An outdoor game of who can stand in a circle the fastest. Outdoor games “Drive a piece of ice

P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times.

m/n “Who has the ball?”

Purpose of the game: develop mindfulness; strengthen the ability to perform game actions in accordance with the rules.

Progress of the game:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, everyone’s hands behind their backs.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands!” - and the one who is being addressed must put both hands out, palms up, as if showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the player who has the ball begins to drive. The game repeats itself.

p/i “Lovishka” (with ribbons)

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Progress of the game:The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “One, two, three - catch,” the children run away, and the catch tries to pull the ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three - quickly run into the circle!”, the children line up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

p/i "Figures"

Target:Nurture creative abilities.

Progress of the game:At the teacher’s signal, all children scatter around the playground (hall). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.

m/n “Find and keep silent”

Target:Develop attention in children.

Progress of the game:The teacher hides an object in advance and invites the children to find it. The one who saw the object approaches the teacher and quietly reports the find. The teacher marks the children who turned out to be the most attentive.

p/i “We are funny guys”

Target: .

Progress of the game:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen leg muscles.

Progress of the game:The players stand in a circle; the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with the bag, the teacher pauses, counts the number of people touching the bag and gives instructions on how to perform jumps.

p/n “Take it quickly”

target:Improve the speed of response to a signal.

Progress of the game: Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. On the signal: “Take it quickly!” - Each player must take an object and raise it above his head. The one who did not manage to pick up the object is considered a loser.

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

Progress of the game:The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind the circle and says: I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says: “Knock-knock-knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver replies: “We’re running to the race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

m/n "Classes"

Target:Teach children to long jump.

Progress of the game:Classics (5 - 6) are painted on the asphalt.
The child takes a flat pebble and throws it into the first class. Then he jumps on two legs to the first class, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. He also picks up a pebble and jumps through the first class. Then he throws it into third grade and so on until he goes beyond the class line. After this, the rest of the children begin to jump. When it’s the first child’s turn again, he takes his pebble and throws it into the class he didn’t get into before. All the children play this way in turn. The child from the group who completes all classes first wins.

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

Progress of the game:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the teacher’s signal, children jump on two legs into the circle and back out of the circle as the traps approach. The player who has been “tarnished” receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

Progress of the game:At one end of the hall there are children - “birds”. At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the teacher’s signal: “The birds are flying away!” - children, flapping their arms like wings, scatter throughout the hall; to the signal: “Storm!” - run to higher ground and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and scatter around the hall again (“the birds continue their flight”). During the game, the teacher must belay the children, especially when descending from the gymnastics wall.

m/n "Don't stay on the floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the environment.

Progress of the game:A driver is selected - a trap, who runs with the children throughout the hall (area). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some elevation (bench, cube, stump, etc.). The trap tries to catch the runner before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game resumes.

p/i “Ball for the driver”

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Progress of the game:The players are divided into 2-3 teams. Each team lines up in a circle; in the center of each circle is a driver with a ball in his hands. The drivers throw the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it above his head and says “Ready!” Whose team is faster?

p/i "Geese - Swans"

Target:Develop in children self-control and the ability to perform movements when given a signal. Exercise running with dodging.

Progress of the game:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. To the side of the house is a den (approximately in the middle of the hall) in which a wolf lives, the rest of the place is a meadow. Children are selected to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GEESE: (stop and answer in unison). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms spread out to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch (spot) them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m/n “Flies - doesn’t fly”

Target:Develop the ability to distribute attention, teach concentration.

Progress of the game:Children stand in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p/i "Zateiniki"

Target:Develop children's physical activity.

Progress of the game:A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right and left, saying:

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

The children stop and lower their hands; the entertainer shows some movements, and all players must repeat it.

p/i "Firefighters in training"

Target:Strengthen the ability to climb a gymnastic wall without missing the slats.

Progress of the game:Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the teacher’s signal: “March!” - children standing first in the columns run to the gymnastics wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc.

Target:Develop attentiveness and activity of sensory systems.

Hodge games:The players stand in a circle, with a blindfolded driver in the center of the circle. One of the children approaches the driver, and the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is selected.

p/i "Frost Red Nose"

Target: Develop speed and agility

Move: On the opposite side of the site two houses are marked, the players are located

In one of the houses. The driver - Frost the Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher and Frost count the number of “frozen” children. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

Progress:A hunter is chosen from among the players, the rest are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on 2 legs, on the right or left - as you wish) in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught.

p/n "Brave Little Sparrows"

Target : Develop speed and agility

Progress:Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be a sparrow and, at the teacher’s signal, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected.

p/i "Sly Fox"

Target: Develop speed and agility

Progress:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the teacher’s signal, the children close their eyes, and the teacher walks around them from the outside of the circle and touches one of the players, who becomes the leader - sly fox. Then the children open their eyes and ask in unison 3 times (at short intervals) (first quietly, then louder): “Sly fox, where are you?” After the third question sly Fox quickly runs out to the middle of the circle, raises his hand and says: “I’m here!” All the players scatter around the site, and the fox catches them (by touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In a circle!” The game resumes.

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play alone, in twos and in small groups. The player performs the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When continuing the game, he starts with the movement in which he made a mistake.

p/i "Bears and Bees"

Target: Develop speed and agility

Progress:On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from a hill (this could be a gymnastic bench, a wall, etc.)), fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) and feast on honey. As soon as the teacher gives the signal: “Bears!”, the bees fly to the hives, and the bears run away into the den. The bees that do not have time to hide sting (by touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p/i "Owl"

Target: Form creative imagination

Progress:On one side of the hall there is an owl's nest. The driver, an owl, is placed in the nest. The rest of the children pretend to be birds, butterflies, beetles - they scatter all over the hall. After some time, the teacher says: “Night!” - and all the players stop in place in the positions in which the night found them. The owl flies out of its nest, flaps its wings and looks to see who is moving. The one who moves is taken by the owl to his nest. The teacher says: “Day!” - and butterflies, bugs, birds come to life and again begin to fly and whirl. After two flights of the owl to hunt, the number of those caught is counted and a new leader is selected.

p/i "Pair running"

Target: Learn to run in pairs

Progress:“Change the subject.” Children (two children, each with a cube in their hands), at the teacher’s signal, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. Task for children: change one object for another as quickly as possible.

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

Progress:all players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, a chair is placed opposite each person, on which a flag is placed. The chairs are on the same line. At the teacher’s signal, the children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first. Then all those running sit on chairs, and the next 4-5 people take their place across the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

Progress:Players stand in a column of two, holding hands, with the leader in front of the column. The children say in chorus:

Burn, burn clearly so that it doesn’t go out.

Look at the sky: the birds are flying,

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he has time to join hands with his partner. If the driver has stained the player, then he pairs up with him at the front of the column.

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

Progress:3 teams participate, children form a column behind the throwing line facing the wall (3-4 m from the throwing line). Opposite each team there is a hoop on the floor (1.5-2 m from the throwing line). The first players hold the ball in their hands. At the signal, the first players throw the ball against the wall so that, when it bounces, it hits the hoop and then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team that scores wins large quantity points.

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

Progress:A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - draw circles for themselves (at home), and everyone stands in it.

The “homeless hare” runs away, and the “hunters” catch up with him. The “hare” can escape from the “hunter” by running into any circle; then the “hare”, flocking in the circle, must immediately run away, because now he becomes homeless and the “hunter” will catch him. As soon as the “hunter” has caught (killed) a hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

After the children have run 2-3 laps, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

The movement of the “carousel” gradually slows down. To the words “The game is over!” the children stop.

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

Progress:Players stand in a line behind the starting line of 6-8 people. At a signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are noted.

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

Progress:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, perform jumps on two legs from hoop to hoop. The distance between children when jumping is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p/i "Counter dashes"

Target: Strengthen children's ability to run races

Progress:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side of the court, stops behind the line, turns around and raises his hand up. Etc.

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Progress:Two children stand opposite each other a short distance(2-3 m). One of them throws rings towards another, and he catches them on a stick.

If there are a large number of participants, children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (initially 2, later 3-4) . The latter puts rings on the tip of the stick and throws them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the caught rings are counted, after which the children change roles. The one who caught it wins larger number rings

p/i "K&"

The players form a circle. The driver runs behind the circle, “spots” any player and continues running in the same direction. The stained player runs in the opposite direction inside the circle. Runners try to run around the circle faster and get to the vacated space earlier. The player who does not have time to take a seat becomes the driver.

WHO IS FASTER.

Two teams must quickly “seam” all team members to each other. Instead of a needle, a spoon is used with a string attached to it. You can sew through a strap, strap, loop on a jacket, etc.

MATCH-SPEAR.

From the line, throw a match at a distance like a spear.

REVERSE THE BOX.

Pass the empty box (without the inner drawer) with your nose.

COORDINATION GAME

Grab your ear with your left hand and your nose with your right. Clap your palms and change hands. Then salute with your left hand, and at the same time extend your right hand forward with your thumb protruding, Clap your palms, change hands. Clapping your palms again, extend both hands forward, bringing the 1st and 2nd fingers into a ring. The pace gradually accelerates, those who lose their way drop out.

BRAND THE TAIL O.

Two teams play: one defends, the other attacks. The players of the first team stand in a column and take each other by the belt. The players of the attacking team are distributed along the perimeter of the playing court. The task of the players from the attacking team is to hit the opponent who is behind the column with the ball. The greasy ones drop out. You can't curl up into a snail.

2.92. WALK YOUR BACK
P.

A number of objects are placed on the straight line, which the players must walk around like a snake, backwards, accelerating the pace each time.

HORSE AND RUNNERS.

A playing area (approximately 8X8) is marked out. The players are divided into two equal teams: “horses” and “runners”. "Runners" run around the field. The “horses” stand in a line at the edge of the site. The commander sends them one by one into the field. The "horses", jumping on one leg, try to catch the "runners", changing after 10-15 seconds. Those caught are taken into captivity. Then the teams change places. You can time it.

RUN FOR THE FLAGS.

The two teams are located on opposite sides of the court behind the lines. In the center of the site there are two parallel lines, limiting a strip 2-3 m wide. Flags, cubes or other small identical objects are placed on the strip. At the signal, players from both teams run out and take one item each, deliver it to their house, and return for the next one. The team that collects the most items wins.



CLICK THE MATCH.

Each patrol is given a small axe, a log and a box of matches. The first scout runs up to the block, sets the match head up and tries to split it in three tries. After three attempts, he returns to the patrol, calling the next one. The patrol that splits the most matches wins. Time is not taken into account.

STICK - LIGHTER.

For each patrol, a knife and a dry stick are issued. The first scout, taking a knife, quickly makes a cut on the end of the stick, without removing the shavings completely and

passes the knife to the next one (until 20-25 burrs are made). The first correctly made wand - a lighter - wins.

2.95. "NUCLEAR TRANSPORTER".

Each patrol is given 6 poles and 5 ropes. On command, participants build a conveyor - a pyramid with a triangular base, to the top of which a rope with a weight at the end is tied. The further task is to transport the dangerous cargo to the container - the bucket and lower it there without touching the edges and bottom of the bucket. After holding the cargo there for 10 seconds, the patrol, together with the conveyor, returns to the starting point. The patrol that touches the bucket with the weight begins transportation again.

BREAK THE CIRCLE.

The players stand in a circle, locking their elbows with each other and locking their hands on their chests. The driver’s task is to break the circle in such a way that there are no linked players left (they do not have the right to connect again). Those who find themselves alone also become drivers and participate in separating the players. A group separated into a chain prevents further separation of the players, getting entangled, grouping, curling up like a snail.

2.97. THE BAGS ARE DIFFERENT.
BY

1. “Surround the tree.” You cannot spot players who are hugging a tree and not
relating to the earth; pairs of players holding hands and surrounding a tree.

2. “Turkish Salki.” You cannot mark players who sit cross-legged on the ground.



3. Salki “Give me your hand.” Tainted players sit on the ground, but can be
help out by extending a hand and lifting the player.

4. “Hands on the wall” tags. Players who have both hands on the
wall.

5. Salki “Help out.” Players are given the right to help each other out. For this
one of them needs to cross the trail of the fleeing player in front of the driver.

6. "Freezers". There are several drivers. The tainted player is considered
"frozen", it must stop. "Frozen" is possible
help out by touching it with your hand or something else in advance
in an agreed manner.

HIT THE NAIL.

Two people are playing. By hitting the nail with a hammer one at a time, they try to hammer the nail in first.

WRESTLING IN THE BINDINGS.

Two opponents wearing upper harnesses fight in a circle with a diameter of 2-2.5 m. Grabbing is only allowed by the harnesses.

HAND IN A FRAME.

Two people compete in turns. One of the players' hand is placed, palm up, in a suspended frame measuring 25 X 20, on the top edge of which there is an indicator, such as a ball. The second player, pressing on his palm in the frame, seeks to deceive his opponent in such a way that he, without calculating his efforts, knocks down the indicator.

HUMMOS. P.

The player, having at his disposal two planks - “bumps”, standing on one and placing the other one in front, must get over the swamp without once stumbling.

Z. OBSERVER GAMES.

LABYRINTH.

To play you will need paper and pen. The presenter draws a labyrinth on a piece of paper using straight lines going to the right or left, straight, back. Then you can add up, down.

The leader tells the route to the players or teams. The team or player that reproduces the route more accurately and in a faster time wins.

FLY.

The sheet is drawn into 9 squares (4 by 4 lines). The presenter is an operator who drives a “fly” - a dot - across the screen, moving it up and down the cells. Players take turns giving commands to the operator to move the fly, telling him: “Left, or right, or up, or down.” If one of the players kicks the fly out of the territory playing field, which is controlled by the operator, he is eliminated from the game. To begin with, you can conduct a trial game in which the players will see the operator’s playing field. The game can be complicated, then the players will make 2 or 3 moves at once.

OBSERVATION.

The driver leaves the room for 20 seconds. The remaining players choose one of the remaining ones. When the driver returns to the room, he must guess who the mystery player is, having the right to ask only 5 questions about the appearance of the mystery player. If the player is solved, then he becomes the driver. If not, then the old driver remains.

CONFUSION.

The driver leaves the room, the rest of the players, holding hands, begin to get entangled, changing their position in the circle, but without breaking their hands. When the driver enters, he must guess in what order the players stood. The one who can do it faster wins.

TOUCHING THE TREASURE.

By^l

Each group has a pencil and paper. In the middle of the room on the table there are 8 objects covered with something. When the leader gives the signal, one participant from each group runs to the table, gropes for an object and runs back. He draws a clue or an object. He cannot talk to the group, only answer yes and no. When the group recognizes the item, the next participant runs to the table.

MINED PATH.

One patrol is considered to be miners, and sets off, leaving behind traces along a forest path. In some places they set mines by stretching a string at a small height above the path. The group of pursuers leaves 10 minutes later. If any of the pursuers is blown up by a mine, then the pursuing team receives 2 penalty minutes. The miners finish their advance after 15 minutes. If the pursuing team reaches the miners in 10 minutes without a penalty, or has penalty minutes but arrives faster than the penalty time, then it wins.

3.7. NATURE ROUTE.

Make a route using biological substances, such as rice. Plan it so that Scouts can see plants, trees, signs of animal life, etc. Give them a task to do along the route, for example: - Find a quiet place and listen to how many different noises you hear.

Look at the stump and what plants and animals live on it.

GARBAGE HUNT.

Girls will especially like this game. They enjoy wandering around together and collecting interesting things. The task is given - to collect the required number of necessary things according to some characteristic, for example: having a name starting with the letter "A", associated with some number (for example, the number "5" - you can find a sheet with five ends, an object with five corners and etc.), something spicy, something fluffy and soft, something beautiful, personal, etc.

One of the players turns his back to the players, and the presenter discreetly shows the scout, who must say 2 words. If the driver correctly names the speaker, he is awarded a point. After this, the leader points to 2 scouts, who together pronounce a pre-agreed phrase. If the driver guesses who spoke, he gets 2 more points, etc. The scout who can score the most points before making a mistake wins. Instead of phrases, you can use other sounds, for example, the sounds of animals and birds.

RECOGNIZE BY SOUND.

There are 10 on the table differently sounding objects. The leader of the game knocks on each object with a wooden and then a metal stick. Everyone listens carefully to which object makes which sounds. Then the table is blocked, the leader hits each object with a wooden and metal stick. Whoever guesses right raises their hand. 3.11. BOMBER FLIGHT. P.

From the starting line, at a distance of up to 20 m, a circle with a diameter of about 1 m is drawn. A blindfolded participant must approach this circle and make an accurate “bomb throw”. In flight, he can be shot down by enemy anti-aircraft guns if he knocks over a pin, mug, etc.

WHAT'S HAPPENED.

The whole commune are detectives. The two scouts hiding behind the curtain are robbers. The robbers, invisible behind the curtains, make various sounds (opening banks, rustling money, opening envelopes, eating...). The detectives write down everything they think the robbers are doing.

KIM WITH MOVEMENTS.

There are 15 objects in a row on the table. Players look at them for 1 minute, after which they turn away, and some objects are moved to another place. Players then write on a piece of paper which items were rearranged. The player who notices the most changes wins.

NESTS AND HAWKS.

The players are divided into 2 groups: one is “birds”, the other is “hawks”. Birds go into the forest, hide nests there from grass and eggs - pebbles and camouflage them. After a few minutes, the hawks go looking for nests, and the birds fly next to them, no more than 5 steps away. After 10 minutes, the number of nests found is counted, and the teams change roles.

FIND OUT WHO IS NOT.

All players must close their eyes, at this time the leader touches someone on the shoulder. The one he touched silently leaves. At the leader’s signal, everyone opens their eyes and looks to see who is missing. The first one to name the one who left wins.

BEFORE BUILDING.

The patrol lines up. The instructor incapacitates 2 scouts and asks them to remember how the scouts are dressed. After this, he sends them to another location for a period of time, during which the remaining scouts make partial, small changes to their clothing. Returning Scouts must identify changes.

WHO WILL COLLECT FASTER.

The presenter lays out 5 various items on the windowsill, table, chairs, etc. One of the guys is blindfolded, and he must collect them as quickly as possible in the order indicated by the leader. For the next player, the items are laid out differently. The one who collects these items faster wins.

RECOGNIZE BY YOUR NOSE.

p/o ^1

A thick curtain is hung in the corner of the room. The driver sits on the chair. The players take turns, slightly parting the curtain, showing him a hand, a leg, a mouth, a nose, hair, etc. If the driver recognizes the guest immediately, he gets 5

points, with the second showing - 4 points, with the third showing - 3 points, etc. The game is repeated several times, with the drivers changing.

HARBOR SHIPS.

2 the girls represent the "Harbor Masters" located on each side of the harbor entrance. They are blindfolded and seated on chairs with a small distance between them. The other girls represent ships trying to enter the harbor unnoticed: they are trying to sneak past the harbor masters. If the noise is heard by the commander, then he indicates the direction and this ship is considered sunk: it remains in place and poses an additional danger to other ships.

TERRAIN RECOGNITION.

Show the boys a photograph or drawing, or a series of photographs and drawings of them settlement or the places where they go. Scouts need to recognize this. The game can be played between patrols.

SCOUT'S NOSE.

Prepare several identical paper bags and put odorous items there: onions, pieces of leather, orange peels, spices, etc. Place these bags in a row and have each Scout sniff them, spending no more than 5 seconds on each one. After this, he must write on a piece of paper what he recognized. The results are compared.

SCOUTS AND SATINENS.

One patrol poses as scouts to map out an unfamiliar area. Another patrol depicts lookouts sent out to monitor the movements of scouts about whom news has been received that they have been seen in some area. The scouts must map out the area, while at the same time trying to hide from the observation of enemy patrols. They don't have to stick together, but they do have to stay in touch with each other. The Marines are trying to find the scouts by quietly observing them. Scouts receive points for correctly drawn maps. For each card - 20 points, as well as for the time when they are not under the supervision of sentinels: 5 points - for every 5 minutes. The lookouts get points for correctly reporting movement.

scouts: 20 points for each correct report and for the time during which they manage to keep the scout under surveillance: 5 points for every 5 minutes. But they lose 5 points for each patrolman noticed and called by name by one of the scouts. Both scouts and sentinels have the right to quietly creep up to their opponents and kill them by hitting them on the back with the palm of their hand. The killed person's points are reset from the overall patrol score. The patrol that receives the most points wins. An arbitrator must be present at each game.

THE SILENT SENTINEL.

One of the scouts is sent forward 800 or 900 steps and stops at this point, choosing a background for himself that would make him unnoticeable from afar for the scouts left behind. It should not be hidden more than halfway. The remaining scouts linger in a place where they cannot see the position chosen by the sentry. At the sound of a whistle, the sentry freezes motionless at his post, while the patrol goes forward, trying to find him. The scout who spots it first wins. The patrol is not allowed to come closer than 500 steps.

TRACKING THE ENEMY.

One patrol advances and, having chosen a suitable background, takes up a position at various distances from 400 to 800 paces. One third of this patrol lies down on the ground, another third kneels, and the final third remains standing. Another patrol is called by the instructor to a certain point, from where each scout tries to look at the scouts on the patrol, if not all, then as many as he can. It is required to indicate the place where each spotted scout is located and determine the distance to it. The roles of the patrols then switch, and the patrol that spots more players from the other patrol wins.

A large circle is drawn on the snow with colored paint, from which there are 8-10 lines-rays in different directions, their length is 2.5-3 m. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand on two legs while waiting for the other players. After that, everyone drives their piece of ice back, bouncing on their left leg and trying to stick to the drawn line, and passes the piece of ice to another player. The first person to arrive is noted.

Outdoor games "Spillkins"

(low mobility game).

Twenty sticks, the length of a pencil, are piled in a disorderly pile on the table. You need to take ten sticks from the pile one at a time so as not to touch the others. Whoever succeeds in this wins.

    

Outdoor games "Ball for the average"

(medium mobility game).

Children, divided into groups, form three or four circles. In each circle, the players stand at a certain distance (the length of their arms outstretched to the sides), and a line is drawn in front of their socks. The driver with the ball goes into the middle of each circle, marked with a circle. At the leader’s signal, the drivers begin to alternately throw the ball to the players and catch it. Having received the ball from the last player in the circle, the driver raises the ball up, indicating that the transfer is complete.

When throwing the ball, the driver must not leave his circle, and those standing in the circle do not have the right to step outside his circle. The player who drops the ball must pick it up and throw it in the established order to his neighbor in the circle.

Outdoor games "Who is faster"

(game of great mobility).

The players stand in two or three columns, one at a time. A common feature is drawn in front of the first socks. Two or three (according to the number of columns) circles are indicated 10-15 steps from the line. A stick or block is placed in each circle. At the leader’s command (“Attention! March!”), the lead players in the columns run to their circles, hit the ground with their sticks three times and return back, trying to quickly take their places in the columns. The first one to arrive wins. Then the second, third and remaining players run the same way.

When running out of the column and calmly standing in your place, you must not touch other players. After knocking with the stick, you need to leave it in the circle.

Outdoor games Wolf in the ditch

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words of the teacher, “Goats are in the field, wolves are in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to besiege the jumping goats. The greasy man steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned. Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

Outdoor game"Traps"

Using a counting rhyme, a trap driver is selected and stands in the middle of the hall. (sites). At the teacher's signal “One-two-three-Catch!” all the players run up and dodge the trap, which is trying to catch up with someone and touch it with their hand. The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If large group, then two traps are selected.

Outdoor game"Don't stay on the floor"

Using a counting rhyme, a trap driver is selected. Trap runs around the hall with the children (site). As soon as the teacher says “Catch!” all the children run away and try to climb to any height (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games The number of losers is counted and a new driver is selected.

Outdoor game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying to prevent the bag from touching their feet. First, the teacher shows the children how to jump: Push off the floor energetically and tuck your feet under you. The teacher rotates the bag in both directions alternately.

Outdoor game"Don't get caught"

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

Outdoor game"Owl"

The driver is selected - "owl", the rest of the children depict butterflies, birds, etc. At the teacher's signal: "Day!"- children run all over the hall, per team: "Night!"- freeze and stop in the place where the team found them. "Owl" comes out of its nest and takes those who move to it. The game repeats itself.

Outdoor game"Migration of Birds"

On one side of the hall are the bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the teacher's signal “The birds are flying away!” children, flapping their arms like wings, scatter throughout the hall. On signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!”, the children descend from the elevations and scatter around the hall again - "The birds continue their flight". Childcare provider insurance is required.

Outdoor game"Traps with Ribbons"

Children stand in a circle; Each child has a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At the teacher's signal: “One-two-three-catch!”- children run around the playground. The trap runs after the players, trying to pull a ribbon from someone. At the teacher's signal: “One-two-three – quickly run into the circle!”- everyone lines up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.

Outdoor game"Shapes"

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

Outdoor game"We are funny guys"

Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The players say in chorus:

We are funny guys

We love to run and jump,

Well, try to catch up with us.

One, two, three, catch!

After the word "Catch it!" the children run to the other side of the playground, and the trap catches them. The child who is caught by the trap before he crosses the line is considered caught, moves aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

Outdoor game"In places"

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

Outdoor game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, walks around the circle behind them and touches one child - he becomes a fox. The players open their eyes and look carefully at each other, guessing which of them is the sly fox and whether she will give herself away in some way. The children ask in chorus, at first quietly, then louder: “Sly fox, where are you?” After pronouncing these words three times, the sly fox goes to the middle of the circle, raises his hand and says: "I'm here!" Everyone runs around the site, and the fox catches them. He takes those caught to his house (predetermined location). When the fox catches 2-3 children,the teacher says: “In a circle!”. All players stand in a circle and the game resumes.

Outdoor game"Jumping sparrows"

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

Outdoor game"Catch up with your mate"

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

Outdoor game"Day and night"

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

Outdoor game"Two Frosts"

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

We are two young brothers,

Two frosts are removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you will decide

Hit the road - set off on the path?

All players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

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

Outdoor game"The Spider and the Flies"

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

At the teacher's signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes whoever moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.

Outdoor game"Keys"

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

Outdoor game"Frogs in the Swamp"

On one side of the hall (beyond the line) there is a driving crane. There is a swamp in the middle of the hall (circle made of cord).Frog children sit around and say:

Here from a hatched rotten place

Frogs splashed into the water.

Kwe-ke-ke, kwe-ke-ke,

It will rain on the river.

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

Outdoor game"Hunters and Ducks"

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

Outdoor game"Wolf in the Moat"

In the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher's signal "Wolf in the Moat" the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.

Outdoor game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing!

One-two-three - run!

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

Outdoor game"Carousel"

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

Barely, barely, barely, barely,

The carousels are spinning

And then, around, around,

Everybody run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two,

The game is over!

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

Gaming exercises for children of preparatory groups

"Penguins"

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

"Catch up with your mate"

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

“Quickly get into line!”

The players line up in three columns (in front of each column is a cube or pin of its own color). The teacher asks the children to remember their place in the column and the color of the cube. At the teacher's signal (blow the tambourine, whistle) the players scatter throughout the hall (site). After 30-35 seconds a signal is given “Quickly into the column!”, and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Rent a hoop"

Children line up in two lines, the distance between the lines is 4-5 m. Children in one line hold a hoop in their hands (diameter 50cm). At the teacher’s signal, each child rolls the hoop to a partner from the second rank, and he returns the hoop back, and so on several times in a row.

"Accurate pass"

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

Children make snowballs, line up and place snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects are placed as landmarks (pins or cubes, at a distance of 10-12 m from children.

"Slide along the path"

Children are distributed in threes, approach the conventional line and join hands. After a short run, two continue running through the snow (compacted, and the third (standing in the middle) glides along the ice path, standing on two or one leg. The players take turns changing places.

"Who is faster"

The players form a circle, with a snowman in the center of the circle. Each child has a snowball in his hands. At the teacher’s signal, children jump (like bunnies) advance to the snowman and place their snowballs about a meter away from him. They turn in a circle and jump back to the starting line. After a short rest, the children go back to the snowman, pick up the snowballs and return to their place. The teacher marks the first three participants. Depending on physical children's preparedness, the game is repeated.

"Slip - don't fall"

Children take turns running and sliding along an ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Each person who completes the task must quickly step aside. To provide belay, the teacher is located on the side of the track (about halfway). Second group of children at this time, rides each other on a sled (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey Players"

The players line up in two lines. Each player has a puck and a stick in his hands. The first line enters the starting line; children sit freely 2-3 steps from each other. Exercise: move the puck from one side of the ice to the other (distance 10 m, trying not to lift the stick from the puck, and then score the puck into the goal (several gates are built from snow in advance). Then the second group is practicing. And so alternately several times.

"In places"

The sleds are placed in a circle or in two lines, one opposite the other. Children sit on sleds in pairs (If small group, then one at a time). At the teacher’s signal, the children get up and run around the entire playground, spinning in different directions. On signal "In places!" All players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Feed"

Children are divided into pairs; Each child has a stick and one puck per pair. One player stands 1.5 m from the goal, and the other 2 m from the first. The second player's task is to throw the puck to the first, and he must return it into the goal. After some time, the children change places.

"Jumpers"

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

"Pass to a friend"

Children become pairs, each child holds a stick and one puck per pair. The child, with a gentle movement, passes the puck to his partner’s stick, who, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed in a sliding motion to each other.

"Ball against the wall"

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

"Pass with your foot"

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

"Nimble Bunnies"

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

“Swipe it – don’t hurt it”

Along the hall (sites) Skittles are placed on both sides (or cubes, medicine balls); (6-8 pieces; distance between objects 30 cm). Children line up in a column one at a time and, at the teacher’s signal, walk along one side of the hall between the pins at an average pace on their toes, with their hands on their waist (or behind their head, maintaining good posture (keep your head and back straight); running on the other side "snake" between the pins. Repeat 2-3 times.

"Catch the Ball"

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

"Nimble Jumpers"

Hoops are laid out on the court in two lines in a checkerboard pattern. (6-8 pieces each). Children in two columns perform hoop jumps on two legs - first to the right, then to the left. (no pause) cross the conventional line and turn around. Exercise repeated in reverse side (3-4 times). The teacher celebrates the winning team.

"Pass the ball"

The teacher places the cubes in two lines (4-5 pieces; distance between them is 1.5 m).Exercise: move the ball with your feet, without letting it go far from you, passing it between the cubes.

"Ball for the driver"

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

"Who's the fastest to the skittles"

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

Preface

This collection of outdoor games is addressed to physical education teachers, which can be used both in class and outside of class time. Games are classified into the following groups: general developmental, role-playing games, relay games, jumping games, low mobility games, etc.

Outdoor play is one of those manifestations play activity, in which the role of movements is clearly expressed. Outdoor play is characterized by creative active motor actions motivated by its plot (theme, idea). These actions are partially limited by rules (generally accepted, established by the leader or by the game). They are aimed at overcoming various difficulties on the way to achieving a set goal (win, master certain techniques).

Outdoor games, as a rule, do not require special preparedness from participants. The same outdoor games can be played in different conditions, with a larger or smaller number of participants, according to different rules.

GENERAL DEVELOPMENTAL GAMES

"Find your color"

“Traps” (with ribbons)

"Calling numbers"

"Pair leapfrog"

"Drag in pairs"

"Fishing in pairs"

ROLE-PLAYING GAMES

"Mousetrap"

"We are funny guys"

"Father Frost"

"Two Frosts"

"At the Bear's Forest"

"Cosmonauts"

"Bees"

"Foxes and Chickens"

"Seine"

"Crucian carp and pike"

"Train"

"The Dragon Bites Its Tail"

JUMPING GAMES

"Fishing rod"

"Jumping Sparrows"

"Wolf in the Moat"

"The Runners"

RELAY GAMES

« Ball race in columns"

"Wheel"

"Circle relay"

"Counter Relay"

"Big Relay"

"Relay race - leapfrog"

"Relay - train"

"Streams in a circle"

"Relay of Animals"

LOW MOBILITY GAMES

“Who has the ball?”

"Make a figure"

“What do body parts say?”

"Rain in the Forest"

"It flies - it doesn't fly"

"The Bear and the Mouse"

"Prohibited Movement"

"Sharp on target"

"Hunters and Ducks"

"Tag with a ball"

"The Kite and the Chickens"

"Caterpillar"

"Shootout"

"Two Fires"

"Ball School"

"Moving Target"

"Ball on the Floor"

"Snipers"

"Ball in a circle"

“Passed - sit down”

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

"Two captains"

"Ball Race in a Circle"

"The Fives Attack"

"Don't give the ball to the driver"

"Rules for mini basketball"

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Player's Pass"

"Ball over the net"

GENERAL DEVELOPMENTAL GAMES


"Find your color"

Divide students into 3-4 teams. Assign each team a pin of a specific color. The teacher places the pins at different ends of the hall, so that the students cannot see. At the signal, students must find their pin and line up with their team in one column. The team that completes the formation first wins. The game is repeated 2-3 times.

"Traps"

(with ribbons)

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a “trap” in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The “trapper” runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three – quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost a ribbon to raise their hands, that is, lost, and counts them. The “trap” returns the ribbons to the children, and the game is repeated, with a new driver.

"Calling numbers"

You can run

You can sing

You can blow the pipe,

You can chew bagels

You can inflate the balloon.

One two three four five.

The players, except for one of them, highlighted by the driver, form a circle and stand in small circles pre-drawn on the floor. The teacher counts the students in fives. The driver stands in the middle of a large circle formed by the players. Then the teacher calls the numbers in any order (from one to five). Players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of the player who ran out of the circle. Left without a place, he drives. The winners are those children who have never been the driver during the game. When taking into account the results of the game, the role of the first driver is not taken into account.

When changing places, the circle is considered occupied by the player who joined it earlier. It is prohibited to push a player out of an occupied circle; detain players when rushing.

"Pair leapfrog"

Preparation:Players line up in pairs behind a common line, which is the start and finish line. In front of each of them, a mark for turning (post or pin) is placed at an equal distance. One in a pair takes a standing position, bending over for a leapfrog.

Game description:At the teacher’s signal, the second player performs a vault over the first, takes a step forward and takes the same position. The pair that returns to the starting line first competes with the next pair. The winners are the players who managed to win against three pairs.

"Drag in pairs"

Preparation:A line is drawn in the middle of the site. Two more lines are drawn on the right and left at a distance of 2-3 m from the center line. The players are divided into two teams and line up near the center line, one team facing the other. Players should be approximately the same height and strength.

Game description:Players standing opposite each other take hands (by the wrist), and place the other hand behind their back. At the signal, players pull opponents in their direction, trying to pull them over the line. The game ends when all players are pulled to one side or the other. The team that manages to draw more players wins.

Methods:

    Standing facing each other, grasp the lock with your hands and try to push your opponent beyond a certain line at the signal.

    Standing with your back to each other, rest your shoulder blades and try to push your opponent beyond a certain line at the signal.

    Standing with your back to each other, rest your shoulder blades and hold your hands. At the signal, everyone tries to pull the opponent to their side, moving forward.

Rules:

    Start tugging only when given a signal.

    Dragging is permitted only in the prescribed manner.

"Fishing in pairs"

Inventory:a court (volleyball or smaller) limited by lines is used.

Preparation:A driver who is located outside the site is selected. The players are located inside the court.

Game description:At the signal, the driver runs inside the area and pursues one of the players. Having captured him, he makes the caught one his assistant. Holding hands, they run to catch the new player, trying to surround him with their free hands. The one who is caught moves aside and waits for a couple of players to catch another one running around the court. After this, another pair is formed, which also catches the remaining players. Each time, a new pair is made from two caught by catchers. The game continues until one player remains on the court.

Rules of the game:

    Players are prohibited from running outside the court.

    Break free after the catchers close their hands around the caught one.

    You cannot grab clothes or hands; in this case, the person caught is released.

    If running players break the rules, they are considered caught.

Option “Chain fishing”

The game is also started by the driver, who chases the players running freely around the court. Having caught up and surrounded (surrounded) the player, he takes him by the hand, and the two of them begin to chase the others. The third player joins them (stands in the middle), and the fishing continues. Each time, the player who is surrounded by catchers is considered to be caught, and the outer ones must close their hands. The chain of hunters is growing, and it is becoming increasingly difficult to escape from them. The winners are the last two participants who were not caught.

“Who will get into the circle faster?”

The players choose the driver. Players lined up are numbered first, second, third and fourth. Everyone must remember their number. The second, third and fourth numbers form a circle, and the first is in the middle of the circle. The driver says: “First numbers come to me!” The first numbers run out of the circles and stand in a column one at a time behind the driver. The column moves behind the leader around the hall in various directions. Players forming circles stand still, rhythmically raising their joined hands up and down. At the leader’s signal, the first numbers scatter and try to stand in any of the circles. The driver also tries to get into one of the circles. The player left without a circle becomes the driver. The second numbers stand in the middle, and the game starts over.

Rules of the game: players walking in a column behind the driver have the right to run away only after the signal; players standing in circles are not allowed to interfere with the movement of middle players.

ROLE-PLAYING GAMES

"Mousetrap"

One day the mice came out

See what time it is.

One two three four!

The mice pulled the weights.

Suddenly there was a terrible ringing sound,

The mice have run away!

The students are divided into two unequal groups. One third of the children form a circle - a mousetrap, the rest represent mice and are outside the circle. Students pretending to be a mousetrap. They hold hands and begin to walk in a circle to the right (left), saying:

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps -

We'll catch you right away.

At the end of the text, students stop and raise their clasped hands up. The mice run into the circle and immediately run out of it on the other side. At the teacher’s word: “Clap!” - players standing in a circle lower their hands and squat - the mousetrap slams shut. Mice that did not have time to run out of the circle are considered caught. When most of the mice are caught, the players change roles and the game continues.

"We are funny guys"

The children stand on one side of the hall beyond the line. A second line is also drawn on the opposite side of the hall. There is a “trap” in the center of the hall. The players say in chorus:

We are funny guys.

We love to run and jump,

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the hall. And the “trap” catches them. Whoever the “trap” manages to catch before he crosses the line is considered caught and moves aside. The game is repeated 3-4 times and another “trap” is selected.

"Father Frost"

White fluff

Snow fluff,

Everything is all fluff all around!

Pooh on hats

Fluff on the lips

Pooh on the edges

Fluff on fur coats,

Pooh covered my forehead and nose...

Who did this?

Father Frost!

All players scatter around the court. Santa Claus runs after the players and tries to touch any of the players with his hand and “freeze” him. “Frozen” stops and spreads his arms to the sides. The game ends when everyone is Frozen.

"Two Frosts"

On opposite sides of the hall (site) at a distance of 10-20 m, lines mark “home” and “school”. Two drivers are selected - “Frosts”, and the rest of the players are “guys”. The guys are located in one line behind the “house” line, and in the middle of the site – “on the street” there are two “Frosts”. “Frosts” address the guys with the words:

We are two daring brothers,

Two Frosts are young.

I am Frost Red Nose,

I am Frost Blue Nose.

Which one of you will decide

Will he hit the road?

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 (beyond the line on the other side). Frosts catch and “freeze” those running across. The salted ones immediately stop and stand in the place where Frost froze them. Then the Frosts again turn to the children with the same words, and the guys, having answered, run back into the house, helping out the “frozen” children along the way (touching them with their hands), and they join the rest of the players.

"At the Bear's Forest"

At one end of the site a circle is drawn - the bear’s den. On the other is a house for playing children. The children walk from the house towards the den and say:

By the bear in the forest

I take mushrooms and berries.

And the bear is looking

And he growls at us.

After these words, the bear runs out of the den and begins to catch the players. The children try to escape to their home. When the bear catches 4-5 people, a new bear is appointed. The caught children are kept in the den until a new bear is appointed.

"Cosmonauts"

Large circles are drawn in the corners of the hall where the missiles are located. The number of rockets must be less than the number of players. The players, holding hands, walk in a circle and say:

Fast rockets are waiting for us

For walks on the planets.

Whatever we want

We'll fly to this one.

But there is one secret in the game:

There is no room for latecomers!

After these words, everyone runs to the rockets and takes up empty seats. The one who doesn't get a place in the rocket loses.

"Bees"

On opposite sides of the site, two fallow deer are held at a distance of 15-20 m. All players are placed behind one line, and 3-4 players - bees - behind the other. The guys, raising their knees high, walk towards the bees with the words:

We came to a forest clearing,

Lifting your legs higher

Through bushes and hummocks,

Through branches and stumps.

Who walked so high -

Didn't collide, didn't fall.

After these words, the guys stop near the bees.

Look at the hollow of the tall Christmas tree...

They show by raising their arms up, standing on their toes.

The angry bees are flying out!

The bees begin to spin, pretending to fly with the movements of their arms bent at the elbow joints. At the same time the words are spoken:

Well, we want to bite!

And the guys answer in unison:

You can't catch up with the fleet-footed ones!

We are not afraid of a swarm of bees,

Let's run home quickly!

After these words, the guys run away behind their line, and the bees catch up with them (sting). The winner is the one who has never been stung by bees.

"Foxes and Chickens"

In the middle of the hall, four gymnastic benches are placed in the form of a square, with slats up, this is a perch. One driver is selected - a fox and one hunter. All the other players are chickens. A circle is outlined in one corner - this is the hole in which the fox is located. A hunter stands in another corner. Chickens settle around a roost.

At the teacher’s signal, the chickens begin to either fly up to the roost, then fly off it, or simply walk around the chicken coop (the benches-perches that form the chicken coop). At the second signal, the fox approaches the chicken coop, catches any chicken touching the floor with at least one leg, and leads the caught chicken to its hole. If a hunter meets a fox on the way, she releases the caught chicken and runs into her hole. The chicken returns to the coop. If the hunter catches a fox, a new fox is chosen. The players who are never caught win.

"Seine"

The site is a lake. All players are fish. The two drivers are fishermen who are located beyond the lake line. Fish are swimming in the lake (children are running around the playground), fishermen are holding hands on the shore. At the teacher’s signal: “Fishermen, let’s go fishing!”, they begin to catch fish, surrounding them with their arms. The caught fish stand between the fishermen, forming a net. They all join hands and continue to catch the remaining fish with a net. The game ends when all the fish are caught.

The last two fish may be new fishermen when the game is repeated.

"Crucian carp and pike"

At each end of the site, at a distance of 2 m from the wall, two crucian carp houses are marked with lines. They choose one driver - a pike, the rest - crucian carp.

The pike is in the middle of the area, the crucian carp is in one of its houses. The pike claps its hands three times or counts: “One, two, three.” The crucian carp run to the opposite side to another house. The pike runs to meet them and tries to catch as many crucian carp as possible. The caught crucian carp move aside. The pike counts again, and the crucian carp run back to their first home, the pike catches them. The first six crucian carp caught stand in one line in the middle of the area facing the crucian carp and join their hands, forming a net; the pike, standing behind the net, again counts: “One, two, three.” The crucian carp run across the net (under the arms), and the pike catches them. After the crucian carp run through the net, the players forming it release their hands, turn around and connect them again. The pike is behind the net again. Each crucian carp caught joins the net. When the network becomes big. They make several circles - baskets. The pike, standing behind the baskets, again gives the command. The crucians run through all the baskets (under their arms) and run to the opposite side of the site. Pike catches crucian carp. But there are only five or six uncaught crucian carp left. All the crucian carp that have already been caught form a top - they stand in two rows, facing each other, joining their hands and forming a corridor. The pike stands two steps from the exit from the corridor and catches crucian carp that run through the top to the opposite side of the platform. The game ends when all the crucian carp are caught.

"Train"

One driver. He - " locomotive". The rest - " carriages". Each carriage player builds a depot for himself: he draws a small circle. U " steam locomotive" there is no depot. It comes from one carriage" to another. Whoever he approaches follows him. This is how everyone gathers" carriages".
When all the cars are assembled, " locomotive" gives a signal (for example, blows a whistle) and everyone runs to the depot circles, “ locomotive" Same. The player left without a seat becomes the driver.
In the “home” version, chairs can be used as a depot. The one who doesn't have enough chairs is the one who drives.

"The Dragon Bites Its Tail"

Students stand one after another and hold tightly to the person in front. In the hands of the first participant, the ball is the head of the “dragon”, the last participant is the “tail”. The “head” must catch the “tail” by touching it with the ball, but so that the “dragon’s body” does not break. "Tail" tries to escape.

JUMPING GAMES

"Fishing rod"

Inventory: jump rope

Preparing for the game:The players form a circle. A driver is selected who is in the center of the circle with a skipping rope.

Game description:At the signal, the driver spins the rope in the forward direction, without lifting it no higher than 15 cm from the floor. The players try to jump over the rope without hitting it. The player who fell for the bait takes the place of the driver. At the end of the game, those players who have never been in the role of driver stand out.

Tasks:

    Jumping on two legs.

    Jumping on one leg.

    Moving in a squat.

    The players move in a circle (walking, jumping), and the driver rotates the rope in the opposite direction.

Game options:

    Play as a knockout game, the last three players remaining win. The driver is selected from the caught players.

    The driver is given a certain time during which he must catch as many players as possible. At the end of the game, the best driver is selected.

"Jumping Sparrows"

A circle with a diameter of 4-5 m is drawn on the floor. The driver is selected - “Cat”. The rest of the players - “Sparrows” - are outside the circle.

At the teacher’s signal, the sparrows begin to jump in and out of the circle. The cat is trying to catch a sparrow that did not have time to jump out of the circle. The person who is caught crouches or sits in the center of the circle. You can put those caught on a bench next to the circle.

When the cat catches 3-4 sparrows, a new cat is selected from those caught.

"Wolf in the Moat"

One two three four five,

There is no place for a goat to jump:

There's a wolf walking everywhere, a wolf.

He clicks his teeth, clicks!

And we hide in the bushes.

Hide, little goat, and you too.

You, wolf, wait,

As soon as we hide - go!

In the middle of the site or hall, two parallel lines are drawn at a distance of 1-1.5 m from one another. This corridor is a “ditch”. The lines can be drawn not quite parallel: narrower on one side, wider on the other.

1-2 leading “wolves” stand in the ditch. All other players - “goats” - are placed on one side of the court behind the “home” line. On the other side of the site, a “pasture” line is drawn.

At the teacher’s signal: “Goats, into the field!”, the goats run from the house to the opposite side of the site - to the pasture and jump over the ditch along the way. The wolves, without leaving the ditch, try to kill as many goats as possible. The greasy ones step aside, they are counted, and they re-enter the game. Then, at a signal, the goats again run across to the other side of the house, and the wolves catch them as they jump over the ditch.

After 2-4 runs (by agreement), new wolves are selected and the game is repeated. The winners are the goats that have never been caught, and those wolves that have caught more goats during all the runs.

    Wolves can nag goats only when they are in a ditch, when the goats jump over the ditch or stand nearby.

    A goat that runs along the ditch and does not jump over it is considered caught.

    Goats can only cross when given a signal from the teacher.

    If a goat lingers at the ditch, afraid of wolves, the teacher counts to three, after which the goat must jump over the ditch, otherwise it is considered greasy.

"The Runners"

6-8 people take part in the game. Two people spin the rope, and the rest take turns running under the spinning rope, doing the agreed number of jumps in the agreed way and running out from the opposite side. If the jump does not work out, then the jumper replaces one of those twisting the rope. Jumping methods gradually become more complex. The speed of twisting the rope also increases.

Not only a failed jump, but also any “grazing” of the rope is considered a mistake. If this happened due to the fault of those twisting the rope, then the jumper has the right to try again.

RELAY GAMES

"Ball Race in Columns"

Inventory:volleyballs or basketballs according to the number of teams.

Preparation:Divide the players into two or three teams, 6-8 people each. Teams stand in columns one at a time. Those standing in front have a ball in their hands.

Game description:At the signal, the balls begin to be passed to those standing behind. When the ball reaches the last one, he runs forward with the ball (everyone takes a step back), becomes the first and passes the ball back again, etc. Every player must be first. The team that completes the task first receives one point. The team with the most points wins.

Tasks:

    Passing the ball with both hands from above the head.

    Passing the ball with both hands from below between the legs.

    Alternate passing the ball from above and below (tasks 1 and 2).

    Pass the ball to the right with both hands, the next one passes the ball to the left.

    I.p. – the whole team stands with their feet apart wider. At the signal, the first player rolls the ball through the arch, the last player takes the ball and becomes the first to complete the same task.

Rules of the game:

    At the end of the relay, the first one lifts the ball up, and the team lines up in a column one at a time.

    If a team completes a task incorrectly, it receives a penalty point.

Game options:A stand is placed in front of each team at a distance of 10-15 m. The last player, having received the ball, runs around the stand, and then becomes the first and completes the task.

"Wheel"

Preparation:The players are divided into three or four groups of 5-7 people in each and choose a driver. A circle with a diameter of 1.5-2 m is drawn on the ground. Each group is lined up in a column, one at a time, behind a guide facing the center of the circle. The columns stand on different sides of the circle in a radial manner, like spokes in a wheel. The driver stands aside.

Game description:At the signal, the driver runs in any direction around the “wheel”, stands at the back of the head of the last player in any “spoke” and touches him. He also transmits a signal to the one in front, and that one further, and so on until the first player of the “spokes”. After that, he shouts: “Yes,” runs out behind the “wheel” and runs around it in a circle outside, trying to quickly return to his place. Everyone (including the driver) standing in his column runs after him, overtaking each other along the way so as not to be the last. When all the players return to their place, the player standing last in the “spoke” becomes the driver. It may also be the previous driver, who continues to drive, standing next to another “spoke” and running around the “wheel” with it. If the driver fails to get ahead of the runners and take a place in the “spoke” 3 times in a row, he is replaced by a new player.

Rules of the game:

    You can only run when the person in front shouts: “Yes!” - and will run in a certain direction.

    You can run to the right or left around the “wheel”. You cannot change direction on the fly.

    The entire column of players can only run around the “wheel”, without running through the circle. The player who runs across the circle or through the “spokes” becomes the driver.

"Circle relay"

Inventory:Relay batons according to the number of teams.

Preparation:The players are divided into several teams and each stand in a column, one at a time. Teams are placed like “spokes of a wheel” in a circle, facing outward. Those in front each have a baton.

Game description:At the signal, the first with relay batons run to the right or left (the direction is determined before the game), running around the “wheel”, run up to their column and pass the baton to the next one in front of the team. They also run in the same direction and pass the sticks to the next one in line. Those who come each time stand at the end of their column, at the back of the head. They play until everyone has taken part in the run. The team that finishes the relay first wins.

Rules of the game:

    You can only run when given a signal.

    Run in one direction.

    You cannot run through a circle or through “spokes”.

"Counter Relay"


The players are divided into two teams. Each in turn is divided in half. The players line up opposite each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). On command: “March!” they start running. The runners, running up to the head players of the opposing teams, pass the baton to them and stand behind them. The person who receives the baton runs forward and passes it to the next player standing opposite, etc. The relay ends when the teams change places on the court. Those who finish their runs earlier win.

"Big Relay"


Flags are placed at the four corners of the site, and a large flag is placed in the center. Players are divided into three teams, which line up in columns one at a time near the starting line. One runner from each team is called to the starting line. At the signal, they run around four flags and, having run to the finish line (next to the starting line), pass the baton to the second numbers who took the starting position at the start. The team whose trailing player finishes running around the flags first wins. He must be the first to run up to the central flag and knock on the pole with the relay baton. Small flags run around from the outside. The last player on the team must run around the fourth corner flag before running to the center flag.

"Relay race - leapfrog"


The players are divided into two teams, which stand in columns one at a time parallel to each other. The distance between teams is 3–4 m. In front of each column, at a distance of 8–12 m from the starting line, a circle (1.5 m in diameter) is drawn or a rectangle is drawn. The first team numbers appear in it. Each person rests his hands on one leg and, leaning forward, hides his head. At the leader’s signal, the players standing in front in the columns run forward and perform a vault jump, pushing off with both legs and leaning their hands on the back of a friend (leapfrog jump), and then stand in his place. The players who were jumped over run back to their columns, touch their palms to the next players, and then stand behind their teams. Those who received a hand touch run forward, make a vault and remain in circles, etc. The game ends when all players finish jumping, that is, the player who made the first jump, jumping over a teammate, will remain standing in the circle, and the one jumped over will cross the start line from where the players started running.

"Relay - train"


A line is drawn in front of the teams standing in columns, and racks (medicine balls) are placed 10 - 12 m from each of them. At the signal, the first team numbers run around the posts (counterclockwise) and head to the starting line. They run past their column, go around it from behind and run back to the posts. When they cross the starting line, the second numbers join them, grabbing them by the waist, and now the two players run around the obstacle. After turning around the team, third numbers join them, etc. The game ends when the entire team depicting train cars (without releasing their hands) finishes, that is, the last player crosses the starting line. In the game, the first numbers get the most workload, so when repeating, the participants in the columns are arranged in the reverse order.

"Streams in a circle"

The players of each team are placed in a circle at a distance outstretched arms facing the center. Each participant has a ball in their hands. Signals are sent every 1-2 s. At each signal, the players simultaneously pass the ball counterclockwise.

If a player drops the ball on the floor, there is no need to pick it up - the game continues without this ball. Players do not have the right to move from their place or narrow the circle. According to the agreement, the game lasts 2-3 minutes.

The team with the most balls in play at the end of time wins.

"Relay of Animals"

Students are divided into 2-4 equal teams and line up in a column one at a time, one parallel to the other. Those playing in teams take the names of the animals: “Bears”, “Hares”, “Foxes”, etc. A starting line is drawn in front of the players in front. A stand (mace) is placed in front of each column at a distance of approximately 10-20 m. The finish line is drawn at a distance of 2 m from the start. The teacher calls any animal loudly. Players bearing the name of this animal run forward, run around the object standing in front of them and return back. The first one to reach his team wins a point for his team. The teacher calls the animals separately. Some may be called twice.

“Passed - sit down”

The players line up in two or three columns. The drivers are located at a distance of 1 m from the first player (each column), each driver has one large ball in his hands. At the teacher’s signal, the drivers throw the ball with both hands to the first players in the column. Having caught the ball, the player throws it back to the driver. And he himself squats or sits on the floor. The driver throws the ball to the next person.

Having received the ball from the last player of his team, the driver lifts it up, and all team members quickly stand up and level the column. The team that completes the task faster and more correctly wins. The game can be repeated several times different options squats and ball passes.

LOW MOBILITY GAMES

(for the final part of the lesson)

“Who has the ball?”

The players form a circle. The driver is selected. He stands in the center of the circle, and the rest move tightly towards each other, everyone’s hands behind their backs. The teacher gives someone a ball (diameter 6-8 cm), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands” - and the one the driver is addressing must put out both hands, palms up, showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the one who has the ball begins to drive.

"Make a figure"

At the teacher’s signal, all students scatter around the playground (hall). At the next signal, all players stop at the place where the team found them and take some pose. The teacher marks those whose figures he liked (proved to be the most successful). The game is repeated 2-3 times (you can choose a driver who will determine whose figures are better).

“What do body parts say?”

Students stand in a circle, the teacher asks: “Can body parts talk? Let's figure it out!" The teacher asks you to depict:

    “I don’t know” (shoulders say).

    “Come here” (says the finger).

    “Yes” and “No” (says the head).

    “Goodbye” (says the hand).

    “I want” (legs demand).

"Rain in the Forest"

Children stand in a circle one after another and “turn” into trees in the forest. The teacher reads the text, the children perform the appropriate actions.

The sun was shining in the forest, and all the trees stretched their branches towards it. They stretch high and high to keep each leaf warm. (Children rise on their toes, raise their arms high, touching their fingers.) But a strong wind blew and began to sway the trees in different directions. But the trees are held tightly by their roots, stand steadily and only sway. (Children swing to the sides, tensing their leg muscles.) The wind brought rain clouds, and the trees felt the first gentle drops of rain. (Children lightly touch the back of the person in front with light movements of their fingers.) The rain is falling harder and harder. (Children increase their finger movements.) The trees began to take pity on each other, protecting each other from the heavy blows of the rain with their branches. (Children run their palms along the back of the person in front). But then the sun appeared again. The trees were happy, shook off the extra drops of rain from the leaves, leaving only the necessary moisture. The trees felt freshness, vigor and joy of life within themselves.

"It flies - it doesn't fly"

Children stand in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up.

For example, the teacher says: “The bird flies, the chair flies, the plane flies,” etc. Children should raise their hands up if a flying object is named.

"The Bear and the Mouse"

The players sit in a circle, and the driver stands in the center of the circle. The driver says: “Bear!”, Everyone should stand on their toes, hands up. If he says: “Mouse!”, everyone crouches down, hands behind their heads. Whoever makes a mistake changes places with the driver.

Game option: the driver performs movements opposite to the names. For example, he says: “Bear!”, and he crouches. The players must do what they heard, and not what the driver does.

"Prohibited Movement"

The teacher offers to repeat the movements after him, with the exception of the forbidden ones, which were previously established by him. For example, it is forbidden to place your hands on your belt. The teacher begins to perform different movements, and all the players carefully perform them. Suddenly the teacher performs a prohibited movement. One of the players who makes a mistake and completes it takes a step forward and continues to play. Penalties can be assigned: jump on one leg for some distance, say a tongue twister, guess a riddle, make a dance move, do push-ups, etc. The game is repeated several times. If the game is played without penalties, then the most inattentive player is considered to be the one who took the most steps forward.

All players scatter around the court. The driver stands in the center. At the teacher’s signal: “One, two, three – quickly run into the circle!” The players, holding hands, form a circle and walk to the right (left) in a circle with the words: “Guess the riddle, who named you, find out!” After this, everyone stops, the driver closes his eyes, and one of the players, as directed by the teacher, calls out the driver’s first and last name. If the driver recognizes the one who said his name. Then this player replaces the driver. And the game continues.

GAMES WITH THROWING, PASSING AND CATCHING THE BALL

"Sharp on target"

Inventory:10 pins; volleyballs or rubber balls.

Preparation:two parallel lines are drawn at a distance of 12-15 m. In the center, the pins are placed in one row. The players are divided into two teams and placed on opposite sides of the court. The players of one of the teams (by lot) are given balls.

Game description:At the signal, players of one team throw balls in one gulp, trying to knock down the pins with the ball. Each knocked down pin moves one step closer to the throwing team. After this, the other team throws the balls. The team that manages to move the pins further wins.

Rules of the game:Throw the balls from one side at a time. Knocked down pins are placed in a new place after all the balls have been thrown.

Game value:The game helps improve throwing skills, develops accuracy and dexterity of movements.

"Hunters and Ducks"

Inventory:volleyball.

Preparation:The players are divided into two teams - “hunters” and “ducks”. A square with sides of 7-9 m is determined on the site. The “ducks” team is located inside the square. The players of the other team, divided into two equal groups, take places on two opposite sides of the court.

Game description:One player picks up a volleyball. At the signal, the players who are outside the court begin to knock out the ball with the ball. Who is in the middle? If a player hits any part of the body other than the head, or drops the ball from his hands while trying to volley it, he leaves the square. Throwers can throw the ball across the court to their team's players if they are closer to the opponent running around the court.

The game ends when the last player is knocked out of the square. After this, the players change roles and the game is played again. The team that manages to take out all the players in the least amount of time wins.

Rules of the game:

    “Hunters” do not have the right to step over the line, otherwise the throw will not be counted.

    Ducks cannot go beyond the square.

    The Ducks have the right to volley the ball, but if the ball is lost, the player is considered out.

Options:

    Before the start of the game, the time during which a team tries to eliminate the largest number of players from the opposing team. For each player eliminated, the team receives one point.

    Players are invited to knock out opponents with two volleyballs, but throwing balls must be done simultaneously on one side.

Game value:As in any team game, coordination of the players' actions is necessary. The game helps to consolidate and improve skills in throwing a ball, developing speed, orientation and reaction.

"Tag with a ball"

Inventory:volleyball.

Preparation:Choose one driver who has the ball in his hands.

Game description:All players stand in a circle. The driver is in the center of the circle. At the signal, the players scatter around the court, and the driver tries to disgrace any player by throwing the ball. The player hit by the ball becomes the driver. The winner is the one who has never been caught driving.

Rules of the game:

    A player is considered caught if the ball hits him with a volley.

    It is not allowed to perform strong throws to the head.

Options:

    For a certain time, one driver tries to knock out as many players as possible. For each player eliminated, the driver receives one point. The driver with the most points wins.

Game value:The game helps to consolidate and improve skills in throwing a ball, developing speed, orientation and reaction.

"The Kite and the Chickens"

Inventory:volleyball.

Preparation:Choose one driver - “Kite”, who has a ball in his hands. All the other players – “Chickens” – stand one after another, in a column one at a time, holding the belt of the person in front. The guide in the column is “Chicken”.

Game description:At the signal, the driver tries to hit the trailing player with the ball. The guide, trying to protect the trailing player, moves behind the driver, covering and preventing the driver from making an accurate throw at the last player. If the driver managed to hit the last player with the ball, then he becomes a “Chicken”, and the taunted player becomes a “Kite”.

Rules of the game:

    Players standing in a column while moving should not disengage.

    Only the last player can be hit with the ball.

    A player is considered to be out if the ball hits the player with a volley.

"Caterpillar"

Inventory:two volleyballs.

Preparation:Divide the players into two teams. Both teams stand behind each other and grab the belt. One column stands opposite the other.

Game description:At the signal, the first player of each column seeks to stain the trailing player of the other team. To do this, they must be: very mobile and closely monitor the movement of the caterpillar team, which is trying to retaliate. A touch is counted if the players on his team do not release their hands. For each correct touch, the team is awarded a point. The game lasts 3-4 minutes, after which the winner is determined.

Rules of the game:

    Players must not disengage.

    Moving It's best to do it in step-by-step steps.

"Shootout"

Inventory:1-4 volleyballs.

Preparation:The players are divided into two teams. The site is divided into two halves. Two lines are drawn on opposite sides (2-3 m from the wall). The players are located inside the field, each team on its side.

Game description:One of the teams receives the ball by lot. At the signal, its players begin to hit the players on the opposite side with the ball. They try to avoid being hit by the ball without leaving the field. The ball that bounces off the court or player is caught and, in turn, begins to mark the opponent. The stained player leaves the game. The team that manages to eliminate its opponents faster wins.

Rules:

    The player who is hit with the ball from the volley is considered to be spotted.

    You must not step over the court lines.

    Catching the ball is allowed, but if it is not caught, the player is considered out.

Options:

    Stained players are captured behind the line on the opponent's side. You can help them out by throwing the ball to them.

    Throws at players are allowed only from two or three points on the halfway line. At these points the ball can be passed to the players.

Game value:As in any team game, coordination of the players' actions is necessary. The game helps to consolidate and improve skills in throwing a ball, developing speed of orientation and reaction.

"Two Fires"

The game is played on a volleyball court without a net. The players are positioned in such a way that the team captain is behind one line of the court (front line), and the players of his team are on the opposite half of the court. Thus, the players of each team are, as it were, between two fires. On the one hand, they are threatened by the captain, on the other, by his crew. By lot, one of the captains puts the ball (volleyball) into play - passes it to the players of his team, and they return the ball back. They pass among themselves, choosing the right moment to hit a player of the opposing team. Opponents move around the court and try to dodge the ball or intercept it. The player who was hit by the ball goes out of bounds. He, like the captain, has the right to catch, pass, knock out an opponent, etc. Play according to the agreed time.

If the ball hits any of the players, but one of them manages to catch the ball in the air. Then the player is not eliminated from the game. The player who was hit by the ball has the right to hold the ball so that it does not roll out of the court and then his team becomes the attacker.

"Ball School"

“Ball School” - exercises selected in order of increasing difficulty.

    Throws the ball up and catches it first with both hands, then only with the right. Then only left.

    Throw the ball up, squat down, touch your toes with your fingers, then rise and catch the ball, first with both hands, then with only your right hand.

    Throw the ball over your head from your right hand to your left hand and back.

    Throw the ball up, sit on the floor and catch it; without getting up, he throws the ball up again. Get up and catch him.

    Throw the ball high up, jump, turn in the air, and catch it with both hands.

    Leaning forward, throw the ball between your legs, straightening up, catch it in front.

    Throw the ball on the ground, hit the bounced ball with one hand (and so on several times).

    Raising and slightly bending your left leg, throw the ball over it and catch it with your right hand.

    Stand at a distance of 1-2 m from the wall, throw the ball against the wall from below, catch it first with two hands, then with one.

"Moving Target"

Players from two teams stand alternately in a circle. One representative of each team has a ball. Within a team, the driving representative of one team. His task is to dodge the ball, which is thrown at him by the players of the opposing team, and at the same time catch and pass the ball sent to him by his partners. All team players take turns driving.

If, while performing a set number of passes to opponents, the driver is not stained. He wins the point.

Option. The position of the players and the rules of the game are the same. Each team selects 3-4 leaders, who alternately enter the center of the circle. In this case, the game happens faster.

"Ball on the Floor"

All players stand in a circle. Two of the players stand in the middle of the circle. Those standing in a circle kneel down on one or two knees. They have one volleyball. The driver turns to face the ball.

At the teacher’s signal, the players begin to roll the ball on the floor, trying to touch the feet of the players. The drivers run from the ball in a circle. They jump up to escape the ball. If one of the players manages to hit the feet of the ball driver, he takes his place, and the former driver stands in a circle.

"Snipers"

A volleyball is placed in the middle of the court. The players are divided into two teams and lined up on opposite sides of the court. The distance between them is 8-10 m. Players of one team each receive a small ball. At the teacher’s signal, the players, without going beyond the line, throw small balls at a volleyball located in the middle of the hall, trying to roll it back to the opposing team. Players from the other team collect thrown balls and, at the teacher’s signal, throw them at the volleyball, trying to roll them back. So the teams take turns throwing the balls a set number of times.

"Ball in a circle"

Having formed a circle and opening their arms outstretched, the players pass the ball around the circle. The driver, running around the outside of the circle, tries to touch the ball.

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

Inventory:basketball.

Preparation:For the game, use the markings of a basketball court. The players are divided into two teams. Captains are chosen.

Game description:The game begins with a ball toss in the center of the field between two players from different teams. The team that has possession of the ball tries to keep it and make as many passes as possible. The other team, on the contrary, makes an effort to win the ball and not allow many passes to be made. Having taken possession of the ball, this team, in turn, tries to keep the ball. The game continues for a certain time or until a specified number of points. The team with the most points wins.

Rules of the game:

    You cannot run with the ball and step beyond the court lines.

    You cannot hold players back with your hands, push them, etc.

    The intercepted ball is put into play from behind the line.

    You cannot pass the ball to the same players more than twice.

    With each new pass, the team captain must name the score.

Variant of the game "10 passes"

The players of the team in possession of the ball try to make 10 passes between the players in a row, without giving the ball to the opponent. After this, the game stops, the team is awarded one point, and the ball is kicked in from the side by a player of the injured team. Game duration is 5-15 minutes. The team that scores more points during this time wins.

Rules:

    If the ball is intercepted by an opponent, the accumulated number of passes is canceled and a new team count of passes is maintained.

    The head of the game counts the passes out loud and loud enough.

    If the ball is kicked over the sideline by the opponent or the last player played roughly, the ball is introduced from behind the sideline with the continuation of the pass count.

    The team counting the passes loses the ball if the rule is violated, and the accumulated number of passes is canceled.

Game value:The game helps to consolidate and improve ball passes different ways, develops intelligence and orientation.

"Two captains"

Inventory:basketball.

Preparation:In opposite corners of the field, two lines (with a distance of 1 m) outline sectors for captains. The players are divided into two teams. Each team chooses its own captain. Captains stand in these sectors.

Game description:The game begins with tossing the ball in the center. Fields between two players from different teams. The team that has gained possession of the ball tries to use passes to approach its captain’s sector and pass the ball to him. At this time, the other team tries to prevent this, take possession of the ball and pass it to their captain. For each successful attempt to teams

one point is counted. The team with the most points wins.

Rules of the game:

    None of the players has the right to go beyond the sector line.

    The ball is considered correctly passed if the captain caught it from the summer without leaving the sector (and not after bouncing off the wall, floor or players).

    You can't run with the ball. You are only allowed to take two steps.

    It is also not allowed to dribble the ball.

    A ball that goes out of bounds is thrown in by the opposing team.

    When fighting for the ball, it is not allowed to grab or push opponents. For a violation, the victim performs a free throw: from a distance of 6-7 m, he throws the ball to the captain, who is guarded by only one defender.

Game value:The game contributes to the acquisition of ball handling skills, develops speed, orientation, and decisive action.

"Ball Race in a Circle"

Inventory:two basketballs.

Preparation:All players stand in a circle and settle for first or second. The first numbers are one team, the second numbers are another. Two players standing next to each other are captains, they each have a ball in their hands.

Game description:After the signal, the balls are passed in a circle in different directions through one, to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain faster.

Rules of the game:If the balls collide, they are picked up and the game continues from the point where they fell.

Game options:The balls are on different sides of the circle and are passed (at a signal) in the same direction (right or left). The team’s task is to make passes faster so that one ball catches the other.

"The Fives Attack"

Inventory:basketball court, basketball ball.

Preparation:The players are divided into three fives of equal strength. One of the teams receives the ball and takes a place in the center of the court. The other two teams are located at the shields.

Game description:At the signal, the five in possession of the ball begins an attack on the ring defended by one of the two teams. If they manage to throw the ball into the hoop, then they repeat the attack, but this time to the hoop defended by the other team. And this continues until one of the defending teams intercepts the ball or the attackers themselves lose it. Then this team goes on the attack to another ring, and the attacker takes a place in defense under the shield. The team that manages to score the most points in the allotted time wins.

Rules of the game:This game follows the rules adopted in basketball.

Guidelines:It is necessary to stipulate in advance certain technical and tactical techniques of the game and demand that the players perform them without fail.

"Don't give the ball to the driver"

Inventory:basketballs.

Preparation:The players stand in a circle at arm's length. If there are more than 10 players, then two circles can be formed. One driver is selected.

Game description:At a signal, the players throw the ball to each other in different ways so that the driver cannot intercept it. If the driver catches the ball, then the player from whom the pass was made takes his place. The game can be complicated, put 2, 3, 4 drivers. At the end of the game, the best driver is selected, as well as the player who has never been one.

Rules of the game:

    The driver must not snatch the ball from the hands of the players.

    The driver must not go beyond the circle.

    The players make accurate passes with the ball to anyone standing in the circle.

    High gears cannot be performed.

"Rules for mini basketball"

Teams.

Each team consists of 5 players on the court, 5 substitutes and a coach. One of the players is the team captain. All players on the same team must wear the same uniform with numbers from 4 to 15.

Game time.

The game consists of two halves of 20 minutes each with a 10 minute rest break. Each half consists of 2 periods of 10 minutes with a 2 minute break in between.

Timekeeper stops time when: foul, dropped ball, time-out, injury.

Game Score.

The ball is considered successful when it hits the ring. Hitting the ball into the basket from a field goal is 2 points, hitting the ball into the basket during a free throw is 1 point.

Draw.

The match is considered a draw if the game score is equal after the fourth period. There is no extra time in mini-basketball.

Substitutions.

Each player must play 2 full periods and be a substitute for the other two periods unless injured or 5 fouls.

Substitutions are not made during the period, only in case of injury or when receiving 5 fouls.

Jump ball.

The referee throws the ball vertically upward between two opponents in one of the circles on the court.

A jump ball is awarded, when the game starts, there is a double foul, the ball is stuck in the ring, two players fight for the ball for 5 seconds, the referees are controversial.

Actions with the ball.

In mini-basketball, the ball is played with your hands.

Allowed to do:

dribbling the ball, passing the ball, throwing around the ring, turning with the ball.

Violations.

A violation is failure to comply with the rules of the game.

Rules of the game:

You cannot dribble the ball with both hands at the same time.

You can't run with the ball.

Play the ball with your feet.

Play outside the court.

Punishment:

Three second rule.

A player must not remain within the opponent's three-second zone for more than 3 seconds.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

Five seconds.

The player is given 5 seconds to throw the ball in from outside the court.

The free throw must be completed within 5 seconds.

A heavily attacked player can hold the ball for no more than 5 seconds.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

The ball returns to the backcourt.

It is not allowed to pass the ball from the attacking zone to the back zone of the court.

Punishment:

The ball is passed to the opponents to put it into play from behind the side line in the central part of the court.

Fouls.

Any personal contact by the opposing team is a foul.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

The ball is passed to the opponent for two free throws.

The ball is passed to the opponent for two free throws and put into play from the sideline in the center.

Five player fouls.

A player who receives five fouls is automatically eliminated from the game. A substitute player plays instead.

Free throws.

The free throw is taken from the line 60 cm closer to the ring.

There is no concept of a three-point shot.

Secretary and timekeeper.

The secretary is responsible for the game protocol. The timekeeper is responsible for controlling the playing time.

Referees in mini-basketball.

In mini-basketball, two referees play the game according to the rules.

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Player's Pass"

Inventory:1-2 volleyballs.

Preparation:The players stand in a circle at arm's length. The driver takes the ball and stands with it in the center of the circle.

Game description:The driver throws the ball and passes to any player. He hits it with his hands to one of the players or the driver, who in turn passes the ball to another player in the same way.

The goal of the game is to prevent the ball from touching the ground and keep it in the air for as long as possible. As soon as the ball touches the ground, the player who caused the ball to fall to the ground takes the place of the driver, and the previous driver takes his place in the circle.

Rules of the game:

    You cannot hit the ball more than once in a row.

    The ball can be hit with your hands, head, or shoulder.

Option "Fly ball with knockout"

The structure and content of the game are the same, but a new rule is introduced: the player who makes a mistake leaves the game. The winner is the last remaining player. It's better to play without a driver.

"Ball over the net"

Inventory:4 volleyballs.

Preparation:The game is played on a volleyball court and net. The players are divided into two teams. Each team sits on its own half of the court. Each team receives two balls.

Game description:At the signal, the players throw the balls over the net. The goal of the game is to throw all 4 balls to the opposite side. If a team manages to throw all the balls to the opponents' side, it receives one point. Repeat the game several times. The team with the most points wins.

Rules of the game:

    You need to throw the balls only with your hands and only over the net.

    If the ball flew under the net and at that moment all the balls were on the opponents’ side, then the point is not counted.

    You cannot cross the center line and take balls from the opponents' court.

    Balls can be picked up anywhere in your half of the court and you can move freely with the ball.

Preference