Folk games and fun. Presentation on the topic: Forgotten ancient Russian games (without objects) Ancient children's games and fun

Since ancient times, the Russian people have been famous not only for their unique and extremely interesting culture, but also exciting games both for children and adults. However, time, warriors and the influence of European neighbors gradually eclipsed the ancient Russian games. Now they are beginning to be reborn and never cease to amaze with their liveliness, original ideas and tasks filled with noisy fun.

Having learned the simple rules of Russian folk games, you can immerse yourself not only in the exciting world of childhood, but also understand how our ancestors lived and rested.

Russian folk games and their rules

Spillikins

This game has been known since ancient times, however, very few people know its rules now. The idea is that you take from 60 to 100 sticks 10 cm long. They are placed in a bag and then poured out onto a flat surface. The sticks, when spilled, lie down randomly and the task of the game is that everyone takes turns removing one spilliard, trying not to disturb those that are nearby. The winner is the one who, after sorting through the entire pile, has the most collected “trophies.” To make the game even more interesting, you can make the sticks in the form of a spatula, spear or spoon. For such spillikins it is charged large quantity points.

Golden Gate

This game is very dynamic and is designed not so much for the dexterity of its participants as for their luck. The rules of the “Golden Gate” are as follows: two players stand opposite each other and join their hands in such a way as to form a goal. The rest of the participants join hands and take turns walking through them. The players making up the goal chant:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second time is prohibited
And for the third time
We won't miss you!

After the song ends, they lower their hand, and those players who are caught also become gates. Thus, the chain of participants gradually decreases. The game ends the moment everyone becomes a “gate.”

Catch a fish

To win this game you need to have good reaction and speed. The point of this fun is that the participants form a circle, in the center of which stands “water” with a rope and rotates it along the floor around its axis. The participants' task is to jump over the rope. The one who catches it with the game is eliminated from the game.

Hot seat

This game is perfect for those who like to play catch-up. Its meaning is that in the center of the site a place is designated that will be called hot. “Water” must try to catch participants trying to get to this place. The one who is caught helps the “water”. If the player manages to reach the “hot spot”, he can rest there as long as he wants, however, having gone beyond it, he will again have to run away from the “water”. The game continues until all players are caught.

Elephant

This game allows you to test your strength and endurance, which is why boys love it most. The point of the game is that the participants are divided into two equal teams. After this, one of them will be the “elephant”, and the other will jump on it. A member of the first team approaches the wall and bends down, resting his hands on it. The next one comes up from behind and wraps his arms around his waist, bowing his head. The rest of the players do the same. It turns out to be an “elephant”. The first member of the other team runs up and tries to jump on the “elephant” in such a way that there is room for other team members. Once the entire team is on the back of the “elephant”, in order to win, it must hold on for 10 seconds. After this, the teams can change places.

Paints

It is very mobile and fun game. According to its rules, you need to choose two participants: a “monk” and a “seller.” Other players stand in a line, and the seller tells them any color in a whisper. After this, the following dialogue occurs:

A monk walks into a paint store and says to the salesman:

I'm a monk in blue pants, I came for paint. - For what?

The monk names colors (for example, red). If there is no such color, the seller replies:

There is no such thing! Jump along the red carpet, on one leg, you will find boots, wear them, and bring them back!

At the same time, the monk is given a task: to walk like a duck or jump on one leg. If there is such a color, then the seller replies:

There is one! - What is the price? - Five rubles

After this, the monk slaps the seller’s palm five times). As soon as the last clap sounds, the “paint” participant jumps up and runs around the line. If the monk catches up with him, then he himself becomes “paint”, and the one who was caught takes his place.

Swan geese

This fun is for those who love active games. Its meaning is that two wolves and one leader are selected from all participants. Everyone else becomes geese. The leader needs to be on one side of the platform, and the swans on the other. The wolves stand at a distance “in ambush.” The leader says the following words:

Geese-swans, home!

Run, fly home, the wolves are behind the mountain!

What do wolves want?

Pluck gray geese and gnaw their bones!

When the song ends, the geese must run to the leader and try not to be caught by the wolves. Those who are caught leave the game, and the rest return back. The game ends when the last goose is caught.

Turnip

The name of this game comes from the old Russian fairy tale "Turnip", so its meaning is somewhat similar to this work. It is perfect for developing reaction and coordination of movements.

The rules of the game are as follows: all participants stand in a circle and begin to dance in a circle. In its center there is a “turnip” child, and behind the circle is a “mouse”. During the round dance, all players sing the following song:

“Grow up re-pony-ka!
Grow big!
Neither small nor great,
To the mouse's tail!

While the song is playing, the turnip gradually “grows”, that is, rises. After the end of the song, the mouse must try to get into the circle and catch the turnip. The rest of the participants can either hinder her or help her. After the mouse catches the turnip, new players are selected.

There is another variation of this game.

The players stand one after another and clasp their hands around the waist of the previous participant. The first player must hold tightly to the tree trunk. The game begins when the “grandfather” tries to unhook the last participant from the rest of the team and so on until the “turnip” is completely “stretched”.

Salki

This is one of the most common variations of an active and physically developing game. Its participants disperse around the site, close their eyes, and hold their hands behind their backs. The presenter places an object in the hand of one of the players on the count of “one, two, three”; everyone opens their eyes. The hands of the participants remain behind their backs. Then the player who has the item says: “I’m a tag.” The rest of the participants must run away from him, jumping on one leg. The one touched by the “salka” himself becomes “water”. An important condition is that the “tag” must also jump on one leg.

Hitting the rope

This simple game will help you develop your reaction speed and have a lot of fun. Its meaning is that a tight rope is taken and tied into a ring. All players stand outside and grab it with one hand. In the center of the ring is “water”. He must have time to “salt” one of the players, who then takes his place.

Cossack robbers

This is an old Russian game, the rules of which our parents and grandparents know by heart. Its meaning is that all participants are divided into two teams “Cossacks” and “robbers”. The Cossacks choose a place where they will set up a “dungeon” and choose a watchman. At this time, the robbers scatter and hide, leaving arrows and other clues on their way. The Cossacks must find every robber and bring him to prison. A guard remains with each captured player, however, other robbers can help a teammate and, by capturing the guard, free the captive. The game ends when all the robbers are caught.

The robbers, in order to avoid being found for as long as possible, first run away all together and then split up.

According to one version of this game, the robbers guess a secret password word, and the Cossacks must find it out. Therefore, the game continues even after all the robbers have been caught, until the password is found out.

"You're going slower"

This noisy and fun game requires not only skill, but also resourcefulness. Before starting, you need to draw two lines on the ground at a distance of 5 meters from each other. There is “water” in front of one of the lines, and the rest of the players in front of the other. The participants’ task is to run to the “water”. Whoever does this first takes his place. The difficulty lies in the fact that the “water” periodically says: “The slower you go, the further you will go. Freeze! After this phrase, all players should freeze, and the presenter’s goal is to try to make each of the participants laugh without touching him. You can make faces, look intently into the eyes, tell funny stories. If one of the players laughs or smiles, he returns back to the line.

Teddy Bear

This is a very active and fun game. First you need to draw two circles on the ground. In one of them there will be a “den” with a “bear cub”, and in the other there will be a house for the rest of the participants. The players leave the “house” and sing: “I’ll take mushrooms, berries.” But the bear doesn’t sleep and growls at us.” After they finish singing, the bear cub runs out of its den with a growl and tries to catch up with the other players. The one who is caught becomes a bear cub himself.

Burners

This game was very popular in the old days. It perfectly develops attention and speed. Its meaning is that 11 players choose water, and then split into pairs and form a column. “Water” stands with its back to the participants and does not look back. A line is drawn in front of him twenty meters away.

Participants sing the following song:

“Burn, burn clearly,
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!"

After its completion, the last couple separates their hands and runs on opposite sides of the column to the “water”. Having caught up with him, they shout: “One, two, don’t be a crow, run like fire!” After this, the “water” begins to chase this pair and must “salt” one of them before they reach the line and hold hands. If he succeeds, then he becomes paired with the remaining participant, and the one who was caught up performs the duties of “water”. If it was not possible to catch up, then the couple becomes the head of the column, and the “water” continues to “burn.”

This game is different in that it can be played for a very long time until the participants get tired.

People invented ancient Russian games with care for their children, with the idea that they would not only have fun and energetically, but also learn to communicate with each other, learn the value of friendship and know what honesty and mutual assistance are. There's nothing better than having fun fresh air, which help not only to get out of the familiar stuffiness of closed rooms, but also to find true friends, see the world in all its fascinating colors, and also give freedom to your own imagination.

Modern children also consider the games that we, modern adults, enjoyed playing in our childhood, to be ancient. These are “Ring”, “The Sea is Worried”, “Dodgeball”, “Hopscotch”, “Rubber” and others.


My son is growing up, and I am sad to see that today’s children are completely different from us. We read books, went to the cinema together, and then acted out battle scenes, we communicated more, became friends. We also ran in the yards and played, and there are many reasons why modern children go out with their peers so little, this is a crime situation, and studies, which children are overloaded with, and computers, but... I feel sorry for them, they are deprived amazing adventures and memories that will last a lifetime.

1. Hali-halo

Rules of the game
To begin with, the driver is chosen using a counting rhyme. The driver picks up the ball and asks the rest of the guys a word. Usually they say which category the invented word belongs to and its first and last letter. For example, the driver thought of the word bed. He says it's a piece of furniture, it starts with the letter K and ends with a soft sign. Children begin to guess the word. As soon as the driver hears the correct answer, he shouts “Hali-halo”, throws the ball up as high as possible, and runs away.
The child who guesses the word correctly catches the ball and shouts “Stop.” The driver stops. The player must guess how many steps there are to the driver. But the steps are not easy. Each company can come up with its own steps.
Types of steps in the game hali-halo:
Giant - the largest steps, the entire width.
Normal - a normal baby step.
Lilliputian - very small steps.
Frog - in squatting jumps.
Umbrellas - the child spins towards the driver.
Bricks - step heel to toe.
Camel - step and spit (the main thing is not to hit the driver).
The child with the ball takes the specified number of steps and throws the ball into the ring, which the driver makes with his hands. If the ball hits the ring, the player becomes the driver and the game continues.

2.Hide and seek

Rules of the game
One person drives, the rest hide. According to pre-agreed conditions, the water counts up to a certain number, turning towards the wall, during which time everyone hides without going beyond the boundaries of the agreed territory.
Well, the catchphrase of water: one two three four five I’m going to look.

3. Blind Man's Bluff

Rules of the game
Several people play Zhmurki. With the help of a counting rhyme or by lot, the driver is selected. Players cover the water with a tight blindfold (no peeking is allowed in this game), spin it in place and “scatter” to the sides. Zhmurka must catch and identify a player. If you guess correctly, the caught player becomes the driver.

4. Cossack robbers

Rules of the game
The players are divided into two teams (the more participants, the more interesting the game). Each team has its own distinctive insignia (armbands, ribbons or badges).
An area is designated (the boundaries of the territory where you can hide and run away).
It is determined by lot which team will be “Cossacks” and which team will be “robbers”.
At the signal, the “robbers” run to hide. At this time, the “Cossacks” choose a place for the “dungeon” where the captured “robbers” will be brought. The “dungeon” should not be very large so that it can be conveniently guarded. Its boundaries are clearly marked (with chalk, pebbles, etc.).
After an agreed period of time, the “Cossacks” go to look for “robbers” hiding in the agreed territory. They must catch up with those whom they saw and “stain” (touch with their hand). The “stained” robber is considered caught; he must obediently go with the “Cossack” while he holds him. But if the “Cossack” accidentally unclenched his hands, the “robber” can run away.
The caught "robbers" are taken to the "dungeon".
"Robbers" can help out their comrades. To do this, you need to quietly run up to the “Cossack” leading the “robber” and “tarnish” him. Then the “Cossack” is obliged to let the “robber” go, and both “robbers” run away to hide again. But if the “Cossack” turns out to be more agile and manages to “sully” the second “robber” earlier, he takes both of them prisoner.
"Robbers" can free their comrades from the "dungeon". To do this, it is necessary to touch the prisoner before the “Cossack” guarding the “dungeon” touches the liberator.
The goal of the game is to catch all the “robbers.”

5. Lapta

Rules of the game
I know two versions of the game. One is simplified (for children), the other is for adults. As a child, at the dacha, of course, we played a simple game:
On a flat lawn, at a distance of 15-20 m from each other, two lines were drawn: one was called a city, the other was a horse, or a house.
Then, using a counting table or lot, the striker was determined; he stood outside the city limits, the rest were located in the field behind the law.
The batter throws the ball and hits it hard with the bat. The field players, watching the sword, wait for it to cross the horse so that they can catch it without letting it fall to the ground. If they succeed, the striker goes into the field, and the player who took possession of the ball takes his place. If the field players, having gaped, did not have time to catch the ball, the kick is repeated.
It happens that the batter misses the ball. The rules allow him to repeat the kick. After the third miss, the striker gives up his place to another player.

6. Bouncers

Rules of the game.
A minimum of 3 people are required to play dodgeball. Of these, 2 are bouncers (bouncers) and one is a driver. The players are divided into two teams.
Two players from one stand at a distance of approximately seven to eight meters opposite each other. They have the ball. Two players from the other team move between them. The task of the former is to throw the ball with each other, hit their opponents and knock them out of the game. In this case, you need to throw so that the ball, without hitting the target, can be caught by a partner, and does not fly away to nowhere every time.
The task of the second is not to let yourself be knocked out. If you catch a flying ball, one life is added to you. You get, for example, five lives and to knock you out of the game, you need to be hit six times. If the ball bounced off the ground and hit a player, it didn't count. The place of the eliminated players was taken by other team members. When everyone was eliminated, the teams swapped places.

7. Square

Rules of the game
This game requires a company of four people and a ball. First you need to create a playing field. A square of arbitrary size is drawn on the ground, divided into four smaller squares, one for each participant. A circle is drawn in the center of the field for serving. The game begins with the ball being served by a player who is chosen by lot (counting table). The ball is thrown with one or two hands into the central circle, so that it bounces towards the player located diagonally. The diagonal player must return the ball after touching the ground once in his quarter. You need to hit the ball with your feet, knee, head, you cannot touch it with your hands.

8. Fanta

Rules of the game
A good old children's game. There are many options. I'll tell you about the one we played. The presenter collects one personal item from all players, and then everyone writes some task on a piece of paper. Then the pieces of paper are collected, mixed, and the presenter, without looking, first pulls out someone’s object, and then a note. The person who owns the pulled out item must complete the task written on a piece of paper. The game is great, but players should remember that they themselves may be faced with their own task. This circumstance somewhat limits sadistic habits.

9. I know five names

Rules of the game
The guys agree on the order of passing the ball and the sequence of topics.
The first player begins to tap the ball on the ground with one hand, saying:
- I know five girls' names. Anya - one, Katya - two, Polya - three, Masha - four, Nastya - five.
The player must follow the rhythm of the shots, saying one word each time he hits the ball.
If the player has completed the task, he moves on to the next topic, predetermined, for example:
- I know five names of boys (names of cities, animals, insects, birds, countries, cities, etc.)
If a player gets lost, misses the ball or thinks for a long time, then the ball passes to the next participant.
He starts over:
- I know five girls' names
To complicate the game, you can introduce conditions that names should not be repeated. When the ball returns to the first player after making a circle, he starts from the topic where he left off.
The game lasts until everyone gets bored.
The winner is the one who managed to cover the maximum number of topics

10. Salki

Rules of the game
One driver is chosen by lot or by counting. Then the boundaries of the playing area are set. Everyone scatters within this area. The driver begins to catch the players within the established limits of the site. Whomever he catches up with and salutes, he becomes a “salka” and declares, raising his hand up: “I am salaine!” He begins to catch the players, and the former “tag” runs away with everyone. The game has no definite ending.
Sorcerers
(this game is a type of tag)
Participants run away from the driver. The driver catches up with the player and touches him - he gets dirty. The saluted person spreads his arms, and any other participant can run up, touch him and “help him out.” The driver’s task is not to move far from the person who has been greased and not to let anyone get a step closer to him. The summer version of the sorcerers is to run around with “sprinklers” and pour water on each other from holey bottles. Usually, five minutes after the start of the game, everyone is wet, but very cheerful.

11. Damaged phone

Rules of the game
The old time-tested children's game of broken phone.
It can be played by one or two teams.
A driver is selected, who whispers a word or phrase in the ear of one of the players, and he tries to pass it on to the other player in the same way, and so on along the chain.
The last player says out loud what he did and compares it with the original.
Often the result is very unexpected and funny!
If two teams are playing, then the leader gives the floor to two players from both teams. The team whose result is most similar to the original wins.

12. Kitty-Frog-Meow

Rules of the game
The game requires approximately the same ratio of players of different genders. The players sit on the bench. Two participants, the leader and one of the players, stand in front of the bench with their backs to each other (the leader faces the players, the player faces his back).
The presenter points with his eyes (or discreetly with his finger) at one of the players and asks “kitty?”
If the player says "screw", then he continues to choose.
If a player says "meow", then that player is asked "what color?"
The player named a color and completed a task that corresponded to the chosen color.
The meanings of the colors were:
White meant “five minutes alone.” Those. the boy and girl left and retired for 10 minutes so that no one from the company could see them.
Green - three yes questions. Any questions were asked, but the player could only answer “yes”. Moreover, tricky questions were asked, such as “Do you love him”? The answerer blushed and stammered, but had no right to say anything else. The whole company had fun from such dialogues :)
Red meant a kiss on the lips. Color was used very rarely.
Pink - kiss on the cheek. It's easier with it, it was used often.
Yellow - three questions in private (you could ask anything and the player had no right not to answer). Of course, everyone asked tricky questions and often very personal ones, but the answers were usually kept secret.
Orange - walk a certain route arm in arm.
Blue - kiss the hand.
Purple - three minor dirty tricks (say, pulling a pigtail, stepping on a foot, taking away a hairpin). Also in front of the entire honest company.

13. The sea is agitated once...

Rules of the game
There are several game options.
1) The presenter turns away from the players and says the well-known rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure, freeze in place!
While he speaks, the participants move chaotically in any order, depicting the movements of waves with their hands. As soon as the driver falls silent, you need to freeze in some figure. The driver approaches one of the players and touches him. The player depicts his figure in motion, and the driver guesses what it is. The player whose figure was not guessed becomes water himself.
2) After saying the counting rhyme, the players must freeze in the position in which they find themselves. The driver turns, walks around all the players and examines the resulting figures. The first one to move takes the place of the leader, or is eliminated from the game (in this case, the winner is the player who lasted the longest).
3) You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. In this case, the winner is the player who most clearly demonstrated his imagination.

14. If you drive more quietly, the further you will go - stop!

Rules of the game
Two stripes are drawn on the ground with chalk at a distance of approximately 20 meters.
All players stand on one side; the driver stands on the other side, and turns his back to everyone. The driver says:
"If you drive more quietly, you will go further. Stop."
The phrase can be pronounced as you like - deliberately dragging out the words, the entire sentence, or, for example, starting slowly and then ending it abruptly and quickly - in general, introducing an element of surprise into the game.
At this time, all players are trying to run as far as possible and get to the finish line; they freeze at the word “stop”. After the word “stop” the driver turns around. If he saw the movement of a player (who did not have time to freeze or stop due to the acceleration speed), he is eliminated from the game.
The winner is the one who gets to the finish line first and touches the driver - he takes his place, and the game starts over.

Rules of the game.
All players sit or stand in a row. The driver throws the ball to one of the participants and at the same time names an object. If the item is "edible", the player catches the ball. If not, he repels. The driver’s task is to confuse the player, for example, in the chain “apple-melon-carrots-potatoes” he suddenly says “iron”. If the player makes a mistake and “eats” the “inedible”, then he himself becomes the driver. The faster the driver throws the ball and names objects, the more exciting and interesting it is to play

17. Knives

Rules of the game.
Players mark a circle on the ground. Then, one by one, they try to get into the enemy’s outlined territory with a knife and thus win back as much as possible from him. more land. The knife can be thrown from the shoulder, with a flip, from the nose and even from the head. The knife can be stuck into the ground, sand and even a wooden bench

Each player chooses a name for himself - the name of the flower and tells it to the “gardener”-driver and other players. The driver says a little rhyme: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except ...” and calls the “name” (name of the flower) of one of the players. A dialogue takes place between the driver and the player. The player says the name of one flower from those on the team. The participant whose name was announced must respond. The dialogue continues. The one who made a mistake: for example, did not respond to his name, confused the name of the flowers, gives away a forfeit (any of his things). At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask the driver: “What should this player do?” The “gardener” assigns a task (jump on one leg, squat, sing, recite a poem, etc.) - the player “works off” the forfeit and takes his item.

20. Mother's daughters.

Rules of the game.
The game was considered a girl's game, but in certain cases boys were also allowed into it, who could, even before entering puberty, understand what marriage is and what it threatens. The game had one rule - play using maximum imagination and life experience, gleaned from your parents or in soap operas.
Throughout the game, the roles could change (“come on, now you’re a mother, and it’s as if I’m your daughter?”), randomly found children, stepmothers who suddenly showed up, or inexplicably amused lovers periodically entered the game. And animated dolls, baby dolls, plush animals. Scenes “let’s act as if we were in a store” were played out, weddings, quarrels, intrigues, fights, death! Everything is like in life.
























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Presentation on the topic: Forgotten ancient Russian games (without items)

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Burners Come out, you need to burn! The game can be started simply by the driver’s signal. And this is the essence of it. The players, holding hands, stand in pairs at the back of each other's heads. Ahead of the column is the driver. As soon as the sentence is said or another command from the driver is heard, the last pair separates their hands and runs forward: one on the left, the other on the right side of the column. The task is to dodge the driver and have time to join hands. If the driver manages to catch one of the players, he and the caught one become the first pair of the column, and the one left without a pair goes to lead. If the players manage to outwit the driver and hold hands, then they go to the head of the column. The driver starts all over again. There are also double burners. In this case, two columns stand one against the other at a distance of up to 30 steps. There are also two drivers. At a signal or a countdown, the last pairs from each column separate and run to the opposite column. Unlike simple burners, here you need to pair up with a player from the opposite column. The task of the drivers is still the same - to tarnish the runners, to prevent them from holding hands.

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Zhmurki "Zhmurki" - old game, which is carried out among all nations. It has many varieties. Children of all ages play it. The number of participants is usually from 4 to 25 people. In all varieties the essence is the same: the driver with eyes closed- “blind man's buff” - must catch other players and guess who he caught. All players move in a circle in any direction until the driver gives the command “Stop!” Then everyone stops, and the driver extends his hand forward. It should be taken up by the one playing at whom it is directed. The driver asks him to raise his voice, that is, to say something. The player calls the name of the driver or makes any sound by changing his voice. If the driver guesses who voted, he changes place and role with him. If he doesn’t guess correctly, he continues to drive. A variation of “Yasha and Masha.” The players hold hands and form a circle. The two chosen (by lot) stand in the middle of the circle. One of them is “Yasha”, the other is “Masha”. They are blindfolded and turn around themselves several times. Then “Yasha” starts looking for “Masha”. To this end, he asks: “Masha, where are you?” “Masha,” running in a circle, answers: “I’m here!” (or rings the bell) - and quickly runs away from this place so as not to get caught. If “Yasha” catches (slaps) “Masha”, they change roles or new drivers are chosen.

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Tags Up to 10 participants scatter around the site, and the driver catches up with them in order to stain (stain) within the established boundaries. The salted one becomes a driver. You can add to the game additional rules. Here are some of them. Everyone playing, except tag, has a ribbon under their belt. Fifteen, catching up with the runner, pulls out the ribbon from him, then the runner raises his hand and says: “I am Fifteen!” The player can save himself from Fifteen if he joins hands with another comrade, stands on one leg, assumes a “swallow” pose, etc. If Fifteen is chasing someone, and another player crosses his path, then he must chase after him who blocked his path. The driver, while chasing those running away, must hold on with one hand to the place of his body where he was hit. The players move along the site, jumping rope. Fifteen catches up with them, jumping on one leg. On the site, 1-2 circles with a diameter of 2 steps are drawn - “homes”, where the runners can escape from pursuit. However, you cannot stay in such a house for more than 5 seconds.

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Hide and seek 3-10 people play. The selected driver stands in the appointed place with his eyes closed, leaning against a tree or other object. This place is called "con". The driver counts loudly to 20-30 (by agreement) or recites a counting rhyme. Meanwhile, the rest are hiding in different places. Having finished counting, the driver opens his eyes and begins to look for the guys. When he sees someone, he calls him by name and runs to the horse. The person found runs in the same direction, trying to overtake the driver and touch the object he was standing next to. If he does this before the driver, he is not considered caught and remains with the horse while the driver looks for others. When everyone is found, the driver becomes the first player who failed to run to the stake before the driver. Sometimes a stick is placed on the stake. Then everyone who came running earlier to the con must knock the wand on the object and say: “Lifesaver, help me out!” After these words, he is considered bailed out. Those who are hiding may not wait for the driver to find them and run to the horse at a convenient moment. Therefore, the driver needs to keep an eye on this. You can also agree on the following rule: if the last player manages to run to the horse before the driver, he shouts, hitting with his wand: “Lifesaver, help us all out!” After these words, everyone is considered bailed out and the former player leads again.

Slide no. 8

Slide description:

Empty Space This is a game of running along a bend, the players form a circle. A driver is selected, runs in a circle (from the outside), touches one of the players, and then runs into reverse side. The one called to the competition rushes in the opposite direction. Having met, the players greet each other by shaking hands. Continuing to run, they strive to take a free place in the circle. Whoever comes running second continues to drive. As a result, the player who, after 5 to 8 minutes of play, does not play the role of driver, wins, that is, takes the first place. You can divide the players into two circles (for example, boys and girls) and play them independently.

Slide no. 9

Slide description:

Gate Boys and girls can play it of different ages and anywhere. And the number of participants is not limited, as long as there are at least twelve of you. There is no need to be counted. First, select two stronger and taller guys who will pretend to be the “gate”. They step aside and secretly agree from everyone who will be called what, for example, “cornflower” and “daisy” or “pine” and “Christmas tree”, “day” or “night”, “apple” or “pear”, “ sun" or "moon". But the main thing is that the names are beautiful and pleasant to hear. They must still agree on which of them will be “heaven” and which will be “hell”. Well, while this tongue twister is going on, the rest of the guys stand behind each other in single file and each puts his hands on the shoulders of the person standing in front of him. At the same time, try to stand approximately in height so that the little one does not have to put his hands on the shoulders of the big one. This means that the youngest one will be first in the chain. He is called the “womb” because he will lead everyone else. And if all the guys are approximately the same height, then the girls stand in front and the boys behind. You will understand why this is so from the further description of the game. Then you need to make a “gate”. The two stand face to face at a distance of a step and join hands. The game begins, but the gate is still locked. How to unlock them? That's how.

Slide no. 10

Slide description:

Gate Matka brings a chain to the gate and asks it to open, they raise their hands, opening the gate. You need to raise your arms higher and, of course, without releasing them. The queen goes through the gate first and leads the whole line. The gates honestly let everyone through, but when the last one passes, they lower their hands so that he is between their hands. The line goes forward, and the caught “gate” is slowly asked: “To the maple or to the birch?” You must also answer quietly so that they will not be heard in the chain. After the choice is made, the person caught is told who this tree is, released from the ring of hands, and he stands behind the “maple” or “birch”. It’s very nice when you guess right and end up with the person you wanted! And at this time the chain, without stopping, makes a circle, and the queen, seeing that the caught one has already taken his place, again leads everyone to the gate. The same words are said, and the last one in the line disappears. So the chain goes through the gate, each time becoming shorter and shorter. But on one side and the other side of the guys’ goal everything is increasing. Finally, the queen alone approaches the gate and, having chosen a tree for herself, goes to the right or left... This is where the “gate” announces which of them was heaven and which was hell. Well, and, accordingly, which of the players became angels and who became devils. Then the real thing begins fun part games. Since devils and angels cannot stand each other, there must be a fight between them. And this is what the struggle is like: who will pull who over (in our opinion - “pull-ups”). To do this, the “gates” draw a line between themselves on the ground and firmly join hands. And all the other inhabitants of heaven and hell cling to their leaders, and each one embraces the person standing in front of him by the waist. As soon as they stood up, the “gate” commanded: “Come on!” And the tug-of-war begins. You have to fight until one party pulls all the others over the line. And when all the devils go to heaven or all the angels are dragged to hell, the game ends

Slide no. 11

Slide description:

Wolves and sheep The most suitable place for the game is a clearing with bushes or the edge of a forest, so that the wolf can move away from the sheep and hide unnoticed in the bushes or behind a tree. At the beginning of the game, the wolf is identified using a counting rhyme. And all those who came out before him are called sheep. The sheep turn away, and the wolf goes to hide. As soon as the wolf hides, he must shout: “It’s time!” After this, the sheep carefully go to look for him. The sheep that notices the wolf first shouts in fear: “Wolf!”, and all the sheep scatter, away from the wolf. Well, the wolf needs to catch some unwary sheep. If he succeeds, the caught sheep becomes a wolf, and the wolf turns into a sheep, and the game begins again. And if the wolf ran and ran and never caught anyone, he will have to go hide again and try to catch the sheep. Sometimes in the game it can happen that the wolf is unlucky all the time and never manages to catch anyone. Then, after two failures, the wolf is considered a loser and must be replaced - the reckoning must be made again and a new wolf must be chosen. And in general, try to ensure that everyone playing is “in wolf’s clothing.”

Slide no. 12

Slide description:

Cat and Mouse This ancient Russian game was so famous that even its name became a proverb, “Playing cat and mouse,” which means: playing tricks on each other, pretending to give in, being disingenuous. When about ten boys and girls have gathered, you can already begin game of cat and mouse. First of all, let's choose the main characters of our game - the cat and the mouse. To do this, let's do the math. When the last two remain, they count among themselves, and the one who leaves will be the mouse, and whoever remains will be the cat. All players who left earlier stand in a circle, at a distance of about a step from each other, and join hands, forming a gate between themselves . Usually these gates are closed, meaning the players' hands are down. The mouse climbs inside the circle, and the cat remains outside. Now the cat must catch the mouse. But before she can catch it, she must somehow penetrate the circle. And this is not at all easy, because the task of the players forming a circle is to protect the mouse from the cat. That's why the cat walks, meowing pitifully, around the circle, looking for where it can slip inside. In this case, the cat is allowed to break through the chain of players, dive under clasped hands, or even jump over them. When the cat gets inside the circle, she rushes to the mouse, but... there’s already no trace of her! The players, in the place where the mouse had just been, managed to open the gate for it, that is, they raised their hands, let the mouse out and immediately lowered their hands again. The gate closed in front of the cat.

Slide no. 13

Slide description:

Cats and mice Now the cat needs to catch the mouse from outside, that is, again overcome the friendly chain of players. And when the cat jumps out of the circle, the players closest to the mouse again raise their hands, letting her in. It would seem that with such mouse-friendly rules, this running around can continue indefinitely, and it is impossible for the cat to catch the mouse. But in the game this happens very rarely, and, in the end, the cat still overtakes the mouse. How does she manage to do this? Just like a real cat, this requires cunning, dexterity and speed. Well, for example, what is the best way to break through a chain of players? First, try to break through the chain unexpectedly, so that the players do not even suspect that you are going to break through here. Then they will not hold hands particularly tightly. Secondly, you can use the following trick: quickly bend down, pretending that you want to dive under the hands, and when the players lower their hands or even crouch, instantly jump over their lowered hands. You can bend and straighten sharply several times, forcing players to lower and raise their arms until they are completely confused. And at some time, just indicating an upward movement (at the same time they will immediately raise their hands), jump under their hands. Sometimes, noticing a wide gap between the players (which means their arms are stretched quite high), you can “fish dive” into the circle while running, on the move. At the same time, the cat must remember that if in some place it failed to force its way through the circle on the first try, then it must move away and try its luck in another place. If you fail there, move on. It is best for a cat not to return to the place of failure, but to look for weaker spots.

Slide no. 14

Slide description:

Loaf You can play loaf for children of all ages and even adults with kids. First, they put someone in the middle, and usually start with the smallest one, or even better - who has a birthday today. Everyone else stands around and joins hands. Then they dance in a circle and sing: “On Sasha’s name day we baked a loaf of bread...” (you must say the name of the one standing in the middle). After this they stop and sing: “This is such a height!” At the word “such,” everyone, continuing to hold hands, raises them as high as possible and even stands on tiptoes. Then they sing: “This is such a low place!” - lower their hands and squat down. Then everyone stands up and sings again: “That’s how wide it is!”, expanding the circle as much as possible, but without releasing their hands. Then with the words: “What a dinner!” - everyone gives up and goes to Sasha until the circle is completely squeezed. Well, and finally, again expanding the circle to its original width, you need to sing: “Loaf, loaf, choose who you love!” Sasha approaches the one he loves, bowing, takes him by the hand and leads him to the middle. And he himself takes his place in the circle. The round dance together with Sasha begins to sing the song again and walk around Katya. This can be repeated many times. There is only one rule here. Katya should choose someone else. In general, you should not choose one more than twice during the entire game. And the game ends after all the guys have been “birthday boys”. It is best to drive the loaf outside, even in cold weather, since there is no need to run and jump and coats will not interfere with us.

Slide no. 15

Slide description:

Cossacks - robbers The players are divided into two teams. By lot, one team is the robbers, the second is the Cossacks. They are distinguished by armbands, ribbons or some kind of badge. The task of the Cossacks is to track down the robbers, the task of the robbers is to hide securely. The robbers run away to hide, and the Cossacks choose a place for the “dungeon”, where they will then bring the caught robbers. Its borders must be marked with something, for example, with sticks or stones. The Cossacks disperse in search of the robbers; they must not only be found or seen, but they must also be caught up and spotted. As soon as the first of the robbers is caught, the Cossack who caught him takes the prisoner to the “dungeon”. He leads him by taking him by the hand or sleeve, and the captive robber must walk quietly - he has no right to break free. But if the Cossack for some reason unclenched his hand, the robber can run away. So, gradually, the captured robbers are brought into the “dungeon”, leaving them under the guard of one of the Cossacks. The main rule of the game is that robbers can help out their comrades in trouble. If, for example, someone is being taken to a “dungeon,” then any robber can run up and taint the Cossack - then the Cossack is obliged to release the prisoner, and both robbers run away to hide again. But a Cossack, if he is efficient, can manage to be the first to tarnish the robber who tried to rescue his comrade. If he can, he is already leading two prisoners. Robbers can free their comrades even from a “dungeon.” The fastest of the robbers may not hide, but simply stay away from the Cossacks. Such runners can even help out their comrades.

Slide no. 16

Slide description:

Third wheel All players stand in twos, behind each other's heads, in a circle, facing the center. There are two drivers behind the circle: one runs away, the other catches up. The runner, escaping pursuit, stands in front of any pair. The player standing in the back pair runs away, and the one who is catching up rushes after him. If the driver insulted the one running away, then the person running away will be the driver.

Slide no. 17

Slide description:

Geese - swans To play, you need four to six gymnastic benches and two to four gymnastic mats. A line is drawn on one side of the hall. She separates the goose barn, where all the players stand, except for two, who move to the side. These are wolves. Four benches are placed in the middle of the hall, forming a corridor (a road between the mountains), and mats are placed at the other end of the hall. This is a mountain. Behind it is a den of wolves. The leader says: “Geese-swans, in the field!” The geese walk along the mountain road into the field (the place between the mats and the bench), where they walk. Then the leader says: “Geese-swans, go home, the wolf is behind the distant mountain!” The geese first run to the ends of the benches, run along the mountain road (between the benches), and then scatter in different directions, trying to quickly get to the goose barn. Wolves run out from behind the distant mountain and catch up with the geese. The others stop. The wolves chase the geese to the gooseneck, then return to the lair. Those caught are counted and returned to their flock of geese. New wolves are chosen - and the game repeats. Players who have never been caught and wolves who managed to catch more geese are noted. The rules allow you to catch geese only after the words “behind the distant mountain” and pursue them only to the gooseneck. You cannot jump over benches.

Slide no. 18

Slide description:

Leapfrog The very name Leapfrog is Tatar, and this game came to us from the Tatars...” - says one old book. This means that leapfrog has existed in Rus' for more than five centuries! Will many of them live that long? modern games? Simply put, leapfrog is jumping over each other. Anyone who jumped over a goat at school will have no difficulty playing leapfrog. But there are some features and even rules. Only boys, and no younger than thirteen years old, can play leapfrog. Do not allow girls under any circumstances. This is not a girl's game. Best places for playing - a flat area overgrown with short grass, or a sandy shore, or a simple earthen road that is rarely driven on. On the floor or asphalt, try not to jump, especially when there are beginners among you. In order to play leapfrog, you need at least two people: who jumps and who the “goat” jumps over. Then they will switch places. So we jump until we get tired or until we jump to some obstacle or bend in the road. The rule here is the same: whoever failed to safely jump over any of the goats replaces him, and the goat goes back and starts jumping.

Slide no. 19

Slide description:

Leapfrog When you all learn how to jump well, you can become goats and closer friend to a friend, seven or eight steps, or even six. But this will be more difficult. You just jumped over the goat, and in front of you is already the next one... You will need a faster reaction while jumping. The players are divided into two halves... Half... stands against the wall, and one of the players rests his head against the wall; another stands behind him, in the same position as the first, except that he holds his head under the armpit of the first, to protect it from injury during the game; the third one follows him in exactly the same way, and then all the others. Those who make up the other half jump one after another on those bending down and sit astride, not holding on to anything or anyone. The last one to jump up strikes his hands three times and shouts: “Leapfrog - a yard!” If none of those who jumped up fall, and then none of those who jumped off also fall, then they continue to jump up and jump off until someone misses. Here a lot depends on the dexterity of jumping up and jumping off, and therefore the first half is tormented by the second. Whoever misses them, then the game is lost and the first half begins to ride on them in the same way as the second. This game is sometimes taken to the extreme: “from jumping up and jumping off, they put pressure on the back and sides, as a result of which they cannot straighten them for a long time.” Leapfrog develops strength in the legs and arms, dexterity, a sense of balance and coordination of movements, an eye, courage and self-confidence. A very useful game!

Slide no. 20

Slide description:

Snake Everyone stands behind each other, and everyone gives one hand, for example, the right one to the front player, and the left one to the back player. But you need to stand in the same way, so that everyone faces the same direction. A long line of guys forms. Anyone wants to stand in front of the snake's head, but he must be one of those who is stronger, since he will have to drag the whole snake along with him. You need to hold hands tighter. The leader asks: “Are you ready?” - "Ready!" - they answer him. “Well, hold on!” - says the leader and begins to run forward, first quietly, and then faster and faster, dragging the snake along with him. As he runs, he turns first in one direction, then in the other, then runs in a zigzag, in general, he turns the snake as he wants. It may even run in a circle or turn sharply back. And if the leader shouts to the last one to stop, and he runs up to him and walks away from him in widening circles, then the whole snake will curl into a ball, and when the movement reaches the last one and he reaches for the snake, it will unwind by itself. While making all sorts of intricate figures and weaves with the snake, the leader must not forget that in the end he will have to unravel it. If he tangles the snake so much that he cannot unravel it, he will have to give way to another player, and the game starts over. In this case, the leader is placed at the very end of the snake as punishment. And if the leader simply gets tired and stops the snake himself, he also needs to be replaced.

Slide no. 21

Slide description:

Snake It often happens that someone in a snake will fall on a sharp turn, but will not disengage. The one who ran in front of him must immediately let go of his hand so that the fallen person does not drag along the ground. Of course, the one who falls is out of the game. To prevent this from happening, the players must be faster and keep up with the leader. The leader is not a locomotive, it’s difficult for him to drag everyone. And the risk of breaking away is not so great if you do not stretch the hand of the player running in front of you too much. When the leader gets tired and feels that there are strong players left in the snake and he will not be able to unhook them, he stops and ends the game. And one of the remaining players in the snake becomes the new leader. Everyone else attaches to him, and the game starts again. The goal of the other players is exactly the opposite of the goal of the leader and is to stay in the snake until the end of the game. The safest place for the snake is in its head, closer to the leader, because the tail usually comes off . But if at the end of the snake there is strong player which holds tightly, it may not come off. Then the snake will break in other places, the players will drop out of the game, and the latter will get closer and closer to the leader and will even be able to play to the end. And one last note. When there are too many people wanting to run around and have fun, well, for example, more than twenty people, the leader will have to drive for too long to shorten the snake by at least half. After all, to do this he needs to manage to break the snake at least ten times. There won’t be enough strength here! In this case, I advise you to discuss in advance the condition that the entire tail that comes off is eliminated from the game each time. This can be even more fun. By the way, in the last century in the North of Russia this game was called differently: “Confusion.” Isn't it a very apt name?

Slide no. 22

Slide description:

Slide no. 23

Slide description:

Conclusions Be sure to listen to the game director: he is the main judge here. Obey the team captain; in the game he is the eldest. Having won, do not become arrogant (after all, you can play even better). Don't laugh at losers. Remember: in the game you are opponents, outside the game you are comrades. Lost - don't be discouraged! Thank the winner for science; try to gain the upper hand at the next meeting. During the game, do not get angry with someone who accidentally pushed or stepped on your foot. Take care of the game accessories; Make sure they are always in good working order and beautiful. Both winners and losers should be happy with the judge!

Children's pranks sometimes know no bounds: Chinese vases break, new wallpaper turns into an art object in about five minutes, and the cat loses its last hope of breaking out of its diapers. No matter what a child amuses himself with... I wonder if the games of children in Rus' were very different from the fun of the current generation?

"Horse"

Children in Rus' loved the game of “horses”. What could be simpler! Find a suitable stick and ride wherever your heart desires. If the “horse” is successful, it will be “watered”, “fed” with oats, cleaned and placed in the “stable”. Sometimes the game of “horse” acquired global proportions. There was something that had the ability to “roll.” The boys holding hands with ropes in their teeth stood in groups of two or three, and the most lively climbed into the “cart” and called himself a coachman. The “troika”, starting at a quiet trot, goes into a gallop, rushes so that it eventually overturns the cart with the coachman. And this is the most chic! The coachman, rubbing the bruised places and smearing the blood with his sleeve, is worthy of universal respect today.

"Dumplings"

Usually this game was played by those who were punished. The ban on leaving the house did not seem to oppress the naughty people much. They gathered near the gate and whiled away the time playing. The idea is simple: using the thumb and index finger, a ring is formed through which each participant must pass his saliva. Whose saliva catches his fingers becomes a “dumpling.” Everyone begins to tease him with the cruelty characteristic of children. The enraged “dumpling” begins to chase the offenders. Whoever he catches becomes the new “dumpling”. The game continued until the last of the rascals was exhausted.

"Hawk and Doves"

Among the whole gang, a hawk, a dove and a dove are chosen. The rest become voracious chicks. Why gluttonous? Yes, because it was in search of food that the father pigeon had to leave the “nest” and expose himself to the danger of being torn to pieces by a hawk. However, when the predator completed its bloodthirsty reprisal against the dove, it waited for the dove, which next went for food. And then, in turn, he “ruffled” all the chicks. The game reached such a frenzy that the children returned home covered in dust and with torn clothes. It was here that real reprisals awaited them, and the angry parents acted as the hawk.

"Yarka"

The game started in the field. There was, of course, an uncultivated area on which they were digging a short distance pits. The row ended with a large hole the size of a ball-like object made of bast or wood. Moreover, each hole had its own owner, by whose hands it, in fact, was created. Each person took turns rolling the ball forcefully through the small holes to the big one. If the ball lands on someone's small hole, its owner is subject to general ridicule. He got down on his knees, everyone took turns ruffling his hair and singing a “tease”, at the last word of which everyone rushed into the scattered. After all, “Yarka” tried to hit one of the offenders in the head with the ball. Whoever it hits rolls the ball again.

"Clapping"

The game begins as soon as the first leaves appear on the trees. The leaf is applied to the lips. When retracted, it breaks with a loud “shock of air.” The boys gather in groups and click every minute, showing each other their skills. After all, the more skillfully you perform clicking, the louder sound. It's not hard to guess what happens in the end. Adults don’t have nerves of steel!

"Fish"

The game was started mainly in the fall, since in the summer almost all the children were busy with work. A peg is driven in and a rope is tied to it. Various junk is thrown next to the peg: thin bast shoes, boots, shoes. The bigger, the better. This is the “fish”. The leader - the horse breeder, holding on to the rope, must guard the “fish”, which all participants are trying to steal. Everyone tries to avoid the fate of a horse breeder. Missed the last fish? Run as fast as you can, because the stolen “fish” will fly at you. If you manage to pick up a thrown “fish” and throw it at one of the offenders, a new horse breeder has been identified.

"Lose"

Usually this game was played before bed. The children stood in a circle with their backs to each other and began to spin with or without songs. At some point, there is always someone who will fall. They make fun of the fallen one, they no longer take him into the game, calling him “lost.” Of course, no one had ever heard of astronauts in those days, but good coordination and steadiness in the legs were never superfluous.

"Lapta"

“O joy of life, child's play!

You won't be able to leave your neighbor's yard for ages.

My mother appeared behind me. But even to mom

Sometimes he played lapta with us.

What should she, a giantess, do here?

Everyone will hit it with the ball first.

They tried to throw, but didn’t hit.

And they both had a long wait for dinner.”

Valentin Berestov

The experience of older generations helps to use traditional types physical education and development. In every district and yard, school, village, it is necessary to create opportunities for the development of folk sports. "Russian Lapta" is one of them. When practicing Russian lapta, students have positive dynamics in their health and development of motor skills. The microclimate in classrooms is improving. Playing lapta is a universal means for the development of motor skills, health improvement and social adaptation of students.

Lapta is one of the first team games of ancient Russian culture. The first mention of this game dates back to XIV century. Many accessories for lapta were discovered during excavations in Novgorod.

Under Peter I, the game began to be used as a means of physical training for soldiers of the Semenovsky, Preobrazhensky and Shevardinsky regiments and then for other military units. Even in pre-revolutionary Russia, the game of lapta was used as a means of active leisure for the population of various age groups and as a means of physical education for children, adolescents, boys and girls. Under the Commissioner of Education Podvoisky, Russian lapta was included as a means of physical training in the Red Army. Official Russian lapta championships began to be held in Russia in the late 50s and early 60s, then the competition was stopped for some time.

This game has become widespread throughout the world, although it has undergone some changes.

The game is very active, it was used as entertainment at many holidays. A. I. Kuprin gave a particularly vivid description of this game: “This folk game is one of the most interesting and useful games. Lapta requires resourcefulness, deep breathing, loyalty to one’s party, attentiveness, resourcefulness, fast run, a sharp eye, the firmness of a hand strike and the eternal confidence that you will not be defeated. There is no place for cowards and lazy people in this game.”

Lapta - Russian folk team game with a ball and bat. The game is played on a natural site. The goal of the game is to use the bat to send the ball thrown by a player of the opposing team as far as possible and to run alternately to the opposite side and back, without allowing the opponent to “smear” himself with the caught ball. For successful runs, the team is awarded points. The team that scores the most points within the set time wins. Lapta-related sports include baseball, cricket, pesapolo in Finland, oina in Romania and others.

As is known, sport games originated from folk cultured in different countries for thousands of years. Each such game reflects the character traits of a particular people, its history; and everyday life So Russian lapta has existed for many centuries as a folk one fun game. And only in 1957, thanks to the efforts of enthusiasts, the first All-Russian lapta competition took place in the village of Dinskaya, Krasnodar Territory. Subsequently, the rules of the game were modified, the game became more dynamic, more exciting, and more interesting.

In 1997, an interregional public organization was created - the Federation of Russian Lapta of Russia, and in 2003 this federation received the status of an All-Russian public physical culture and sports organization.

Due to the fact that Russian lapta began to develop rapidly in the country, in the Belgorod region lapta was included in the physical education program for students in secondary schools of the republic in the section “ Folk games"on a par with football, volleyball, basketball. And this is no coincidence, since Russian lapta is an effective means of physical education for children school age, has a wide range of potential influences on students.

The big advantage of lapta compared to other game sports is its economic accessibility, which modern conditions plays an important role. When conducting educational and extracurricular activities, large funds are not required to purchase appropriate equipment and supplies. To play, a flat surface measuring from 60 to 110 cm, a tennis ball and bats are enough.

Play activity Lapta contains great opportunities not only for physical, but also for moral education of a sense of collectivism. Game process ensures the development of the educational potential of the individual, his individuality, creative attitude to activity.

The process of developing knowledge, skills and abilities of the game is inextricably linked with the task of developing the mental and physical abilities of students.

Lapta classes contribute to the development of basic physical qualities in students.

The most important physical quality for playing lapta is speed. It depends not only on motor reactions, but also on the speed of thinking and the level of development of moral qualities. Therefore, it is necessary to safely introduce running exercises, etc., into lessons. To develop strength in lessons, exercises with medicine balls, weighted bats, as well as squats with weights and throwing balls at a distance are used.

In lapta lessons, educational tasks can also be successfully solved, since in the process of playing, in order to achieve common victory Students must constantly interact with each other and overcome their opponent’s resistance. This helps to foster friendship, collectivism, initiative, determination, as well as a set of positive psychological qualities.

The game of lapta is characterized by a high emotional uplift and vivid entertainment, which greatly facilitates the solution of one of the most important tasks in the physical education of schoolchildren: first to instill interest, and then to create a need for physical education classes.

To plan lapta lessons, the teacher must know the content of all curriculum in the interrelation of its sections, starting with primary classes. Students' preparation includes: mastering the basics of theoretical knowledge; general physical training, which consists of physical exercises that become more complex with each year of study; special training consisting of technical elements of defense and attack when playing lapta, as well as game tactics.

Lapta classes should be structured taking into account the time of year and climatic conditions, since they mainly involve outdoor training using a natural grass area. The lesson can be organized in gym. Mini lapta will contribute to the physical training of students and will allow them to maintain the necessary skills throughout the year.

On initial stage training (junior grades) general physical training includes simple exercises; as students’ preparedness increases, they become more complex.

As preparatory games To learn how to play rounders, you can use various outdoor games: “Tag with a ball” in different variations, “Throwing rounders”, “Circular rounders”, “Foot rounders”, etc.

"Circular lapta"

This is an old game. In the 19th century it was called “Mute Lapta”. The latest version of this game, widely used among children of middle and high school age, is described below. Number of participants - from 6 to 40 people. The game requires one ball (volleyball or small, the size of a tennis ball).

Description. A large circle or rectangle is drawn on an outdoor site or in a hall. The players are divided into two equal teams. According to the draw, one of them is the driving team (it stands in the middle of the circle or rectangle), the other is the field team (it is located behind the circle, the rectangle - on both sides). One of the field players has a ball in his hands. By agreement, you can hide it or show it to the driving players. Field players, at a signal, try to hit the drivers with the ball (in any part of the body, except for the head), and they, dodging the ball, catch it. If a player is hit by the ball, he is eliminated from the game; if the driver catches the ball, he is not considered to have been touched and has the right to help out one of those who left the game. The player he rescued stands back in the middle of the circle. During the game, the number of incoming players either decreases or increases due to the proceeds of the players. The game continues for the set time or until all the driving players are killed. Participants change roles and play a second time. The team that by the end of the set time will have fewer players in the “field” or in which all the players will be defeated loses.

Rules.

    If the leading player catches the ball, but there is no one to help him out (there are no dropouts from the game), then he has the right to continue to leave the first caught player in the circle.

    Field players do not have the right to go beyond the circle when throwing the ball.

    Only a direct hit on the driver is considered a hit. If the ball hits the player after bouncing off the ground, floor or any object, then the hit is not counted and the driver remains in the circle.

    If the ball hits one player and then bounces to the second, the first is considered hit and the second remains in play.

    Those who drop out of the game re-enter it in accordance with the order in which they left the game.

"Foot shoe"

P
preparation
. This game is in many ways reminiscent of the usual Russian lapta, but it has an additional element - kicking the ball. This makes the game similar to football. As in a regular lapta, players are divided into two teams of 8-9 people: hitting and driving (field). The game is played on a flat area 50-70 m long and 25-30 m wide.

WITH
possession of the game
. A player of the kicking team kicks the ball with a running start, sending it into the field. All players on the team take turns hitting the ball, so they must have serial numbers. The player who kicks the ball into the field must have time to run from the city line to the home line and return back before he is hit with the ball. The team on the field tries to intercept the ball. Players can do this with either their hand or their foot. Holding the ball, they try to hit a player of the kicking team who is running across the field. If a player from the kicking team manages to run to the home line and return back, he brings his team one winning point. If a player from the field team manages to intercept the ball in flight and knock down the player making a dash, the teams change fields. The team that scores the most points wins.

Rules that distinguish the game from regular lapta:

    The game is played using a soccer ball.

    The batters send the ball into the field not with a bat, but with a kick.

    Field players, receiving the ball and passing it, have the right to play with their hands, feet, head and shoulder.

    The ball flying over the side lines of the city is considered an out, as in a regular rounder.

Bibliography

    Zhukov M.N. Outdoor games: Textbook. for students ped. universities - M.: Publishing center "Academy", 2000. - 160

    Afanasyev, S.P. What to do with children at a country camp. - Kostroma: IMC "Variant", 1993. - 224 p.

    Bukatov, V.M., Ershova, A.P. I'm going to class: Reader gaming techniques teaching: A book for teachers. - M.: Publishing house "First of September", 2000. - 222 p.

    Frishman, I.I. The one who plays wins! - N. Novgorod: Pedagogical technologies, 2001. - 106 p.

Burkozel