Target accuracy games. Methodological development

Any activity associated with hitting the “bullseye” not only develops motor skills and coordination, but improves the overall physical condition of the baby. Our selection of games will appeal to children of all ages.

Game No. 1: Scams

It all starts with the basics: you take a walk with your baby and invite him to play a simple game - who can throw the farthest, or who is the most accurate. In nature, any available means will suit you: snowballs, cones, coastal pebbles, small stones, or even the first fallen apples. As a target, you can use any container or, for example, a ball, which you need to hit with another object. Remember that little ones have more fun playing when the sound is louder. So, they will be happy to throw “shells” into a metal bucket. At home, you can use acorns, chestnuts, walnuts, candies in candy wrappers and a regular saucepan.

Game No. 2: Mini-football

As soon as the baby begins to walk confidently, it’s time to learn to play football. You won’t even notice how very soon your child will run faster than all his peers and shoot on goal with the precision of Messi.

To play on the “home field” you will need a soft ball, and any doorway can serve as a goal in the apartment. With older children, you can already move to the football field in the yard. It is important to follow safety precautions here. The ball should be light enough not to damage the developing knee joints and ankles. Don't let your child kick a real soccer ball until he or she is 5 years old.

Game #3: Skittles

This game is equally good for both indoor and outdoor games. Kids love it when things fall and scatter. They are indescribably delighted by this! Especially if you play with parents who can set an example. There are simple sets of pins made of lightweight plastic with small balls for the little ones, and there are also heavier options for schoolchildren. It's almost bowling, only for kids. By the way, skittles can be replaced with ordinary plastic milk bottles. First you need to pour cereal into them or pour water - for better stability.

Game #4: Darts

Just don't give your baby daddy's darts to play darts. A set for little ones - a target and Velcro balls - will help you introduce your child to this activity. Children love absolutely everything about this game: the lightness, the simplicity, and even the sound of the balls being torn off. Magnetic sets are also sold. Of course, parents will have to count the points for now, but in the future the child will thank you, because you can’t think of better entertainment in a noisy, cheerful company in the open air. A professional darts set would be an excellent first anniversary gift.


Game #5: Rings

An exciting game for big and small children and their parents. The conditions are extremely simple - several players take turns throwing rings onto pegs installed a couple of meters away. Minimum inventory. You can play both indoors and outdoors. Excellent for developing coordination and motor skills.

Game #6: Mini-basketball

Does your baby like to throw toys? A great skill for a growing basketball player. Give your child a rubber or plush ball and install a stylized basketball backboard with a mini basket in his room. Just don’t hang the ring too high - the young athlete should see his progress. And tell your dad not to demand NBA players from his child. Let the baby throw the ball any way he wants, as long as he hits and is happy. And later you can lift the basket and give it a heavier ball.


Game #7: Hoop

For this game you will need a children's hula hoop or a homemade hoop, which can be made from wire and wrapped with braid. The rules are simple: one of the parents holds the hoop at a distance of 2 meters from the child, and the child’s task is to throw the ball so that it flies inside the hoop. The task can be complicated by changing the position of the hula hoop. And use not only balls and balls as a throwing projectile, but also, for example, launch paper airplanes through a ring. Boys will especially like this option.

Game #8: Mini golf

Another elite sport. Although accuracy and ability to hold a stick will be useful not only on the golf course, but also on the hockey rink in the yard. Mini golf sets for kids are distinguished by light and sound effects, and each successful throw is accompanied by solemn music. On top of everything, this game will teach your child self-control and composure.


Game No. 9: Petanque or boccia

Modern petanque is over a hundred years old. The essence of the game is simple: each player has a set of balls. By lot, one of the participants throws a target ball onto the playing field. Next, players take turns throwing their balls. The one whose ball is closest to the target wins. You are allowed to knock out the enemy's balls, which makes the process even more fun. Today on sale you can find children's sets in the form of heroes of popular computer games. To play with kids outside, it is better to choose a sandy area - the balls will stick in the sand and will not scatter over a long distance. At home, you can improvise: for example, with wooden checkers or make a set yourself by sewing small fabric balls and filling them with rice, beans or buckwheat.

You see scattered parts of the drawing in front of you. By rotating them in space you need to get a whole image.

Reaction test, you need to hold the ball in the field.

Reaction test. It is necessary to euthanize the sheep as soon as it starts to move. Click on the arrow.

Reaction and attention test. Average result 20 seconds.

Reaction test. Click on the circle when changing color. Excellent for results between 0.1 and 0.2.

Reaction and attention test. Collect black squares and avoid red ones.

Your task is to indicate all the black numbers in ascending order from 1 to 13. Get ready, concentrate.

Memory and attention tests from Science and Life

Enter all 50 numbers in order: 11 black, 11 orange, 12 black, 12 orange, ..., 35 black, 35 orange. If you do this faster than 3 minutes and faster than the last record from the record table, then a button with the word “Hurray!” will appear, by clicking on which you can enter your first name, last name, country and send your result to the server for recording in the table records.

Reaction test. You need to click on the star as quickly as possible.

Game for development of attention and memory. Free online.

This is an online game for developing counting speed.

Wrong puzzle

This is no ordinary Puzzle, it tests your visual processing abilities. the task mainly involves the parietal lobe of the brain, the visual cortex and the temporal lobe.

ONLINE GEOGRAPHY KNOWLEDGE TEST

This online geographic test will help you figure out where different countries are on the map, what their capitals and flags are.

There is a Russian language and mute.

ONLINE TEST FOR THE ABILITY TO PERCEIVE COLOR

test for the ability to perceive colors and find them on a color palette. All you need is to quickly find the same color on the palette that this online test suggests. Or something similar. This is not only a brain test, but also a test of the performance of the right half of the brain, which is responsible for color perception.

Games with required registration

Tangled figures

Various objects such as flowers, fruits, animals, geometric shapes

or amoebas, when composed, form a complex figure.

Identify the items that make it up.

To be able to play you need register for free and save the password. ANDonly after thatgames will be available for free..

Birdsong

Connect the name of the birds with their image and singing.

To play the game you need to register for free and save your password. AND only after that games will be available for free.

Accuracy games undoubtedly contribute to a child’s development. Using simple tools, a children's group leader, teacher or parent can use them to make children's leisure time truly interesting and exciting.

Accurate throw

To play you will need 2 hoops and 2 balls. Two teams of 8-12 people play. Each team is further divided in half, the halves diverge by 3-4 m and line up in a column, one at a time, facing each other. Hoops are placed between them, and the first players in one of the halves (where there are more players) of each team are given a ball.

The players' task is to accurately hit the hoop with the ball so that the rebounded ball can be caught by a player from the opposite half of the team. Having caught the ball, the participant returns the ball in the same way to his teammate standing in the opposite column. After the throw, the players step aside. If the ball hits the hoop or if the player fails to catch it, the throw is repeated until everything is done correctly. The game is played at a fast pace, the team that finishes first wins. In this game you can also arrange a personal championship. A throwing line is drawn, and the players take turns throwing the ball into the hoop, and the bounced ball is caught, for example, by the leader. For each accurate throw with a good rebound (directly into the hands of the leader) one point is given. The game is played several times, then the results are summed up.

Shooting at the target

To play you will need chalk. In this game, a tennis ball or a molded rubber ball is thrown at targets. The presenter draws 3 targets on the playground in advance. The first is shifted slightly to the right of the throw line, located at a distance of 10 m from the starting line. The second target is located exactly along the throwing line, at a distance of 20 m, the third is shifted slightly to the left, located at a distance of 15 m from the starting line. The targets have 5 concentric circles, the diameter of the targets is from 1 to 1.5 m. Their size and range depend on the age and level of training of the children. Players perform three throws. Hitting the bull's eye on any target brings the player 10 points, the next stripe - 8 points, etc. The last stripe on the target brings the participant 2 points. Each throw is worth one point. After all players throw, the results are calculated. The most accurate one has the most points.

Holes and pebbles

On a flat area, they dig a small hole - a central hole; around it, at a distance of 0.5-0.8 m, they dig 4 more smaller holes, placing them in a semicircle. A line is drawn a few (4-6) steps from the nearest small hole, from which players will throw stones. Several people can play. Before the start of the game, each player has ten pebbles, of which the participant places two in the central hole, and one in the others.

The order of entry into the game is determined by lot. If a player hits a hole, he takes the pebbles in it and throws the pebbles to the next participant. If the hole is empty, the player's stone remains there, but he can make another throw. If a player misses, he can pick up his pebble, but loses the right to move - the next participant throws the pebbles. The game continues until all holes are empty. The one who collects the most pebbles by the end of the game wins.

Serso

They play together. Pairs stand at a distance of 3-6 m from each other, simultaneously throw rings and catch them on a stick with a crossbar 0.5 m long or simply on their hand. The crossbar is made on a stick so that the ring does not slip onto your hand.

To play you will need several rings and sticks. If the participant did not catch the ring, he receives a penalty point; if the ring flew further than the outstretched arm with a stick, no penalty point is awarded, the throw is repeated. The game continues until a predetermined number of penalty points. Once players have practiced, the game can be made more difficult. Throwing the ring should be done not with your hand, but with a stick, after putting the ring on it.

In the team version, the winner is determined by the sum of points. This game can also be played one at a time by placing the rings on a stand or a peg driven into the ground.

Right on target

A starting line is marked on the court, at a distance of 10 m from it there is a throwing line, then after 10 m a target measuring 0.5-0.8 m is installed. The participant in the game runs from the starting line to the throwing line and throws a tennis ball at the target. All players take turns throwing shots.

Add to cart

To play you will need a small basket or a children's plastic bucket and a rope. The basket is hung so that it can swing like a pendulum. For a more uniform movement, you can add a little earth or sand to the bottom. Two players stand a few meters from the basket, turning their faces in one direction, and try to throw some small objects, such as pebbles, into it. One player has dark-colored pebbles, the other has light-colored pebbles.

You can also use acorns, cones, etc. The game ends when the basket stops swinging. The contents are poured out of it and the results of the game are summed up. The one with the most items in the basket wins.

Grandmas

This is a Russian folk game played by two teams of 3 people. It is carried out on a flat, oblong platform (approximately 4 x 8 m). The throwing line is outlined on it, the place from which the headstocks will be thrown, and 5 m from it is the horse line where they are installed. Pasterns are the bare bones of the coffin joints of domestic animals. As headstocks, you can use small wooden blocks with evenly cut edges, so that they can be installed vertically. You also need a cue ball, a heavier and larger headstock. The cue ball can be made of wood; nails can be driven into it to make it heavier. The team that starts the game first is chosen by lot. The players must knock out (knock down) the greatest number of money in the least number of cue ball throws. Ten attendants are placed on the stake line, forming various figures. For example, they can be installed in pairs, threes, in a circle, on top of each other, etc. The most popular and simplest figures are a fence (in a row, along the horse line) and a jib (in a row, perpendicular to the horse line). A headstock that has fallen on its side is considered knocked out. Before the game, they agree on how many cue ball throws each team will make and how the turn will be changed. This game can be played by everyone for themselves, without forming teams.

Chizh

To play you need a “siskin” and two short sticks (about 0.5 m). Siskin is a round stick (about 3 cm in diameter, 15-18 cm long), pointed at both ends. They play together. One is a thrower, the other is a driver. A circle with a diameter of about 1 m is drawn on the ground - this is the end, a field is determined, the place behind the end where the siskin will approximately fly.

A siskin is placed in the middle of the horse, and the thrower hits one end of the siskin with his stick, trying to knock it off the horse into the field and further away. The driver with his stick tries to knock the siskin back in the air or hold it back if it has fallen behind the horse, hitting the siskin with his stick and bringing it back.

The thrower prevents this, he can also fight off the siskin in flight. Players take turns hitting. The driver changes places with the thrower if he managed to volley the siskin onto the line or throw the siskin into the outlined circle with a blow of his stick.

Pits

A line is drawn on a level area with a pointed stick, a small hole is dug 2-3 meters from it, after 1.5 m - another, after another 1.5 m - a third. Several people play, each with a small pebble or other object that is convenient to throw into the holes.

Players must hit all three holes in a row without missing, starting with the closest one. If this is successful, then the task becomes more complicated; now you need to get into the holes in the reverse order, first into the far one, then into the middle and into the near one. If the player copes with this without mistakes, his task is to get into the same holes like this: first into the middle hole, then into the nearest one, then into the farthest one.

After that, he is the undisputed winner. If the player misses, the next player in the game throws the stones.

The distance to the holes and between them may vary depending on the age and training level of the children.

Methodological development.

"Orienteering in Games"

Orienteering - this is a search for control points on the ground using a map and compass. Orienteering as a sport is suitable for children of different ages, abilities, interests, since at its core it is an active game with a search for objects. Such activities develop research abilities, the ability to independently carry out tasks posed by the terrain, map and search rules, where it is necessary, along with physical training, to use intellectual capabilities

Target: training in terrain orientation in the main types of orienteering.

North South West East

10-15 people play, lined up in 2 lines and separated by one step. The sides of the horizon are indicated to the players using a compass or the sun: north, south, west, east. Then loudly call any side of the horizon, for example<север>, and all players must quickly and clearly make a turn, facing north. Whoever makes a mistake receives a penalty point. The leader names other sides of the horizon. The one who receives fewer penalty points wins.

Who will deliver the package faster?

2-3 routes are outlined on the area. A movement diagram for each of them is drawn up, areas of movement are indicated on it by azimuth, landmarks and designated flags, branches, notches on trees. To do this, the route is drawn on paper, divided into sections, the azimuth of each link is determined, and its length is measured in steps. At the starting point, each squad is given a package and given the task of delivering it quickly to<штаб>On command, the groups begin to move in parallel at a distance of 200-300 m. The group that is the first to reach the final destination and hand over the package to the intermediary wins. Note. The game can be played both for several squads and for groups of one squad.


Fun volleyball

As you may have guessed from the title, we will be talking about volleyball, BUT with a twist.

What you need to play:

You need to assemble two teams of 5 or more people, and of course you will also need a volleyball. The highlight is that instead of the usual mesh it is necessary to stretch a thick fabric and as a result the game will be played blindly, so to speak, which will undoubtedly add spice and excitement to it. It will also be very interesting for fans to watch the game. The second highlight is to play the game with a regular volleyball net, but instead of a volleyball you need to take a regular inflatable ball, add a few grams of water to it and inflate it, naturally, such a game must be played in calm weather, or in the hall.

Team games

Team games are fun, exciting, dynamic team competitions that quickly and effectively involve children in the game, and also allow them to feel the benefits of teamwork and provide an opportunity to unleash the creative potential of each participant.

For children, this is an opportunity to: relax in a fun, interesting and exciting way in the fresh air; communicate with your peers; experience the benefits of teamwork and peer support;

Game plan

The counselors (dressed as pirates or Indians) playfully unite children into teams of 10 people. Teams are divided into pairs, come up with a name, motto and greet each other. After this, the start sounds and the “Game” begins. Teams in competition mode undergo tests, and for winning the task they receive golden nuts or darts (depending on the chosen scenario). Our heroes can compete in strength and dexterity, as well as show ingenuity and resourcefulness by solving riddles and puzzles, and test their accuracy by throwing darts. Then the semi-final, in which the winners from each pair qualify, and the final. Before the final competition, all teams exchange golden nuts or darts for keys to the treasure. After the final, the winners are awarded, prizes and memorable diplomas are presented. Then the teams get together, open all the locks on the chest (as many teams as there are, so many locks) and become the owners of all the contents (alcoholic drinks, a company message, a huge bottle of champagne, fireworks, a flock of pigeons, etc.) Thus, all teams, regardless of whether they win the relay or not, they receive the overall prize.

The game lasts about 2-3 hours, during which participants receive a huge charge of positive emotions, a sense of cohesion, self-confidence and a sense of victory.

Treasures of Flint.

When preparing the event, adventure scenarios and attributes are used. For correctly completed exercises, participants receive “artifacts,” a map, or “money,” after which the team finds the treasure.

Discovery of America

It has been suggested that there is an uncharted land on the other side of the ocean. A large expedition is going on a long voyage in search of the unknown. After many weeks of wandering across the endless expanses of the ocean, the outlines of land appeared on the horizon. The team dropped anchor, and the amphibious assault landed on the ground. It was an entire continent. Later it was called America. The team went to explore the surrounding area, but they could not get far. The entire "Company" was captured by a tribe of Indians. The Indians for a long time did not want to let our discoverers go, but then they decided to grant them freedom, but only if they successfully passed all the tests that they themselves always go through when preparing for hostilities with neighboring tribes. That's what they decided on. And now serious tests await our travelers, after passing which they will receive freedom and various foreign gifts.


In all of the above scenarios, the commands will perform the following tasks:

Approximate list of tasks:

Tasks for dexterity, ingenuity and speed.

1. “Mineweeper” – Carrying a ball on rubber bands

2. “Rings” - Throwing rings at a target

3. “Tug of War”

4. “Puzzle” – The task is to assemble a square from mosaic fragments.

5. “Snake” - It is necessary to guide a vertically standing log through the labyrinth using guy ropes.

6. “Sticks” - Standing one after another and placing sticks between each other, you need to walk a certain distance without dropping the sticks.

7. “Swamp” (low) - the team must go from point A to point B, moving from hummock to hummock using boards.

8. “Skiing” - while on group skiing, the team must go through the route indicated by the instructor.

9. “All-terrain vehicle” - standing one after another on special platforms connected to each other, you must follow the route indicated by the instructor.

10. “Toe to toe” - The team must step over obstacles without touching them. In this case, the team players stand in a line in front of the obstacle with their legs tied. The legs are connected as follows: the right leg of one player with the left leg of another player, etc.

11. "One Hundred Inch" - The team must cut a log one hundred inches long with maximum precision. In this case, no measuring instruments should be used.

12. “Star” - The team needs to cross the logs without touching the ground using a pole and holding on to each other.

13. “Meeting” – The task is to disperse on a log without touching the ground.

14. “Stretch” - the team walks along two logs, resting their hands on each other.

15. “Labyrinth” - All participants hold in their hands a huge labyrinth through which they must navigate a ball

16. “Fishing” – Use a giant fishing rod to catch a five-kilogram crucian carp.

17. “Swing” – The whole team stands on the swing and balances it.

18. “Butterfly” – You need to climb along ropes stretched cross to cross.

19. “Cobweb” – The team needs to climb through a web stretched between trees without touching it.

20. “Black box” - guessing objects by touch that are in a black box.

21. “Stilts” - you need to go through the specified route on group stilts.

22. “Sea Wolf” - each team is given a long rope, on which within 2 minutes the players will have to tie as many knots as there are participants in the team. The teams then exchange ropes. Now the participants need to untie the knots tied by the opposing team.

23. “Snake” - participants stand in a circle and hold hands. One hoop hangs between them (at the place where the hands are clenched). The task of the teams is to collect all the hoops on one person (this can be any person from the team).

24. “Volleyball” - teams play volleyball with a huge (about 1.5 m in diameter) ball. The game is played to 10 points.

25. “Winter Fishing” - each team will have about 20 geometric shapes in front of them. Each participant will have a prototype of a winter fishing rod in their hand. The team's task is to catch all the objects and then assemble them into an even square 1.5 * 1.5.

26. “Crossing” - there are two platforms at some distance from each other. The team needs to cross from one cube to another using a suspended rope. In this case, participants should not touch the ground.

27. “Gorodki” - This is an old Russian game where participants can test themselves for accuracy. They have to knock down several figures.

The game lasts from 2 to 3 hours.

Ali Baba

Everyone who wants to play this game is divided into two teams. Each team lines up, facing the enemy. The distance between teams is at least 5 m. Then the dialogue takes place:

1st team. Ali Baba!

2nd team. What is the servant talking about?

1st team. On the fifth, tenth, so-and-so here (they call the name of the one they need).

After this, everyone in the first team joins hands. And the player from the second team, the one whose name was called, must run up and break through the row of the first team anywhere on the first try. If he succeeds, he takes one of those he broke through into his team. And if he fails to break the chain of players, then he himself goes to the opposing team.

The team that manages to gather all the players wins.

Cossack robbers

A classic team game, the great-grandmother of all military sports games. For this game, the more participants the better.

Everyone who is going to play determines the boundaries of the territory in which the game will take place and is divided into two approximately equal teams - the Cossacks and the robbers. Teams choose their own distinctive signs. Cossacks, for example, may play with armbands or similar caps, and robbers may wear bandanas or ribbons on their heads.

Now you can start the game. The robbers run to hide. Along the way, they draw arrows and leave other marks, which are intended not so much to show where they ran, but to confuse their pursuers and throw them off the trail.

Meanwhile, the Cossacks select and prepare a place for a prison in which they will imprison the captured robbers. The size of the prison should be such that all the robbers can fit in it. The prison boundary is either drawn with a line or marked with sticks or stones.

When the prison is ready, it's time to catch the robbers. This is not a simple matter at all, because the robber must not only be seen, but also tarnished. If the Cossack manages to touch the robber, he must stop immediately. Taking the prisoner by the hand, he is led to the dungeon. You can’t break free, but if the Cossack himself lets go of the robber’s hand, he can run away. Gradually, several robbers end up in the dungeon.

But it's not that simple. A robber who is being taken to prison can be rescued by his comrades. To do this, they need to sneak up on the Cossack guard and stain him. In this case, the Cossack must release the prisoner and has no right to pursue the fleeing robbers. However, everything could end differently. After all, if the Cossack was the first to stain the robber-rescuer, then he will take two of them to prison at once.

Robbers who find themselves in prison can leave it only in one case - if one of their uncaught comrades touches them with his hand. Therefore, the Cossacks always leave several sentries near the dungeon.

Freeing a robber from prison is a very difficult and dangerous task. After all, the most that a prisoner who has noticed an approaching comrade can do is to approach the boundaries of the prison (but not cross them). And the guards can move as they please.

Therefore, usually a whole group of robbers is sent to free prisoners: some distract the guard, while others stain the prisoners.

The game is played either until all the robbers are caught, or, which happens much more often, until it is time for the Cossacks and robbers to go home.

Wolves and bears

A team game of catch-up, in which the most important quality is not speed, but self-control, intelligence and good reaction.

All participants in the game are divided into two teams. The first team is wolves, and the second is bears.

4 lines are marked on the ground or asphalt: 2 starting (ambush) and 2 finishing (houses).

The animals take places along the starting line facing each other. Each competitor's foot must be in the neutral zone.

The leader (the oldest or simply an experienced player), without warning anyone, selects one of the teams and says loudly: “One, two, three... Wolves!” (or: “Bears!”).

Players of the named team rush in pursuit, while others run away towards the house. Anyone who has crossed the finish line can feel safe - they can no longer be stained. And those who have been tarnished are eliminated from the game. This is how the first game ends. The rest take their places in the ambush, and the game begins again.

The game continues as long as the teams have at least one player. If you fail to stain anyone for a long time, the game ends. The team with the most players left wins.

The sea is worried... Once

The leader becomes the master of the sea elements for the duration of the game. He says loudly: “The sea is worried, once!” All participants are running around. “The sea is rough, two!” - says the presenter. Participants, moving, begin to depict someone or something related to the sea: a whale, a seagull, a sailboat, a jellyfish, etc. “The sea is worried, three!.. Sea figure, freeze in place!” All players freeze in poses depicting the selected figures. The presenter goes around the participants and selects the most expressive figure, the author of which becomes the new presenter.

The game is repeated from the beginning. But this time the presenter can set a theme for creating the figures, saying, for example: “Figure... of an octopus, freeze in place!”

Each subsequent presenter comes up with more and more new images for the figures, which can become animals, birds, plants, fairy-tale characters, mythical and cartoon characters, representatives of various professions, popular artists, etc.

Sparrows and crows

This game can be played by 6-12 players. The more participants, the more interesting the game. To play the game you will also need two types of objects, such as cubes and balls.

The participants of the game line up on the court in a column, one at a time, one step apart from each other. They are divided into two teams, counting on the first and second. On the right side of the column, cubes are laid out in a line, and on the left side, balls. There should be half as many objects on each side as there are players.

The game begins with everyone, at the command of the leader, performing different exercises: “hands up”, “hands to the sides”, “sit down”, etc. Then the leader loudly pronounces one of the words, syllable by syllable: “sparrows” or “crows” . If he says “Vo-ro-ny”, then on the syllable “ny” all the players rush to the cubes and try to grab them. If the leader says: “Vo-ro-byi!”, then at the syllable “beat” everyone rushes to the balls. Each player who captures an item earns his team one point. Usually there are 7 rounds of games. After this, the points are counted and the winner is determined.

Carousel

The participants of the game stand in a circle. Some hold sports equipment in their hands (balls or frisbees, or even better, both). The number of sports equipment depends on the number of players. If there are from 2 to 6 participants, 2 projectiles are enough; if there are more than 6 participants, the number of projectiles can be increased to 3. Participants begin to simultaneously throw the ball and the plate to each other in the same direction. They always throw it to the closest friend. If he hesitates, the partner must wait.

Badgers, or Hide and Seek in Reverse

This is probably the most fun version of hide and seek.

Players play out which of them will be the badger, as well as the order in which they go out hunting. Then everyone turns away, closes their eyes and counts to 24, while the badger hides.

After this, the first hunter goes in search of him (the rest at this time should stand with their faces turned away). If the badger is not found within the agreed time (for example, 1 minute), then the player returns to the hunters. Moreover, he cannot talk.

But if a badger is discovered, the hunter, instead of driving him out of the hole, hides with him! A minute later, a second hunter goes to look for the badger, then a third, etc. It must be said that by the end of the game the hole can be quite crowded. And the most difficult thing for everyone is not to burst out laughing and not give away your shelter to the hunters.

Running through stations

Rules of the game: This game tests the ability to complete tasks quickly and well. The route goes along a forest road. The groups depart one after another. Each has its own waybill, where the start and finish times are noted, and notes are also made at stations (if necessary). Stations:

100 - tennis balls are buried in the sand. You need to find as many as possible in 30 seconds;

200 - bandage the unfortunate wounded;

400 - the whole group blows out a candle standing at a certain distance;

500 - find a familiar person in nearby bushes;

600 - in 1 minute, throw cones at as many balls suspended on a tree as possible, the balls should burst;

700 - write as many qualities of a person as possible in 30 seconds;

800 - collect a certain number of scattered peas in 1 minute;

900 - stand in a circle and say something pleasant to each other in a circle;

1000-finish.

Materials needed: Tennis balls, bandages, cookies, burning candle, balloons, paper, pen, peas.

Type of orientation: Set direction

Skills and abilities: choosing rational routes of movement between control points

Means: determination of direction, reading a map, control of movement using reference landmarks.

Together with the leader, they walk a distance in a given direction through the park. Students determine the direction to the checkpoint using a compass, select a chain of reference points along the route to the checkpoint, determine the reference and location of the checkpoint, draw the chosen route to the checkpoint on their map and set out on the route. Moving along the route, students determine their location on the map. Having found the checkpoint, the leader talks about the rules of orientation on the ground. At the end of the journey, the leader divides the students into teams and gives a quiz on the topic “Competition Rules”

Quiz questions “Competition Rules”

1. When marking a checkpoint, you accidentally marked checkpoint 5 in the cell with number 6. Where will you make a mark on checkpoint 6. (A. In the cell with number 5. B. in the cell with number 7, then you will mark with a shift with a shift by one cell. S. in the reserve cage.)

2.After passing the last checkpoint, you run to the finish line and discover that you dropped the card. What are you going to do? (A. finish, and then come back for the card. B. finish, tell the judges that you lost the card. S. return for the map, find it, and then finish.)

3. Having run to the checkpoint, you discovered that the prism had fallen and was lying a few meters away from it. What are you going to do? (A. hang the prism in place. B. You will not pick up the fallen prism, and after the finish, tell the judges that the prism at the checkpoint has fallen. C. You will not take any action regarding this.)

4.After finishing, you were allowed to keep the map. A participant who has not yet started comes up to you and asks to show you a map. Will you fulfill his request? ( A. no. V. Yes. C. Yes, if he starts at a different distance.)

5. After passing several checkpoints, you discovered that you have a card with a distance from a different group. You return to the start, ask to replace the card and give you a restart. Will your request be fulfilled? (A. No. V. Yes. C. Yes, if the judges recognize that you received a map of a different distance as a result of a judicial error.)

6. Is it allowed to go to the start line in sandals, sandals, and high-heeled shoes? ( A. no. B. Yes C. Yes, if the competition takes place in clear weather.)

7. Which of the following devices cannot be used while completing the course? (A. only a satellite navigation device (GPS) B. Only an altimeter (a device that measures altitude above sea level) C. both of these devices.)

Quiz topics can be: garden flora and fauna; landscape gardening in St. Petersburg; life of wonderful people; symbols of sports cards; legends of KP; competition rules; Olympism and the Olympic movement, etc.

Task 2 “Pathfinders”

Two teams of 2-7 people each participate. The leader hands the team captains maps of the park (1-7 pieces) with checkpoints (CPs) marked, which must be found in a given order. Participant card to mark at the checkpoint. According to the terms of the task, each team covers a route in opposite directions of 1-1.5 km with 5-7 checkpoints. At the signal from the team leader, they determine the direction to the 1st checkpoint using the compass, choose the route to the checkpoint, plot it on the map and set out on the route. At a control point equipped with a prism with a written question and answer options, the team must answer the question and write the answer code on the card. Having covered the entire distance, the team finishes and hands over the map and card to the leader. The manager checks the correctness of the answers and charges a fine. The team that finishes the race first and receives the least penalty wins.

Task 3 "Star"

Participants start in pairs or one at a time. The leader invites students to answer the quiz question and write down the answer code on the participant’s card. The participant’s task is to answer all the questions and put all the checkpoints on his map, connect them in numerical order into a distance. Run the distance, checking in at the checkpoint with a composter on your participant’s card. If a student makes a mistake when answering a question, he connects the points marked on the map and goes out on the route. After the finish, he continues to answer questions and transfer the checkpoint to the map. He connects the control post again into the distance and runs through it. The result is determined by the time spent on completing the task.

Orientation type: Choice

Skills and abilities: planning the optimal route with a given number of checkpoints.

Tools: Route Design

Task 1 “Redrawing”.

Students can complete the task in teams, pairs, or one at a time. Everyone starts at the same time. The leader invites students to redraw all the control points from the control map onto their work map and, in any order at their own discretion, find the number of points specified by the leader. The students’ task is to plan a distance from a given number of checkpoints with a minimum route length, choosing a path along clear reference points, with easily found checkpoints on the ground from a reference. At control points equipped with a prism with inscribed quiz questions and answer options, participants must answer the question and write the answer code on the card. The result is determined by: running time + penalty for questions

Task 2 “Dispersion”

Students are given a map where the first checkpoint is set by the leader, and they find the remaining points by choice, planning the distance independently. The start is general, there are as many dispersion options as the cost of the command post. The control points are equipped with prisms with quiz questions and answer options; participants must answer the question and write the answer code on the card. The result is determined by: running time + penalty for questions.

Task 3 “Shuttle”

From the control card, students choose to redraw one control point, find a control point, mark on the control point, and return to the start, then redraw two points, find, mark, return, redraw three control points, etc. etc. until they find all the control points.

Orienteering type: Marked route

Skills and abilities: the student accurately determines his location and determines the location of the command post.

Means: Comparison of map with terrain

Task 1 “Petals”

The student receives a map with a marked route and checkpoints on it. Moving along the route, the participant monitors his location on the map and, having encountered a checkpoint on his way, equipped with a prism with quiz questions and answer options, the participant must check the location of the checkpoint on the ground with the drawn checkpoint on the card and if their legend matches answer the question and write the answer code on the card. If it does not match, then this is a false point, the student continues on his way. At the finish line, the student receives a card with the next loop and goes to the distance. After completing the last loop, the student submits the card for verification to the supervisor. The result is determined by the time it takes to complete the task + penalty for the CP.

Task 2 “Route”

Students are divided into teams of 4-5 people, and a leader is appointed. The leader gives the leaders maps with different routes, but passing through the same checkpoints, the rest receive a blank map with a drawn starting point. The teams start at the same time. Team leaders perform the role of leader. Their task is to run along the drawn thread, recording on the map the location of the checkpoints encountered along the route, ahead of the team. The role of the other team members is to keep up with the leader, monitor their location on the map and determine the location of the control points and fix them on the map. The result is determined by the time spent on completing the task + penalty on the CP.

Task 3 "Markir"

It is recommended to complete the task on skis in winter, using the ski run in the park. Students are given a blank map with a designated starting point; their task, while moving along the ski slope, is to determine their location on the terrain and mark on the map with a marker the location of all checkpoints installed along the course. The result is determined by the time spent on completing the task + penalty on the CP.

Solitaire Mat