Active, active, educational games for children. Active, active, educational games for children Camp games from 6 to 10 years

Primary school offers students new knowledge, interesting subjects, active communication, but at the same time it dictates a lot of demands. Students must demonstrate good intellectual performance, be able to quickly memorize, think logically, and quickly solve various problems. How to achieve the much-needed qualities? Educational games for children 7-8 years old will help with this!

Games for children primary school help to achieve two goals: to increase the amount of knowledge in a variety of subjects and to improve the child’s abilities necessary for learning. Educational games for seven- to eight-year-old children include: Counting and multiplication simulators; Puzzles for developing mindfulness; Logic puzzles different levels difficulties; Chess; Teaching English and other foreign languages; Adventure games with tasks on simple geometry; Simple strategies.

Child immersing himself in a situation game world, mobilizes all his abilities to complete voiced missions, quests, tasks. He thinks, decides, tries and thereby develops in himself best qualities, which will be useful to him both in life and in further studies.

Two frosts

This is very fun game for children.

Description of the game On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle. “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released. Repeated 3-4 times. The couple who catches it wins large quantity Guys.

Rules of the game

  1. On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle.
  2. “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!”
  3. After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released.
  4. Repeated 3-4 times. The pair that catches the most guys wins.

Cones, acorns, nuts

Description of the game Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

Rules of the game

  1. Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.
  2. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

This interesting game, developing dexterity, accuracy and coordination.

Description of the game Children stand behind the circle line. In the center of the circle is the leader. One of the players has the ball. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw. The leader runs, dodging the ball. The player who did not hit the leader with the ball takes his place.

Rules of the game

  1. Children stand behind the circle line. In the center of the circle is the leader. One of the players has the ball.
  2. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw.
  3. The leader runs, dodging the ball. The player who did not hit the leader with the ball takes his place.

Fishing rod

Cool game. Develops the child's reaction and dexterity.

Description of the game Participants stand in a circle. The leader in the center spins a rope with a small medicine ball at the end. The ball must pass under the players' feet. Whoever touches the rope is temporarily eliminated from the game. Those who never touch the rope win.

Rules of the game

  1. Participants stand in a circle. The leader in the center spins a rope with a small medicine ball at the end.
  2. The ball must pass under the players' feet. Whoever touches the rope is temporarily eliminated from the game. Those who never touch the rope win.
  3. Those who never touch the rope win.

Ball for neighbor

This game captivates children and they can play it for hours.

Game description

Children stand in a circle at a distance of one step from each other. The leader stands behind the circle. Players pass the ball to the right, then to the left, but always to their neighbor. The leader's task is to hit the ball. If the leader succeeds, then the player who had the ball becomes the leader.

Rules of the game

  1. Children stand in a circle at a distance of one step from each other. The leader stands behind the circle.
  2. Players pass the ball to the right, then to the left, but always to their neighbor.
  3. The leader’s task is to move the ball. If the leader succeeds, then the player who had the ball becomes the leader.

Jumping sparrows

Cool children's game

Description of the game First, draw a circle on the asphalt using chalk. In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”. They jump into the circle and jump inside it. Then they jump out of it in the same way. The “crow” tries to catch the “sparrow” when it jumps inside the circle. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Rules of the game

  1. First draw a circle on the asphalt using chalk.
  2. In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.
  3. They jump into the circle and jump inside it. Then they jump out of it in the same way.
  4. The “crow” tries to catch the “sparrow” when it jumps inside the circle.
  5. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Defend the tower

An interesting group game.

Game description

Rules of the game

  1. All participants in the game stand in a circle.
  2. One player has a ball in his hands.
  3. In the center of the circle there is a “tower” (“the tower” can be made from gymnastic sticks tied at the top). There is a ball on top of it.
  4. The defender is located near the “tower” and protects it from the ball that the players throw into the “tower”.
  5. Whoever hits the tower or ball with the ball becomes the defender, and the former defender joins all the players.

Hold the ball

Description of the game Children are divided into pairs. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle.

Rules of the game

  1. Children are divided into pairs.
  2. For each pair, draw a circle with a diameter of 1 m. The players stand in this circle and are given a balloon.
  3. You cannot “correct” the trajectory of the ball with your hands.
  4. The couple that can last the longest wins.

Defend the tower

An interesting group game.

Rules of the game

  1. All participants in the game stand in a circle.
  2. One player has a ball in his hands.
  3. In the center of the circle there is a “tower” (“the tower” can be made from gymnastic sticks tied at the top). There is a ball on top of it.
  4. The defender is located near the “tower” and protects it from the ball that the players throw into the “tower”.
  5. Whoever hits the tower or ball with the ball becomes the defender, and the former defender joins all the players.

Hold the ball

Rules of the game

  1. Children are divided into pairs.
  2. For each pair, draw a circle with a diameter of 1 m. The players stand in this circle and are given a balloon.
  3. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle.
  4. You cannot “correct” the trajectory of the ball with your hands.
  5. The couple that can last the longest wins.

Sardines

Description of the game One player is selected to go hide, while the others close their eyes and count to 30. Then the players, one by one, go to look for the one who hid, he also remains in his shelter. The goal of this game is to find the player who is hiding as quickly as possible. The last player to find the place where everyone else is hiding goes to hide first.

Rules of the game

  1. One player is chosen to go hide while the others close their eyes and count to 30.
  2. Then the players go one by one to look for the one who hid, he also remains in his hideout.
  3. The goal of this game is to find the player who is hiding as quickly as possible.
  4. The last player to find the place where everyone else is hiding goes to hide first.

Give me a hand

Description of the game Before the game, children choose an area beyond which they cannot run. One leader is selected - the tag, the rest of the players move freely around the site. Salka begins to catch players who are running away from him, while the children try to join hands with the closest player. Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them. If the tag catches up with a single player, they switch roles.

Rules of the game

  1. Before playing, children choose an area beyond which they cannot run.
  2. One leader is selected - the tag, the rest of the players move freely around the site.
  3. Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.
  4. Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.
  5. If the tag catches up with a single player, they switch roles.

British Bulldog

Playing affects the child’s endurance and reaction

Description of the game Children nominate two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs. The one who is caught becomes the catcher. The game continues until all runners become bulldogs.

Rules of the game

  1. Children appoint two catchers (“bulldogs”).
  2. The Bulldogs stand on one side of the court, and everyone else stands on the

the opposite.

  1. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.
  2. The game continues until all runners become bulldogs.

Homeless hare

Description of the game A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it will become homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

Rules of the game

  1. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.
  2. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it will become homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

Can you concentrate?

The game tests a person's attentiveness.

Description of the game Those present are given a page of text and asked to cross out, for example, all the letters “a” and “o” within 5 minutes, and then they check who did it better.

Rules of the game

  1. Players are given texts.
  2. Players cross out the given letters within 5 minutes.
  3. The results are summed up and announced.

Danetka

The game develops attentiveness.

Description of the game The host asks 10 simple questions, and the participant must answer them very quickly, without saying “Yes” and “No”.

Rules of the game

  1. Questions are asked.
  2. The participant answers them without saying “Yes” or “No”.
  3. If the participant says “Yes” or “No”, he will forfeit.

Dispute

A good game that develops your horizons and thinking.

Description of the game Participants are divided into two groups. One group asserts and proves some position, for example, that the well-known hero of some fairy tale (short story, novel) is good, and the other group proves the opposite. When they run out of ideas, suggest switching roles. Surely in this case the dispute will flare up with renewed vigor.

Rules of the game

  1. Participants are divided into two groups.
  2. One group claims something.
  3. The second group proves them the opposite.
  4. The game continues until the ideas run out. After this, the teams need to change roles.

With the help of the game you can occupy time, it also develops the child’s logic.

Description of the game Two people play. They name numbers from one to one hundred, which increase by no more than 10. The one who named “100” wins.

Rules of the game

  1. The first player calls a number from one to one hundred.
  2. The second player names a number that is greater than the previous one, but not by more than 10.
  3. The one who calls "100" wins.

Note The one who calls "89" wins. And the one who names the numbers 12, 23, 34, 45, 56, 67, 78, 89, 100 will surely win. the right strategy The beginner always wins.

Three words

The game develops the child's imagination. With its help, you can have an interesting time in the campaign of your friends.

Description of the game Three random words are called. You need to create a meaningful sentence in which they will be included.

Rules of the game

  1. The presenter says three words.
  2. The player makes a meaningful sentence with these words.

Note Sometimes this can be difficult to do.

Sea battle

One of the best sedentary games. It develops the child's logical thinking well.

Description of the game On two sheets of cellular fields, 2 fields are drawn (for example, 10 * 10 squares). Coordinates are placed on the sides of each (letters from A to L on the left, numbers from 1 to 10 on top). Players place and place ships, each on their own field (the size and number of ships are agreed upon in advance). After this, “shots” begin - the coordinates of the cells are called (example: A4 or B6). Opponents inform each other about hits. The winner is the one who sinks all the opponent's ships.

Rules of the game

  1. Take two pieces of paper in a box on which the fields are marked.
  2. Coordinates are placed on the sides.
  3. The ships are being deployed.
  4. Opponents fire shots at each other.
  5. The hit player “shoots” until he misses.
  6. The winner is the one who sinks all the opponent's ships.

White bears

Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.

Description of the game On the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver stands on it - “ polar bear" The remaining “cubs” will be randomly placed throughout the site. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught. The last player caught wins and becomes the “polar bear”.

Rules of the game

  1. At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”
  2. The remaining “cubs” will be randomly placed throughout the site
  3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”
  4. Having caught one “bear cub”, he takes it to the ice floe, then catches another
  5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”
  6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
  7. The “bear” runs up, greases the caught person and takes him to the ice floe
  8. The next two caught also join hands and catch the rest of the “cubs”
  9. When all the cubs are caught, the game ends
  10. The last player caught wins and becomes the “polar bear”

Note

  • A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” insults it.
  • When catching, it is forbidden to grab players by their clothes, and for those running away to run outside the boundaries of the area

Empty place

Empty Space is a fun, active game for schoolchildren that develops children's reactions well and is designed for a large number of players.

Description of the game The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take the free place (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.

Rules of the game

  1. The players stand in a circle, and the driver remains behind the circle
  2. The driver walks around the circle and touches one of the players, touching the shoulder or arm - this means that he challenges this player to a competition
  3. The driver runs around the circle in one direction, and the called person runs in the opposite direction.
  4. Having met, they greet each other and continue to run further, trying to race to take an empty seat.
  5. The first one to succeed stays in that place, and the second one becomes the driver.

Description of the game The players stand in a circle and join hands. The driver, who stands inside the circle, is blindfolded with a scarf or put a paper cap on his head to cover his eyes. Everyone walks in a circle, chanting:

So we built a circle, Let's turn around together suddenly.

(Turn and walk in the opposite direction)

How about we say: “skok-skok-skok”, guess whose voice it is?

The words “skok-skok-skok” are said by only one player, indicated by the leader. The driver's task is to guess from the voice who said these words. If he succeeds, he joins the general circle, and the one whose voice he guessed becomes the driver instead. Game continues.

Rules of the game

  1. The players, holding hands, stand in a circle
  2. The driver standing in the circle is blindfolded with a scarf.
  3. Everyone walks in a circle in one direction, singing: “We’ve built a circle, Let’s turn around together suddenly.”
  4. Everyone turns and goes in the other direction, saying: “How about we say: “skok-skok-skok”, guess whose voice it is?”
  5. Only one player says the words “skok-skok-skok”
  6. If the driver manages to guess whose voice it is, he changes places with this player

I know five names

“I know five names” - a game to develop the memory of schoolchildren (children junior classes schools). Memory is a basic skill that is necessary for learning at school, which is why memory games are especially useful for children of this age.

Description of the game Children throw the ball up or hit it on the ground with the words: “I know five names of boys (girls, names of cities, animals, flowers, etc.): Slava - one, Petya - two, Misha - three, Gena - four, Vanya - five.” When the ball is thrown, only one name is pronounced. If a player takes a long pause, thinks for a long time, or says a name that has already been called, then the ball is passed to another player. The winner is the player who played with the ball the longest and never made a mistake.

Rules of the game

  1. Participants throw the ball up or hit the ground with the words: “I know five names of boys (girls, names of cities, animals, flowers, etc.)
  2. When the ball is thrown, only one name is pronounced
  3. If a player makes a mistake or thinks for a long time, the ball is passed to another participant
  4. The winner is the player who plays with the ball the longest and never makes a mistake.

Note The number of titles can be changed.

River cities

River cities - board game, which promotes the development of the child’s logic and thinking, which is especially useful for primary school students.

Description of the game Any number of players can participate in the game. Everyone is given pieces of paper and pens. The sheet is divided into six columns called: “City”, “River”, “Animal”, “Plant”, “Name” and “GLASSES”. At a signal, one of the players (the presenter) begins to pronounce the alphabet to himself - someone stops him, and he names the letter on which he stopped. Everyone quickly begins to fill the columns with words starting with that letter. As soon as one of the players fills all the columns, he shouts “Stop”, everyone stops and starts counting points. Whoever filled in the columns first reads out their words - for each name that no one has found, 20 points are given; if it matches, then the points are divided equally between the players. If someone does not have a word at all, then 10 points are written down to the presenter, and the remaining 10 are divided by the players who have a word in this column. The one with the most points at the end of the game wins.

Rules of the game

  1. Everyone is given pieces of paper and pens.
  2. The sheet is divided into six columns called: “City”, “River”, “Animal”, “Plant”, “Name” and “GLASSES”.
  3. At the signal, the presenter begins to pronounce the alphabet to himself
  4. He is stopped and he names the letter he stopped on
  5. Everyone quickly fills the columns with words starting with the selected letter.
  6. The one who filled all the columns shouts “Stop”, everyone stops writing and starts counting points
  7. The first person to complete all columns reads his words
  8. For each name that no one has found, 20 points are given.
  9. If the words match, the points are divided equally between these players
  10. If someone doesn’t have a word at all, then 10 points are written down to the presenter, and the remaining 10 are divided by the players who have a word in this column
  11. The one with the most points at the end of the game wins.

Note

  • You can play until the entire alphabet has been sorted out.
  • You can come up with any other column names.

Say it again

Repeat - educational game on the development of memory and attentiveness in children. Perfect for all schoolchildren, but especially useful for children in primary school.

Description of the game The number of players is not limited. The theme of the game is selected, for example “Wild Animals”. One of the players names an animal, say a lion. The next one repeats “lion” and adds the name of another animal “tiger”. The third repeats “lion, tiger” and adds “rhinoceros”. Each subsequent player, having listed all the previously named animals, adds another name of his own. After reaching the last player, the relay continues from the first player and so on in a circle until there is only one winner left. Anyone who cannot repeat the names of all the animals or confuses their order (this is monitored by the judge - educator, teacher) is eliminated from the game.

Rules of the game

  1. Select a game theme, for example “Wild Animals”
  2. One of the players names an animal, say a lion
  3. The second one repeats “lion” and adds the name of another animal “tiger”
  4. The third player is a lion, a tiger, and adds “rhinoceros”, etc.
  5. Anyone who cannot repeat all the animals or confuses their order is eliminated from the game.

Note At the request of the players, words can be selected on any topic, for example: pets, birds, flowers, cities, etc.

Claps

Claps is a fun game of attention and reaction for a large group of children. This children's game is well suited for recess at school in the lower grades.

Description of the game Players stand in a circle. Each player receives a serial number. All players together begin to clap rhythmically: twice on their hands, twice on their knees. In this case, one of the players says his number when clapping his hands, for example, “five-five,” and when clapping his knees, he says the number of any other player. A player who does not have time to name his number or who names the number of an already eliminated participant leaves the game. The last two remaining players win.

Rules of the game

  1. The players stand in a circle.
  2. Each player is assigned a serial number.
  3. Everyone begins to clap rhythmically together: twice on their hands, twice on their knees.
  4. By clapping his hands, the player calls out his number, and by clapping his knees, he calls out the number of any other participant standing in the circle.
  5. Those who do not have time to name their number or who have already named the number of an already eliminated participant leave the circle and stop the game.
  6. The last two remaining players win.

Clock is a fun, active game with a skipping rope. Develops endurance and attention. This children's outdoor game is well suited for physical education lessons at school for primary school students.

Description of the game 10-15 people play. Everyone says in unison: “Tick-tock, tick-tock.” Two pre-selected players twirl the rope in the same rhythm, the rest line up. The first player jumps the rope once and stands at the end of the line, the second - twice, etc. If a player makes a mistake while jumping or makes a mistake in counting, he changes with one of those holding the rope. In this case, the counting starts all over again. The players' task is to jump as long as possible without losing their way.

Rules of the game

  1. Everyone says in unison: “Tick-tock, tick-tock”
  2. Choose two players who will twirl the rope in the same rhythm
  3. The others take turns jumping rope
  4. The first one jumps once and gets to the end of the line, the second one jumps twice, etc.
  5. A player who makes a mistake while jumping or makes a mistake in counting changes with one of the players spinning the rope

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops attention and quick reactions in children. Can be used at school for physical education sessions for primary school students.

Description of the game The participants of the game agree in advance: which number represents which action. Players line up at a distance of arms outstretched to the sides. If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of moves) Players must quickly perform the appropriate moves.

Rules of the game

  1. Participants agree in advance which of the numbers represents which action.
  2. Players line up at arm's length
  3. The driver calls a certain number - participants must quickly perform the corresponding action
  4. The driver can name the numbers in any order
  5. The player who made a mistake takes one step back and continues the game there.
  6. The winner is the one who remains in the starting position at the end of the game.

Who is bigger

“Who's the Biggest” is a gambling competition that promotes the development of hand motor skills and dexterity. This sedentary children's game is well suited for playing at school during recess for primary school students.

Description of the game Each participant is given a rope about 1 m long. At the driver’s signal, the players begin tying knots on the rope. The winner is the one who ties the most knots in 1 minute.

Rules of the game

  1. Participants are given ropes about 1 m long
  2. At the signal, players begin tying knots on the rope
  3. The one who tied the most knots in 1 minute wins

Note The game begins and ends strictly at the driver’s signal.

Noah's Ark

Noah's Ark is a fun game for preschool and primary school children. which helps develop auditory perception and emancipation.

Description of the game Children are divided into two teams. Each is given the same set of cards depicting different animals. Players take one of them at random (the image cannot be shown to others). Then the lights in the room are turned off or everyone is tightly blindfolded. Each of the players begins to make sounds corresponding to the selected animal (for example, a cow is drawn, which means the children begin to moo). The players' task is to find their match in the dark using these sounds. When two people depicting identical animals meet, they hold hands and fall silent. When there is silence, the game ends. The first couple to meet wins

Rules of the game

  1. Children are divided into two teams
  2. Each team is given the same set of pictures depicting animals.
  3. Participants take one of them without showing it to others
  4. Everyone is blindfolded or the lights in the room are turned off.
  5. The players begin to make sounds corresponding to the selected image of the animal
  6. Children must use these sounds to find their mate
  7. When two people depict identical animals meet, the couple, holding hands, falls silent
  8. The game ends when there is silence
  9. The first couple to meet wins

Note It is advisable that the pictures do not depict animals that make similar sounds - for example, a pair of “lions” will be very difficult to distinguish from “tigers” or “bears”.

Air target

Aerial target is fun and gambling. Develops the reaction and accuracy of the players. Good for physical education lessons at school.

Description of the game Draw a circle with a diameter of 10-20 m. Players with tennis balls in their hands stand at the outer border of this circle. The selected leader with a basketball (volleyball) ball stands in the middle of the circle. At the signal, the leader throws the ball high above his head, the rest try to hit it with small balls. For each hit the player is awarded points. The one who scores the most points in a certain number of attempts wins.

Rules of the game

  1. The players stand in a circle with tennis balls in their hands.
  2. The leader stands in the center with a basketball (volleyball) ball.
  3. At the signal, the presenter throws the ball high up.
  4. Players try to hit a flying target with their balls.

Note During the game, those throwing balls are not allowed to step over the line with their feet - the hit will not count.

Salads “Tea-tea-help out!”

Salads “Tea-tea-help out!” - a very fun game for non big company, in which everyone can show how fast and dexterous they are. Teaches mutual assistance, instills the ability to live in a team.

Description of the game At the beginning, the boundary of the playing area is determined, beyond which you cannot run. The rules of the game differ from ordinary tag in that when the driver catches up and makes fun of any player, he does not become a tag, but freezes in place and shouts: “Tea-tea-help out!” until he is rescued. Any of the participants, except, of course, the driver, can help him out by simply touching him. At the same time, the tag task becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise the game may never end.

Rules of the game

  1. Players determine the boundaries of the playing area; they cannot run beyond them.
  2. The one who has been insulted must stop and shout: “Tea-tea-help out!” until he is rescued.
  3. Any of the participants can help out by simply touching the greased one.
  4. Salka can transfer her role to another only when she catches up with all the participants and no one helps them out.

Hang it on the Christmas tree

Hang it on the Christmas tree - a fun game for developing spatial memory in children from six years old. It will be appropriate both at a children's matinee and at an adult party dedicated to the New Year.

Description of the game Several participants (three or four) are placed in the middle of the room, blindfolded, and given a Christmas tree toy in their hands. Each player must turn around his axis several times, and then go to where the Christmas tree is and hang the toy on it. If the tree is not found, then the toy must be hung on what (or whom) the player first stumbles upon. The winner is the one who hangs his toy on the Christmas tree. If no one ever gets to the tree, then the winner can be declared the player who hung his toy in the most original place.

Rules of the game

  1. From those present, three or four people are selected as players.
  2. The players are placed in the middle of the room, blindfolded, and given a Christmas tree toy.
  3. The players turn around their axis several times (someone present can help them with this), and then go to the tree and hang the toy on it.
  4. If the player was unable to reach the tree (went in the other direction), then the toy is hung on the first object or person he comes across.
  5. The winner is the one whose toy will be hung on the Christmas tree; if there are none, then the one whose toy will hang in the most original place.

Gawker (Stander)

Onlooker (Stander) - mobile team game with the ball, helping to develop such physical qualities as reaction speed, agility and endurance. A convenient venue could be a playground or a gym.

Description of the game Draw a circle with chalk on which all participants of the game stand. We choose a driver. He takes the ball and stands in the center of the circle. The driver throws the ball over his head and shouts out the name of any of the standing children, who must catch the ball and now becomes the new driver. While the ball is in the air, the children rush in all directions. If the driver catches the ball from the volley, then he shouts out a new driver, throwing the ball up. If the ball is not caught, but picked up from the ground, then as soon as it is in the hands of the driver, he shouts: “Stop!” Then all participants must freeze. The driver tries to hit someone with the ball from the place where the ball was picked up. If you get it, you'll drive greasy. Missed - drive again! In both cases, everyone stands in a circle again and the game begins again. The game ends by mutual agreement.

Rules of the game

  1. Draw a circle with chalk
  2. Choose a driver who throws up from the center of the circle, calling the name of any participant
  3. The named (new driver) tries to catch the ball, and the rest rush in all directions
  4. If the driver caught the ball from the volley. he immediately throws the ball over his head, calling the name of the next player
  5. If the ball is picked up from the ground, then the driver shouts “Stop!”, Everyone must stop and freeze
  6. If you get it, you'll drive greasy. Missed - drive again!
  7. In both cases, the children stand in the circle again and the game continues.

Note

  • Frozen players at whom the ball is being aimed are allowed to crouch and dodge the ball, but they have no right to move from their place.
  • It happens that the one who is being hit catches the ball. In this case, he immediately throws the ball at either the driver or any of the players - whoever is closest.

dragon tail

Dragon's Tail is a fun and active game for children aged five years and older, developing attention, reaction and dexterity. It is played mainly indoors - in a large room, gym or locker room. The number of players is at least 4 people (but the more, the more interesting and fun).

Description of the game Players stand one after another, taking the person in front by the waist (as if forming a dragon/snake). The one in front is the dragon's head, the one in the back is the tail. The “head” of the dragon tries to catch its “tail”, and the “tail” must dodge the “head”, while all other links of the dragon/snake must not disengage. When the front player catches the back player, the one caught becomes the head. The rest can be swapped at will. Game continues.

Rules of the game

  1. Players line up one after another, holding onto the waist of the person in front, forming a dragon.
  2. The first player - the "head" - tries to catch the last one - the "tail", while the others should not disengage.
  3. When the first player catches the last one, the one caught becomes the "head".
  4. The rest can be swapped at will.
  5. The game starts over.

Note The game has no definite ending and no winners.

Higher feet off the ground

Higher than your feet off the ground is one of the variations of the game Salki. Cheerful, active game, developing endurance and physical strength of the players.

Description of the game Choose a driver. The rest run away. To escape from the “tag”, the players must lift their feet off the ground. For this purpose, they climb onto some object or tree, sit down, lie on their backs, raising their legs up. In this situation, the “salka” has no right to salt them. If the player's feet are on the ground, he can be hit. Salenny begins to catch the players, and the former “tag” runs away with everyone.

Rules of the game

  1. They choose a "salka".
  2. The players must lift their feet off the ground - climb a tree, bench or some other object, lie down, sit down, be sure to raise their legs.
  3. Those who do not have time to raise their legs are greased.

Button

Button is a game with humor, in which there are no winners as such. Develops artistry, liberation, and imagination.

Description of the game Participants are divided into teams of 3 people. The presenter announces that there will be a competition now, but does not say by what criteria the winner will be judged, so you need to try very hard. The music turns on, the participants begin to dance (sing, read poetry, and so on). At the end of the competition, the presenter goes through the teams and counts the number of buttons on the clothes. The team with the most buttons wins.

Rules of the game

  1. Participants are divided into teams of 3 people.
  2. The presenter announces the beginning of the competition, the evaluation criteria of which will be announced later.
  3. Commands perform specified actions (dance, poem, song, etc.).
  4. At the end of the competition, the presenter goes through the teams and counts the number of buttons the participants have.
  5. The team with the most buttons wins.

Dangling carriage

Dangling Car is a dynamic, fun game that promotes the development of reaction and coordination of movements. Well suited for physical education lessons in primary school.

Description of the game Participants are divided into groups of three or more people - “trains”. Two people are left without groups - “dangling carriages”. The trains begin to run in circles, preventing the “dangling cars” from clinging to themselves with sharp turns. The goal of the "cars" is to attach themselves to the tail of the "train". After the "dangling carriage" manages to attach itself to the "train", the first player (the head of the "train") himself becomes a "dangling carriage".

Rules of the game

  1. Participants are divided into groups of three or more people - “trains”.
  2. Two people remain and become "dangling carriages".
  3. "Dangling carriages" try to cling to the train.
  4. The “train”, making sharp turns, prevents the “dangling carriage” from clinging to itself.
  5. If the "dangling carriage" is attached, the player "head of the train" takes its place.

Liberation action

Liberation Action is a dynamic game that well develops hearing, attentiveness, coordination and reaction in the leading player and dexterity and reaction in the other players.

Description of the game They form a circle of chairs in order to limit the movement of players. The participant with his hands and feet tied (the prisoner) sits in the center of a circle formed from chairs. Next to him is a blindfolded player (guard). The remaining participants in the game (liberators) try to free the prisoner, that is, they try to untie him. The guard must interfere. By touching any participant, he takes him out of the game, he must go beyond the circle of chairs. The player who manages to free the prisoner without being caught becomes the guard himself the next time.

Rules of the game

  1. A circle is formed from chairs.
  2. A guard (with his eyes tied) and a prisoner (with his hands and feet tied) sit in the center of the circle.
  3. Players must take turns trying to untie the prisoner without the guard noticing.
  4. If the guard touches the releaser, he goes behind the circle of chairs (out of the game for that round).
  5. The one who was able to untie (free) the prisoner becomes a guard himself.

Waves in a circle

Waves in a circle is a dynamic, fun game. Good for developing reactions and utilizing excess energy in children :)

Description of the game The chairs are placed close to each other in a circle. There are as many chairs as there are players. One of the players (the driver) stands in the center of the circle. The remaining players sit on chairs, and one of the chairs remains free. The driver must have time to sit on an empty chair while others move back and forth, disturbing him. When the driver manages to take a place on the chair, the player who did not have time to interfere with him becomes the new driver. The driver can give commands to the participants “Right” (players must move clockwise one space), “Left” (players must move counterclockwise one space) or the command “Chaos”. With the command “Chaos”, the participants must quickly change places, the leader tries to sit on any free chair. The player who occupied the chair that was previously free before the “Chaos” command becomes the driver.

Rules of the game

  1. Chairs are placed in a circle in the room, equal to the number of players.
  2. The driver stands in the center of the circle.
  3. The driver must sit on an empty chair, and the rest of the players must interfere with him, moving left and right, covering this place.
  4. The leader can give commands “Right”, “Left”, “Chaos”.
  5. With the command “Left,” each player moves to the adjacent chair counterclockwise.
  6. With the command “Right”, each player moves to the adjacent chair clockwise.
  7. With the “Chaos” command, all players change their position randomly.
  8. If the driver takes the chair, then the player who does not have time to stop him becomes the new driver.
  9. With the command “Chaos”, the driver becomes the player who sat on the chair that was free before the command.

Notes You can make the game more difficult by turning the chairs outward. At the same time, the driver runs outside the circle and is prohibited from the “Chaos” command.

Invisible hat

The Invisible Cap is a dynamic ball game. It develops reactions well and makes players run around a bit. :)

Description of the game Players stand in a circle looking at the back of each other's heads, and the ball lies in the middle of this circle. After this, the players begin to pass the hat (the player who has the hat passes it to the player in front). So they pass the hat around in a circle until someone decides that it’s time for his neighbor to become invisible - the player with the hat, unexpectedly for the one standing in front, puts a hat on his head with the words “Beware of the invisible!” After which all the players scatter, and the invisible person must run to the ball, grab it and shout “Stop, don’t move!”

After this, all players stop, and the invisible woman tries to hit any player with the ball from her place.

  • If the invisible man hits any player, then he throws his hat and runs away, and the player (who was hit by the invisible man) himself becomes invisible (i.e. runs to the ball, puts on his hat and tries to hit another player, and so on).
  • If the invisible person (it doesn’t matter which one) misses, then the game starts again.

Rules of the game

  1. The players stand in a circle, looking at the back of each other's heads. The ball lies in the middle of the formed circle.
  2. Players begin to pass the hat (each passes it to the neighbor in front).
  3. If one of the players decides that it’s time for the player in front to become invisible, then he puts a hat on him with the words “Beware of the Venidim!”
  4. After this, all players scatter, and the invisible person runs after the ball.
  5. When the invisible man picked up the ball, he shouts: “Stop, don’t move!” and the other players must stop.
  6. When all the players have stopped, the invisible man must hit someone with the ball.
  7. If the invisible man is hit, then he takes off his hat and runs away, and the new invisible man runs after the ball and also tries to hit someone. So the players change until someone misses.
  8. If any invisible person misses, the game starts again.

Notes While standing in a circle, you are not allowed to turn back.

Mop dance

Mop dance is a fun, dynamic game for children's parties. Develops reactions and liberates the players.

Description of the game All participants in the game are divided into pairs. One person is left without a partner and is given a “tool of labor” - a mop. The couples begin to dance with each other to the music (2-3 minutes), and when the leader turns it off, the couples must change partners and do it very quickly, since at this time the player throws the mop and grabs the first dancer he comes across (this can be both a guy and a girl). Whoever is left without a partner must dance with a mop! And so everything is repeated until it gets boring.

Rules of the game

  1. The group is divided into pairs.
  2. The player left without a pair is given a mop.
  3. The couples begin to dance to the music.
  4. When the music ends, the players must quickly change their pair, and the player with the mop must find a pair from the broken pairs (the mop remains alone).
  5. Whoever is left alone, this time dances with a mop until he can find a mate.
  6. The game can continue at the request of the leader.

Fishing rod

A fun children's game with a jump rope to test endurance and coordination of movements. It can be played by a very large group (10-20 people).

Description of the game Before the game starts, a driver is selected. All the guys stand in a circle, and the driver stands in the center of the circle with a skipping rope in his hands. He begins to rotate the rope so that it slides along the floor, making circle after circle under the feet of the players. The players jump, trying to prevent it from hitting any of them.

Rules of the game

  1. A player is considered caught if the rope touches him no higher than his ankle.
  2. Players should not approach the driver while jumping.
  3. The one who touches the rope stands in the middle and begins to rotate the rope, and the former driver takes his place.

Notes Among the additional items you will need is a jump rope (you can also use a rope with a bag of sand tied to the end). You can use another version of this game, which will be competitive in nature - the player who touches the rope is eliminated from the game. The winners are the last 2-3 players who did not touch the ropes.

Most flexible

The most flexible - an active, fun game for a large group of children. The game helps develop flexibility and coordination of movements.

Description of the game The leader pulls a jump rope (or rope) between two posts or trees at the height of the players’ chests. Players must pass under it, bending backwards, without touching the rope. Every time players pass under the rope, it drops 30 centimeters lower. The participant who touches the rope is eliminated from the game.

Rules of the game

  1. A rope or rope is stretched between two poles at the level of the players' chests.
  2. Players must pass under the rope, arching backwards, without touching it.
  3. The rope drops 30 centimeters lower each time participants pass under it.
  4. Anyone who hits the rope is eliminated from the game.
  5. The last one left wins.

A simple outdoor game for children six to twelve years old. 10 or more people can take part in it.

Description of the game Before the game, you need to choose a driver and agree on the boundaries of the playing area, beyond which you cannot run. The players stand in a line, and the driver closes his eyes and stands with his back to the players, 5-6 meters away from them. Then he loudly names any color (for example: red) and quickly turns to the players. Those players who have clothing (or an element of it) of the named color, or some other item, grab these items. And those who don’t have them run away. The driver's task is to catch up and touch the runner (i.e., to grease). After which, the emboldened player becomes the driver and everything is repeated all over again.

Rules of the game

  1. During the game you must not run outside the established area.
  2. You need to grab the named color so that the driver can see it.
  3. Colors should not be repeated during the game.

Hunting is an active game for developing dexterity, freedom, and coordination of movements for children over six years old. Suitable for large groups of children and adults, for parties and celebrations.

Description of the game The names of all players participating in the game are written on the cards. The cards are shuffled and dealt to the players. Players dance to the music and at this time watch the one whose name is written on his card (prey) as discreetly as possible. As soon as the music stops, the hunter must grab his prey. But each prey player, in turn, must capture another player for whom he is the hunter.

Rules of the game

  1. The names of the participants in the game are written on the cards.
  2. The cards are shuffled and dealt to the players.
  3. After turning on the music, each player, while dancing, follows his target (prey) as discreetly as possible.
  4. After turning off the music, the target "prey" must be captured by the player (hunter)
  5. The cards can then be collected, shuffled and the game can begin again.

Tens

This ball game is widely played by children, especially girls. It is played by 2-3 girls aged 6-12 years. The game is played against a flat wall.

Description of the game Players in turns must “pass 10 classes,” that is, complete 10 tasks and “pass the exam.”

  • "Tens." The player hits the ball against the wall 10 times in a row, gently hitting it with his fingers, as when playing volleyball.
  • "Nines". The player hits the ball against the wall 9 times in a row, hitting the ball with his palms from below.
  • "Eights." The player throws the ball 8 times under his right foot on the ground so that it bounces towards the wall and catches it in his hands.
  • "Seven". The player repeats the previous exercise 7 times, but with the left foot.
  • "Sixes." The player stands facing the wall and throws the ball from behind between his legs on the ground 6 times so that it bounces towards the wall and catches it in his hands.
  • "Five." Same as in the previous exercise, but standing with your back to the wall. The exercise is repeated 5 times.
  • "Fours." The player hits the ball against the wall 4 times so that it bounces off it onto the ground, then hits the wall again from the bounce off the ground, and then catches it.
  • "Trash." With palms cupped, the player hits the ball 3 times against the wall.
  • "Two". With two fists put together, the player hits the ball against the wall 2 times in a row.
  • "Odnushi." The player hits the ball against the wall with a straight finger 1 time.
  • “Exam” - the player performs an element of each exercise once and must not talk or laugh. This ends the first game.

The second round starts with "nines", the third - with "eights" and so on. The winner is the one who finishes the tenth round first.

Rules of the game

  1. At the end of each exercise, the player must catch the ball in his hands without letting it fall to the ground.
  2. If during the game the player drops the ball or makes a mistake, then he gives the ball to the next player and finishes the game when it is his turn again.

Notes For additional items, you will need a ball.

Copy of the monument

A copy of the monument is a game that develops attentiveness in children and adolescents and helps overcome shyness. The game is suitable for children of primary and senior school age to play during the holidays. Also suitable for adults, for parties.

Description of the game Two players are selected from those present. One of them (the copyist) is taken out of the room and blindfolded, the second (the monument) at this time must take some interesting pose and freeze in it. A blindfolded copy player is introduced. He must determine by touch the position in which the player-monument is frozen, and take exactly the same one. When the copy player takes a pose, his eyes are untied and everyone compares what happened.

Rules of the game

  1. Two players are selected.
  2. The copy player is taken out of the room and blindfolded.
  3. The monument player takes some pose and freezes in it.
  4. The copyist is brought in, he must, without removing the bandage, determine by touch the pose of the monument and take exactly the same one.
  5. Once the copyist has assumed a pose, the blindfold is removed.
  6. Everyone compares the original monument and what the copyist produced.
  7. The copyist will become a monument, and someone from those present will be chosen to take the place of the copyist.

Notes The game has no losers or winners.

Snow snipers

Snow snipers is a winter outdoor game. Although the game takes place on the spot (no need to run), it is very easy to get sweaty! The game develops hand motor skills well.

Description of the game Before starting the game, all players stock up on snowballs (10-20 pieces). On some wall (away from the glass) a target is drawn for each team or participant. All teams (or participants) fire at their targets. The first team to cover the entire target with snowballs wins.

Rules of the game

  1. If there are many players, then they are divided into teams of 3-5 people.
  2. Players stock up on snowballs and make targets on some wall.
  3. At the same time, they begin firing snowballs at their targets.
  4. The winner is the player or team who covers their target with snowballs the fastest.

Notes Let me remind you that for winter games It is necessary to ensure that children’s clothing is warm and preferably not wet.

Potato

A dynamic, street ball game for children. It develops the reaction and endurance of the playing children well.

Description of the game Players stand in a circle and hit the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a “potato”). From the circle, jumping from a sitting position, the player tries to catch the ball. If he catches it, he goes back to the players, and the player who missed the ball becomes a potato. The game continues until one player remains or until the player gets bored.

Rules of the game

  1. The players stand in a circle facing each other.
  2. Players throw the ball to each other without catching it.
  3. If the ball falls, then the player who hit the ball last sits in a circle (becomes a potato). The remaining players continue the game.
  4. The seated player must catch the ball, but cannot stand while doing so (i.e., only jump from a sitting position).
  5. When the potato catches the ball, he/she returns to the circle to the players, and the player who missed the ball sits in the circle (i.e., becomes a potato).

Notes You can complicate the game with the condition: “the potato does not grow,” that is, the potato must catch the ball only while sitting, without jumping.

Karelian salki

Karelian tag is a fun winter tag on a sled. It trains children's leg muscles and endurance well. And since the game takes place outside, in the fresh air, the immunity and health of the child’s entire body increases.

Description of the game To play you will need a sled (one for two people) and a flat snow-covered area. The players are divided into pairs - one of the pair sits on the sled - the “rider”, and the second player will carry the rider on the sled - this is the “deer”. The leading pair is selected by lot or by counting. As in regular tag, the leading pair must catch up with any other pair. But only the rider can salt (he must touch the other rider), and the deer can only drag the sleigh with the rider.

Rules of the game

  1. Players are divided into pairs and choose the leading pair using counting rhymes.
  2. The players agree on the boundaries of the playing area, beyond which they do not go (whoever leaves becomes the driver).
  3. One player sits on the sled (the rider), and the second (the deer) drags the sled with the rider in order to escape from the driving couple.
  4. The leading pair tries to catch up with any other pair and grease it (only the rider and only the other rider can grease).
  5. As soon as the rider of the leading pair upsets the other rider, the pair with the upset player becomes the leader.

Notes Riders are prohibited from touching the snow with their feet (i.e. standing on their feet). A couple whose rider turns over on a sled or falls becomes the driver.

Damaged fax

This children's game resembles a broken telephone, but unlike that game, it develops children's sense of touch rather than hearing.

Description of the game Players sit down one after another and look at the back of each other's heads. The first and last player are given a pen and paper. The last player draws a simple figure on the sheet, and then the exact same one with his finger on the back of the neighbor in front. Each subsequent player draws on the back of the person in front what he felt on his back. The first player redraws on paper what he felt on his back. After all, they compare the resulting pictures and have fun :)

Rules of the game

  1. The players sit one after another, looking at the back of the head of the neighbor sitting in front.
  2. The first and last player are given a piece of paper and a pen (pencil/marker).
  3. The last player draws a simple shape/design on a piece of paper and repeats it with his finger on the back of the person sitting in front of him.
  4. The next player draws with his finger on the back of the neighbor sitting in front what he felt on his back - so until he reaches the very first player.
  5. The first player (at the beginning of the column) draws on a piece of paper what he felt on his back.
  6. The drawings are compared.
  7. The last player moves to the beginning of the column and the game starts again.

Cobweb/Confusion

A fun game for a large company. Like most games, it brings players together.

Description of the game The leader is selected and turns away from the other players. The remaining players stand in a circle and join hands. The players' task is to get as confused as possible without opening their hands. The presenter's task is to untangle the confused players as quickly as possible.

Rules of the game

  1. The leader is chosen and turns away from the other players so as not to peep.
  2. The players stand in a circle and join hands. After this, they try to get entangled as much as possible without breaking their hands.
  3. When the players are sufficiently confused, they report it to the presenter.
  4. The presenter unravels the confused players.
  5. The first player to unravel is the leader of the next round.

Notes The game becomes more interesting the more people play it!

Hot and cold

With the help of this game it is good to give a child a surprise/gift hidden in advance, because... During the search process, the child’s interest in the gift increases (just as a delicious smell from the kitchen increases appetite before dinner).

Description of the game A surprise/gift is hidden in advance from the child. He must find it according to the presenter's prompts:

  • Completely frozen - it means that the surprise is very far away and the child is looking in completely the wrong direction
  • Cold means the child is looking in the wrong place
  • Winter has come again - it means that baby is coming in the wrong direction after the right one
  • Already warmer - means that the child has turned in the right direction
  • Warmer means that the child continues to walk/search in the right direction
  • Hot - the child is already close to a surprise
  • It's hot - the child is close to a surprise
  • There's a fire! - the child is a few centimeters away from his gift

Obviously, the child's reward is the gift he finds.

Rules of the game

  1. A surprise/gift is hidden in a secluded place (so as not to be immediately guessed).
  2. The child is looking for a hidden surprise, according to the presenter’s tips described above.
  3. The child enjoys the found gift. :)

Notes If there is not one child, but several, then all these children are engaged in the search at once. For this occasion, the gift must be appropriate!

Snow duel

A snow duel is almost a real duel, but with snowballs. The game develops well the coordination of movements and the reaction of playing children.

Description of the game The game follows the rules of a duel, but with some changes. Namely:

  • The duel takes place not with pistols, but with snowballs.
  • You can also dodge getting hit.
  • Nobody kills anyone. The most you can get is a black eye and a slight concussion. :)

Rules of the game

  1. Two players stand 10m apart.
  2. Each duelist draws a 1m circle around himself - within this circle he can dodge his opponent’s snowball.
  3. After the conditional signal, the first duelist throws a snowball at the opponent. After this, the second duelist throws a snowball at the first.
  4. If one duelist hits and the other misses, then the one who hit is considered to have won the duel.
  5. If both miss or hit, the duel is replayed.
  6. The duelist who is being “shot” can dodge the snowball within the circle outlined around him.
  7. If there are other players then new player takes the place of the loser and everything starts all over again.

Notes To reduce the chance of injury, aim for the torso rather than the head. Also, avoid making icy or very hard snowballs.

Snow balls

Snow tags are another version of tags for playing outside in the winter. Like all tags, the game is dynamic, develops coordination and reaction well, and improves the health of children playing.

Description of the game The driver (tag) stands in the center of the court, and the rest of the players run around him in different directions. The goal of the tag is to hit any player with a snowball (i.e., hit them) without leaving the spot. Players who are hit with a snowball also become tags and remain in place to hit other players with snowballs. The game ends when there are more tags than runners. The remaining "surviving" players are declared winners.

Rules of the game

  1. The tag is selected using a counting rhyme or lot.
  2. Boundaries are specified beyond which players cannot run (ideally if you can draw a circle).
  3. Salka stands in the center of the agreed area and from there tries to hit the running players with snow.
  4. If a running player is hit with a snowball, he also becomes a tag. And from the place where he was hit, he tries to hit other running children with snowballs.
  5. When there are more tags than running players, the game ends. The remaining running players are declared the winners.
  6. After the game ends, the game starts again.

Notes Before starting the game, you can help the tag prepare several snowballs to make the game more dynamic.

Cock-fights

Description of the game The game is very similar cock-fights, that's why it was named so. The players’ task: moving on one leg, push another player out of the circle with their shoulder or chest.

Rules of the game

  1. Draw a circle or line on the ground or lay a string on the floor.
  2. Starting position: players stand on one leg opposite each other, and their hands are clasped behind their backs.
  3. The player's task is to push the other player out of the circle (or over the line) without releasing his hands or placing his other foot on the ground.
  4. You can only push with your shoulder or chest.
  5. The loser is also the one who puts the other foot on the ground or unclasps his hands.

Bouncers

A popular, dynamic and exciting ball game. Designed for a large number of people. Places serious demands on physical fitness in terms of endurance.

Description of the game A minimum of 3 people are required to play. Of these, 2 are bouncers (bouncers) and one is a driver. The bouncers stand approximately 5-10 meters from each other (by agreement), and the driver is between them. The essence of the game: hit the driver with the ball (knock him out). The driver can catch the ball (candles) before it hits the ground. You can play both outdoors and in big hall(for example, in gym schools).

Game rules for three players

  1. The players agree on the distance between the bouncers and draw lines closer than which the bouncers cannot approach each other - the greater the distance, the more difficult it is to bounce and the easier it is to dodge the ball.
  2. The driver is in the middle of the bouncers.
  3. The bouncers try to kick him out.
  4. The one who kicked out the driver takes his place, and the former driver becomes the bouncer.
  5. A caught candle is used as an extra life (you need to hit it again to remove the candle).

Rules of the game for more than three players

  1. Players are divided into two teams: kickers and drivers.
  2. The players agree on the distance between the bouncers and draw lines closer than which they cannot approach each other - the greater the distance, the more difficult it is to bounce and the easier it is to dodge the ball.
  3. The driving team is in the middle of the bouncers.
  4. Bouncers try to knock out drivers with a ball.
  5. The one who is knocked out goes out and waits for the end of the game or until the candle is given to him.
  6. The one who catches the candle can return back one of the previously knocked out ones.
  7. When the last driver remains, he must dodge the sword as many times as he is full years old. If he dodges successfully, then the whole team comes back and starts all over again. Otherwise, the teams change places.

Notes You will need a ball as an additional item for the game.

This is one of the most favorite games of all school-age children! The game of Sif is based on the game Salochka. But unlike Salok, donation occurs with the help of some object.

Description of the game Due to its rigidity and risk of injury (depending on the subject), this game is played mainly by boys. But active girls also love her. Unlike the progenitor of the game of tag, in this game salting occurs with the help of some object called a “sifa”. The sifa is often used: a school chalk rag, a floor rag tied in a knot, or any other relatively small object that is simply not pleasant to approach, let alone be driven. :-) Any rubber things are especially good as sifa: an eraser, a small rubber ball, a hand expander. They are good because they bounce off hard surfaces, which adds excitement to the game in case of a miss. The game has no age requirements, but due to its specifics, it is played mainly by school-age children. Children can choose a driver using a counting rhyme or the game Rock, Paper, Scissors. But, most often, the driver is the instigator of the game or the one who remained the driver from the last time. There are two types of sifa: sifa with hands and sifa with legs.

Sifa rules with hands

  1. The driver's task is to hit another player with the sifa. This is done by hand.
  2. Whether or not you can sift back is decided at the beginning of the game. If there are more than 4 people, then, as a rule, they will not get back, otherwise you can get back, but you need to be given the opportunity to escape within 3-5 seconds.

Sifa kicking rules

  1. The driver's task is to hit another player with the sifa solely using his legs.
  2. The player who is hit with a sifa becomes the driver.
  3. The driver is allowed to hold the other player with his hands to make it easier to hit.
  4. Whether or not you can sift back is decided at the beginning of the game. If there are more than 4 people, then, as a rule, they won’t sieve back, otherwise you can “sieve” back, but you need to be given the opportunity to escape within 3-5 seconds.

Notes The optimal number of players is 4 or more.

The game "Goat" is in demand mainly among boys for its toughness. This is a fast-paced ball game. Requires, in addition to the ball, a large wall. Develops coordination of movements well.

Description of the game The game is played mainly by boys, because the game is sometimes cruel and traumatic.

Rules of the game

  1. The players stand next to each other in front of the wall. The first player kicks the ball against the wall and runs to the end of the line.
  2. The next player must also kick the ball into the wall and run to the end of the line, and the turn to kick goes to the next player behind him.
  3. If the ball does not hit the wall the first time, then the player is assigned a letter from the word GOAT
  4. If the next time you don’t hit, then the next letter from the word is assigned and so on until it hits the wall or the word GOAT is completely typed.
  5. When a player has a full word, he faces the wall and bends down so that other players can hit him with the ball. Mostly players try to hit the backside. :)
  6. When the ball hits a player, one letter is written off from him. And so on until the word is completely written down.
  7. When the word GOAT is completely written off from the player, he goes to the end of the line and continues the game.
  8. For other players, hitting a player is equivalent to hitting a wall and also requires the next one to hit the ball.

Notes You will need a ball to play. The optimal number of players is 5-7. There is a softer version called Frog, which girls and preschoolers prefer to play.

Hold the ball

Description of the game Children are divided into pairs. For each pair, draw a circle with a diameter of 1 m. The players stand in this circle and are given a balloon. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle. You cannot “correct” the trajectory of the ball with your hands. The couple that can last the longest wins.

Rules of the game

  1. Children are divided into pairs.
  2. For each pair, draw a circle with a diameter of 1 m. The players stand in this circle and are given a balloon.
  3. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle.
  4. You cannot “correct” the trajectory of the ball with your hands.
  5. The couple that can last the longest wins.

Children love to run, jump, and compete.

Outdoor games develop not only dexterity, endurance, and speed of reaction, but also many of the games we offer develop attention, logical thinking, and the ability to quickly switch.

Swan geese

The game develops your child's reaction and endurance.

On one side of the site there is a line separating the “goose barn”. In the middle of the site there are 4 benches, forming a road 2 - 3 meters wide. On the other side of the site there are 2 benches - this is a “mountain”. All players are in the “goose house” - “geese”. Behind the mountain there is a circle “lair”, in which 2 “wolves” are located.

At the signal - “Geese-swans, in the field”, the “geese” go to the “field” and walk there. At the signal “Geese-swans go home, the wolf is behind the distant mountain,” the “geese” run to the benches in the “goose barn.” “Wolves” run out from behind the “mountain” and catch up with the “geese.”

The players who are never caught win.

Age: from six years

The game develops: attentiveness, endurance, coordination, agility, thinking, reaction

Number of players: 4 or more

Place of play: street

Alphabetically

To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.

The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:

- so that all names are arranged in alphabetical order;

- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);

- so that everyone stands according to their height (small ones on the left, big ones on the right).

Note. These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.

Age: from six years

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoors

Hurry up to pick

With this game you can have fun in a group.

A participant stands in a circle with a diameter of 1 meter with a volleyball in his hands. There are 8 tennis (rubber) balls behind the player.

At a signal, the participant throws the ball up, and while it is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.

The participant who managed to pick up more balls wins.

Age: from six years

The game develops: attentiveness, coordination, dexterity, reaction

Number of players: 2

Place of play: street

Things needed: balls

Cones, acorns, nuts

An active game that children really like.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.

The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.

If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.

Age: from six years

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall and face each other with a gesture indicating the chosen animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.

Age: from six years

Purpose of the game: relaxation, concentration

Number of players: 10 – 30

Game location: spacious safe room

Target

This is an interesting game that develops dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has the ball. Those standing behind the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend so that he can make a throw.

The leader runs, dodging the ball. The player who did not hit the leader with the ball takes his place.

Age: from six years

The game develops: attentiveness, endurance, coordination, agility, accuracy, reaction

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me a hand

Before the game, children choose an area beyond which they cannot run.

One leader is selected - the tag, the rest of the players move freely around the site.

Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.

Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.

If the tag catches up with a single player, they switch roles.

Age: from six years

The game develops: attentiveness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumping sparrows

A wonderful children's game. First draw a circle on the asphalt using chalk.

In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.

They jump into a circle and jump inside it. Then they jump out of it in the same way.

The “crow” tries to catch the “sparrow” when it jumps inside the circle.

If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Age: from six years

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

British Bulldog

Playing affects the child’s endurance and reaction.

Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.

The game continues until all runners become bulldogs.

Age: from six years

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

Homeless hare

An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.

A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it becomes homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

Age: from six years

The game develops: attentiveness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

Polar bears is an active group game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.

“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.

Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”

The “bear” runs up, greases the caught one and takes him to the ice floe.

The next two caught also join hands and catch the rest of the “cubs”.

When all the cubs are caught, the game ends.

The last player caught wins and becomes the “polar bear”.

Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.

Age: from six years

The game develops t: agility, reaction, imagination

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops attention and quick reactions in children. Can be used at school for physical education sessions for primary school students.

Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.

If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate movements.

Age: from six years

The game develops: attentiveness, reaction

Number of players: 7 or more

The game participants can be divided into several equal teams. In each team, players line up in columns, and each player is assigned the name of an animal: those who are first in the group will be “tigers,” the second will be “bears,” the third will be antelopes,” and so on. Each participant must remember the role assigned to him.

A starting line is drawn in front of the columns of players. At a distance of 15 -20 meters from each group, chairs or some other objects (for example, stands or cubes, etc.) are placed. A little further, at a distance of about two meters from the start line, the finish line is drawn.

The presenter names any of the “beasts” previously assigned to the players. The players corresponding to this “beast” run forward, run around the object standing opposite them and return back. Read completely "

Lion hunt is a Latvian active game that requires a ball and several people who want to play.

The driver, the “lion,” is selected by lot or with the help of a counting rhyme. The rest of the participants independently choose the animals they would like to be and tell the “lion” about it.

The players stand together, forming a circle, and in the center of the circle is the driver with the ball in his hands.

The player in the center names some animal and tries to hit the player who chose the named animal with the ball. Accordingly, the player, having heard the name of the animal assigned to him, tries to run away and dodge the ball. Read completely "

A driver is selected from those wishing to participate in the game. They give him a ring or some other small object.

Players stand in a circle; they need to hold their hands in front of them with their palms facing inward. The driver is located in the center of the formed circle.

The driver begins to walk in a circle, with a ring in his hand. As he walks around the players, he sometimes touches their palms with his hand. At some point, he leaves a ring in the hand of one of the game participants. This player just needs to continue to stand further, without giving the appearance that the item is now in his possession. Read completely "

To play this game you need to have one volleyball and several tennis balls. You need to form two teams from the participants in the game.

One team lines up on one side of the playing court, and the other on the opposite side. The distance between the teams lined up should be 17-20 meters. Lines are marked in front of the players of both teams.

In the center playing field a volleyball is installed. Players of one team (based on the results of a lottery) are given tennis balls.

So, the signal is given to start the game. The guys from the team whose players have balls begin to throw them, trying to hit the volleyball. Read completely "

The active game “Climbers” is played in a gym equipped with a gymnastic wall.

Two teams are formed. Then the teams need to line up, facing the gymnastics wall. The distance between the players and the wall should be 6-7 meters. Between the gymnastic wall and the first players of the teams, gymnastic benches are installed, turned upside down with slats. Also, gymnastic mats are placed opposite the outermost spans of the wall (see Figure 1).

So, the presenter signals the start of the game, and the first players of their teams begin to walk the distance. First, they walk along the rail of an inverted bench. Read completely "

Almost every child loves to draw. And for a group of children you can easily arrange an interesting and exciting game, which is called “Fun Drawing”.

To play this fun game, you need: felt-tip pens, whatman paper or album sheets, a couple of headbands or scarves.

So, the guys are divided into two teams, you can also divide into larger number commands (accordingly, you need to take care of the availability necessary materials for the games mentioned earlier). Each team is given markers and whatman paper. Read completely "

This game can be played both indoors (gym or other spacious rooms) and outdoors. You need to mark the starting line on one side of the playing area, and put chairs or flags on the other (the number of chairs or flags depends on the number of teams playing).

Those who want to play are divided into two or more teams. Teams line up in columns (one at a time) behind the starting line. The first players in the columns are given a ball, which they squeeze between their legs. Read completely "

Game for children aged 6-12 years "Confusion"

Game description:
Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.
The game develops: attentiveness, logic, thinking.

Game for children from 6 to 10 years old "Golden Gate"

Game description:
In the Golden Gate game, two players at a distance stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front, or simply join hands. The resulting chain should pass under the gate.
"Vorotiki" pronounce:
"Golden Gate
They don't always miss!
Saying goodbye for the first time
The second one is prohibited
And for the third time
We won't let you through!"
After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.” Gradually the number of “gates” increases, and the chain decreases. The game ends when all children become "gates".

Game for children from 6-12 years old “We compose a fairy tale for the birthday boy”

Game description:
The presenter opens a magazine or book to any page and, without looking, points his finger at the word he comes across. The first storyteller must come up with a phrase using this word. This continues until all players come up with a proposal, maybe two or three. As a result there will be interesting story. We write down the story on a prepared form and give it to the birthday boy.
The game develops: thinking, imagination.

Competition for children aged 6-12 years "Fisherman and Goldfish"

Game description:
Participants stand in a circle. The leader in the center spins a rope with a knot at the end or a jump rope. The end of the rope must pass under the feet of the players, who must not touch it. Anyone who touches the rope is temporarily out of the game. Those who never touch the rope win.
The game develops: attentiveness, endurance, coordination, dexterity, reaction.

Competition for children aged 6-12 years "Hold the ball"

Game description:
Two pairs are created. For each pair, a circle is drawn or a hoop is placed. The players stand in this circle and are given a balloon. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle. You cannot touch the ball with your hands. The couple that can last the longest wins.
The game develops: endurance, coordination, dexterity, reaction.

Game for children aged 6-10 years "Empty Space"

Game description:
The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other, shake hands and continue to run further, trying to race to take the free place (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.
The game develops: reaction, speed.

Game for children aged 6-10 years "Guess whose voice"

Guess whose voice is a fun game that develops auditory perception and promotes more relaxed communication in children.
Game description:
The players stand in a circle and join hands. The driver, who stands inside the circle, is blindfolded with a scarf. Everyone walks in a circle, chanting:
"So we built a circle,
Let's turn around together suddenly."
(Turn and walk in the opposite direction)
"How can we say: “skok-skok-skok”,
Guess whose voice it is?"
The words “skok-skok-skok” are said by only one player, indicated by the leader.
The driver's task is to guess from the voice who said these words. If he succeeds, he joins the general circle, and the one whose voice he guessed becomes the driver instead.
Game continues.

Game for children from 6-12 years old "Hunting"

Hunting is an active game for developing dexterity, freedom, and coordination of movements for children.
Game description:
The names of all participants in the game are written on the cards. The cards are shuffled and dealt to the players. Players dance to the music and at this time watch the one whose name is written on his card as discreetly as possible. As soon as the music stops, the hunter must grab his prey. But each prey player, in turn, must capture another player for whom he is the hunter. Then the cards are shuffled and the game continues.
The game develops: dexterity, freedom, reaction.

Game for children aged 6-12 years "Copy of the monument"

A copy of the monument is a game that develops attentiveness in children and adolescents and helps overcome shyness.
Game description:
Two players are selected from those present. One of them (the copyist) is taken out of the room and blindfolded, the second (the monument) at this time must take some interesting pose and freeze in it. A blindfolded copy player is introduced. He must determine by touch the position in which the player-monument is frozen, and take exactly the same one. When the copy player takes a pose, his eyes are untied and everyone compares what happened.

Game for children aged 6-12 years "Broken Fax"

Game description:
The players sit down one after another, looking at the back of their neighbor’s head. The first and last player are given a pen and paper. The last player draws a simple figure on a piece of paper, and then the exact same one with his finger on the back of the person in front. Each next player draws on the back of the person in front what he felt on his back. The first player redraws on paper what he felt on his back, after which the resulting pictures are compared.
The game develops: attentiveness, hand motor skills, memory.

Game for children from 6-12 years old "Cockfighting"

Game description:
We use a rope or tape to delimit the floor. Two players stand on opposite sides of the rope.
Starting position: players stand on one leg opposite each other, and their hands are clasped behind their backs. The player’s task is to move to the enemy’s side without releasing his arms or placing his other foot on the ground. At the same time, prevent the enemy from going over to his side. You can only push with your shoulder or chest. The loser is also the one who puts the other foot on the ground or unclasps his hands.
The game develops: coordination, strength.

Competition for children aged 4-12 years "Children's bowling"

Children's bowling is a very entertaining game. Develops awareness of cause and effect, hand-eye coordination, and gross motor skills.
Game description:
Mark the line with a rope. Skittles are made from plastic bottles or ordinary skittles are used. The child is placed behind the line and must roll the ball so as to hit the pins.
The one who knocks down the most pins wins. If the same number of pins are knocked down, the round is repeated.

Competition for children aged 4-12 years "Tails"

Game description:
This game is played by two people. A rope is tied around the players' waists so that a "tail" - a knot at the end of the rope - hangs from behind. The player must catch the opponent's knot-tail so that he does not have time to catch his own knot-tail. Whoever catches the opponent's "tail" first wins. The game is played to cheerful music.
The game develops: dexterity, reaction.

Game for children aged 4-10 years "What did we do today?"

Game description:
The driver is selected. He leaves the hall for a while. The remaining participants agree on what action they will portray.
The driver returns and turns to them with a question:
- What did you do today?
Children answer:
- We won’t tell you what we did, but now we’ll show you!
And they begin to depict the action that they agreed on. (eat, play the violin, dance, brush their teeth, etc.)
Based on these movements, the driver guesses what they were doing. If he guesses correctly, they choose another driver. If not, then the driver leaves again, and the players will think of another action.
The game develops: artistry, thinking, communication skills, emancipation.

Competition for children aged 4-12 years "Collective art"

Game description:
The game requires two teams. The first player in each group starts at the top of the sheet and draws the head of a face along with the beginning of the neck, the rest of the team does not see what he has drawn. The player then wraps the paper so that only the very end of the neck is visible and passes the paper to the second player. The second player continues the drawing, wraps the sheet so that only the bottom lines are visible, and so on until the last team member.
Afterwards the sheet unfolds and the result can be assessed.
The game develops: imagination.

Competition for children aged 4-12 years "Art Relay"

Art relay race is a calm, interesting game that develops Creative skills, thinking, imagination and ability to work in a team.
Game description:
The game requires two teams. Groups must draw an animal or any object within a certain period of time. At the same time, one participant at a time has the right to draw only one line, circle or oval. The team whose drawing looks more like an animal wins.

Competition for children aged 4-12 years "Candy on a fishing rod"

Game description:
Tie the end of a fishing line to the candy wrapper (instead of a hook).
Using a fishing rod, we pull the candy to our mouth, unwrap it (without using our hands!) and eat it.
Whoever does it faster wins.
The game develops: coordination, dexterity.

Competition for children aged 4-12 years "Volleyball with a balloon"

Volleyball with balloon is an entertaining game that helps develop players' reaction, dexterity and coordination of movements.
Game description:
The game requires two teams. Chairs are placed at a distance of one meter opposite each other, on which the players sit. The floor is divided with a rope in the middle between the teams. Children play volleyball. The ball must fly over the rope; players must not get up from their chairs or pick up the ball. You can only push the ball away. If the ball lands on the opponent's territory, the team gets a point. The game is on up to 15 points.

Game for children from 4-10 years old "The sea is agitated"

Game description:
The presenter turns away from the other participants, who are dancing to the music, imitating waves, and says loudly:
“The sea is agitated once,
The sea is worried two
The sea is worried three,
The naval figure, freeze in place!”
At this moment, players must freeze in the position in which they find themselves. The leader turns, walks around all the players and examines the resulting figures. Whoever is the first to move is eliminated from the game and becomes a “supervisor” - he helps the presenter find those who have moved.
You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. This child becomes the leader.
The game develops: attentiveness, perseverance.

Game for children from 4-12 years old "Nesmeyana"

Nesmeyana is a fun children's game for developing imagination, ingenuity of participants, and communication skills.
Game description:
One participant is selected - Princess Nesmeyana, who sits on a chair in front of the rest of the guys. The goal of the other participants is to make the “princess” laugh without touching her.
The participant who makes her laugh himself becomes Unlaughable.

Preference