corners of the site sits a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, starts catching mice, which run into the burrows and take their places. When all the mice return to their burrows, the cat once again walks around the room, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Tasks: to develop the speed of reaction to a verbal signal, to exercise children in running, to develop attention.

Description: Among the participants, one driver is chosen, who will be the "bear". On the playground draw two circles. The first circle is the bear's lair, the second circle is the house for the rest of the game participants. The game begins with the fact that the children leave the house with the words:

At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.

As soon as the children uttered these words, the "bear" runs out of the den and catches the children. The one who did not have time to run to the house and was caught by the "bear" becomes the driver ("bear").

  • Through the brook (an outdoor game with jumps)

Tasks: To teach how to jump correctly, walk along a narrow path, keep balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of the stream, they must cross (jump) it over the pebbles without getting their feet wet. Those who stumbled - wet their feet, go to dry them in the sun - sit on a bench. Then they get back into the game.

  • Birds and cat game

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, a large circle drawn.

Children stand in a circle from the outside. One child stands in the center of the circle (cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking grains. The cat wakes up and starts to catch the birds, and they run around the circle.

  • The game "Snowflakes and wind"

Tasks: Exercise in running in different directions, without bumping into each other, act on a signal.

Description: At the signal "Wind!" children - "snowflakes" - run around the playground in different directions, spinning ("the wind is spinning in the air of snowflakes"). At the signal "No wind!" - squat (“snowflakes fell to the ground”).

    Mobile game "Find a mate"

Tasks: to develop in children the ability to perform actions on a signal, quickly line up in pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair”, participants with flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used to play in kindergarten in a group or on a walk. Children of all ages: from toddlers 3 years to children middle group 4-5 years old are happy to play them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old character gaming activity changes somewhat. Now they are already beginning to be interested in the result of an outdoor game, they are striving to express their feelings, desires, to realize their plans. However, imitation and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - "bears" and "bees". Before the start of the game, the “bees” take their places in their “hives” (benches, ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, All the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time the stung "bear" no longer goes out for honey, but remains in the den.

    Game "Burners"

Tasks: exercise in running, respond to a signal, follow the rules of the game.

Description: An odd number of children take part in the game, who become pairs and hold hands. Ahead of the column is the leader, who looks ahead. Children repeat the words in chorus:

Burn, burn bright
To not go out
Look at the sky
The birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, Those standing in the last pair in the column release their hands and run along the column forward, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they join hands. If you manage to catch, then the driver with the caught one forms a new pair, and the participant left without a pair will now drive.

  • Mobile game "Two frosts"

A well-known game for preschoolers with simple rules. Tasks: to develop braking in children, the ability to act on a signal, exercise in running.

Description: On opposite sides of the site there are two houses, marked with lines. Players are placed on one side of the court. The teacher chooses two people who will become leaders. They are located in the middle of the playground between the houses, facing the children. These are two Frosts - Frost Red Nose and Frost Blue Nose. At the signal of the educator “Begin!” both Frosts utter the words: “We are two young brothers, two frosts are distant. I am Frost Red Nose. I am Blue Nose Frost. Who among you will dare to set off on a path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by the Frost freeze in place and remain standing like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Cunning Fox"

Purpose: to develop dexterity, speed, coordination.

Description: A line is drawn on one side of the site, thereby designating the “Fox House”. The teacher asks to close the eyes of the children, who are located in a circle. The teacher walks around an educated circle behind the backs of the children, touches one of the participants, who from that moment becomes a “cunning fox”.

After that, the teacher invites the children to open their eyes and, looking around, try to determine who is the cunning fox. Next, the children ask 3 times: "Cunning fox, where are you?". At the same time, the questioners look at each other. After the children have asked for the third time, the cunning fox jumps to the middle of the circle, raises his hands up and shouts: "I'm here!". All participants scatter around the site in all directions, and the cunning fox is trying to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Catching deer"

Tasks: practice running in different directions, agility.

Description: Two shepherds are chosen among the participants. The rest of the players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader's signal, the shepherds take turns throwing the ball at the deer, and they try to dodge the ball. The deer hit by the ball is considered to be caught and leaves the circle. After several repetitions, counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova especially for the site)

To have fun playing
You need to pump up the ball.
And boys and girls
The ball is hit loudly.

real athletes
Run for a change.
They will jump and jump
And chase each other.

We will inflate the ball deftly
You just need to have a knack.
Press harder
Run away quickly!

Different games with a ball
We'll definitely start.
And in the "Frog", and in the "Dog",
In "Brook", and in "Quick Ball".

Ran to the turn
Rolled over the gate.
Jumped across the yard
Escaped over the fence.

Spinning fast, flying!
Who will catch him now?
Hurry catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running around having fun
We need to go study!

We inflated a huge ball,
Played and rested.
It's time for us to get back to class.
We have classes there.

    Game "Fishing rod"

Tasks: to develop dexterity, attention, speed of reaction.

Description: Participants sit in a circle. In the center is the leader - the educator. He holds a rope in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump so that the rope does not touch their legs. Those participants whose legs are touched by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants - falcons, are on the same side of the hall. In the middle of the hall are two hunters. As soon as the teacher gives a signal: “Falcons, fly!” Participants must run to the opposite side of the hall. The task of the hunters is to catch (tarnish) as many falcons as possible before they have time to cross the imaginary line. Repeat the game 2-3 times, then change the drivers.

    Spider and flies game

Description: in one of the corners of the hall, a web is indicated by a circle, in which there is a spider - the driver. All the other guys are flies. All flies "fly" around the hall, buzzing. At the signal of the host "Spider!" flies freeze. The spider comes out of hiding and carefully examines all the flies. Those who move, he leads into his web. After two or three repetitions, the number of flies caught is counted.

    Mobile game "Mousetrap"

Tasks: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join hands and raise them higher. Then they both say in unison:

“How we got tired of mice, they gnawed everything, everyone ate!
We will set up a mousetrap and then we will catch mice!

While the participants are saying these words, the rest of the guys should run under their clasped hands. At the last words, the hosts abruptly drop their hands and catch one of the participants. Caught joins the catchers and now there are three of them. So gradually the mousetrap grows. The last participant left is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also like to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education classes in grades 1-4. The rules of the game become a little more complicated, but the main tasks of the games are: training in dexterity, reaction, speed, general physical development and the ability to work with children.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Bunny"

Purpose: to develop mindfulness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. The hunter is trying to catch up with the fleeing homeless hare.

The hare can escape from the hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one who is caught becomes a hunter.

  • Mobile game "Feet from the ground"

Objectives: Learn to follow the rules of the game.

Description: The driver, along with other guys, walks around the hall. As soon as the teacher says: “Catch!”, All participants scatter, trying to climb any elevation where you can raise your legs above the ground. Only those who have their feet on the ground can be salted. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty"

Tasks: to develop reaction speed, agility, attentiveness, to improve running skills.

Description: participants form a circle, and the leader is located behind the circle. Touching the shoulder of one of the players, he thereby calls him to the competition. After that, the driver and the participant whom he has chosen run along the circle in opposite directions. The one who takes first empty place left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Mobile game "Third extra"

Tasks: to develop dexterity, speed, to cultivate a sense of collectivism.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The escaping player can at any time get ahead of any pair. In this case, the back player of the pair he is in front of becomes the one being overtaken. If, nevertheless, the player managed to catch up and overpower, then the drivers change roles.

  • Shootout game

Tasks: to develop dexterity, attentiveness, speed of reaction.

Description: A game is played on a volleyball court. Stepping back 1.5 meters from the front line inside the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is located on its own half of the site from the middle line of the corridor. Both teams must choose a captain. You can't enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the middle line. The greasy player is sent prisoner and stays there until the players of his team throw the ball into his hands. After that, the player returns to the team.

Outdoor games on the go

Walking with children in kindergarten or aftercare in primary school, the teacher needs something to keep the children busy: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and in the future, the children themselves, dividing into groups, will be able to decide which game they want to play. Games on fresh air have a beneficial effect on the development of the child's body and strengthen the immune system. And the time of the walk flies unnoticed.

Before starting the game, the teacher needs to pay attention to the state playing field: are there any extra objects, fragments and anything that can prevent children from playing and create a traumatic situation - unfortunately, not only on the street, but also on the school site or kindergarten you can find a lot of rubbish.

  • Game "Train"

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running after each other.

Description: Children are built in a column. The first child in the column is a locomotive, the rest of the participants are wagons. After the teacher gives the horn, the children begin to move forward (without clutch). At first slowly, then faster, gradually moving to a run, they say “Chu-choo-choo!”. “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher again gives a whistle, the movement of the train resumes.

  • Mobile game "Zhmurki"

Tasks: education of dexterity, development of the ability to navigate in space, observation.

Description: Free space is required to play the game. A leader is chosen, who is blindfolded and taken to the middle of the site. The driver is rotated several times around his own axis, after which he must catch any player. The one who is caught becomes the leader.

  • Game "Day and night"

Tasks: exercise in running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is "day", the other is "night". A line is drawn in the middle of the hall or a cord is placed. At a distance of two steps from the drawn line, the teams stand with their backs to each other. At the command of the leader, for example, “Day!” the appropriately named team starts catching up. Children from the “night” team must have time to run away beyond the conditional line before their rivals have time to tarnish them. The team that manages to tarnish the most players from the opposite team wins.

  • Game "Baskets"

Tasks: to exercise in running one after another, to develop speed, speed of reaction, attentiveness.

Description: Two presenters are selected. One of them will be the hunter, the other the fugitive. All the remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders are separated, the catcher is trying to catch up with the fugitive. The fugitive must run between pairs. Baskets should not catch the fugitive, but for this he calls the names of the participants in the basket that he runs up to.

  • Game "Grab, run away"

Tasks: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and calls his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all the children must run to "their" place. The task of an adult is to try to hit the fleeing children.

In this article, we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children's games at school during breaks and physical education lessons, on a walk in the preschool educational institution and the GPA.

Compiler: Oksana Gennadievna Borsch, teacher primary school, Deputy Director for educational work.