Outdoor game - Take care of the object - Children, sports and physical education - LiveJournal. Outdoor game - Take care of the object - Children, sports and physical education - LiveJournal Outdoor game find yourself a partner goal of the game

CARD INDEX OF OUTDOOR GAMES
Middle group
(according to the program “From birth to school”, edited by N.E. Veraksa)


“The gray bunny is washing his face...”(jumping)
Tasks : Practice jumping on two legs while moving forward. Learn to correlate actions with words.
Material: Bunny mask.
Progress of the game: Everyone stands in a circle, a bunny is chosen, and he stands in the center of the circle. Children forming a circle say:
The gray bunny washes himself. Washed my tail
Apparently he's going to visit, he washed his ear,
I washed my nose and wiped it dry!
The bunny makes all the movements corresponding to the text. Then he jumps on two legs, moving forward (to visit) someone standing in the circle. He takes the place of the bunny.


"Ball over the net"(throwing and catching the ball)
Tasks : Teach children to compete. Practice throwing the ball over the net with both hands from below and from behind your head.
Material: Balls and net.
Progress of the game: At a distance of 1 m from the net, on a line on both sides, groups of children stand opposite each other. At the teacher’s signal: “Begin!” - the child throws the ball over the net to the child standing opposite. He, having caught the ball, throws it to the person standing next to him, etc. When the ball reaches the last player, the teacher notes what mistakes were made by the groups of players.

"Find where it's hidden"
Tasks: Learn to navigate a room or area, perform actions when given a signal.
Material:
Progress of the game: Children stand along the wall. The teacher shows them the object and says that he will hide it. The teacher invites the children to turn to the wall. After making sure that none of the children is looking, he hides the object, and then says: “It’s time!” Children begin to look for the object.

"By the Bear in the Forest"(Run)
Tasks: Teach children to alternately perform different functions (run away and catch).
Material: Mushrooms, berries, baskets, bear mask.
Progress of the game: The bear's den (at the end of the site) and the children's house at the other end are identified. Children go for a walk in the forest and perform movements according to the verse, which they recite in chorus: By the bear in the forest,
I take mushrooms and berries,
But the bear doesn't sleep
And he growls at us.
As soon as the children finished saying the poem, the bear gets up with a growl and catches the children, they run home.


"Find and keep silent"(orientation in space)
Tasks : Learn to navigate the hall. Cultivate endurance and ingenuity.
Material: Any item that can be hidden.
Progress of the game: The teacher shows the object to the children, and after they have closed their eyes, he hides it. Then he offers to look, but not to take it, but to tell him in his ear where it is hidden. Whoever finds it first is the leader in the next game

"PLANES" (running)
Tasks: To develop children's orientation in space, to strengthen the skill of building in a column. Practice running.
Description: Children line up in 3-4 columns in different places on the site, which are marked with flags. The players portray pilots on airplanes. They are preparing to fly. At the teacher’s signal “Get ready for flight!” The children circle with their arms bent at the elbows and start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly scattered in different directions. At the teacher’s signal “Landing!” - the planes find their seats and land, line up in columns and drop to one knee. The teacher notes which column was built first.
Rules:
The players must take off after the teacher’s signal “Fly!”
At the teacher’s signal “Landing!” - the players must return to their columns, to the places where their sign is posted (checked).
Options : While the planes are flying, swap the flags and take them to the opposite side. Change leaders in columns.

"COLORED CARS"(run)
Tasks : To develop in children attention, the ability to distinguish colors and act on a visual signal. Exercise children in running and walking.
Description: Children sit along the wall, they are cars. Each person is given a flag of some color. The teacher stands facing the players, in the center. In your hand there are 3 colored flags, according to the colors of the traffic light. Raises the flag, children with a flag of this color run around the playground in any direction, honking their horn as they go, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “The cars are coming back!” - they walk towards their garage. Then the teacher raises a flag of a different color, but can raise 2 or all 3 flags together, then all the cars leave the garage.
Rules: You can leave the garages only with a signal from the teacher, and return to the garage also with a signal. If the flag is omitted, the cars do not move.
Options : Place landmarks of different colors in the corners. At the signal “Cars are leaving”, at this time swap landmarks. Invite children to remember different brands of cars.

"FOX IN THE CHICKEN COOP"(jumping)
Tasks: Develop in children dexterity and the ability to perform movements on a signal, practice running with dodging, catching, climbing, and deep jumping.
Description: A chicken coop is outlined on one side of the site. In the chicken coop, chickens are located on a roost (on benches), and children stand on benches. On the other side of the site there is a fox hole. The rest of the place is a yard. One of the players is assigned to be a fox, the rest are chickens - they walk and run around the yard, pecking grains, flapping their wings. At the signal “Fox,” the chickens run into the chicken coop, climb onto the perch, and the fox tries to drag away the chicken that did not have time to climb onto the perch. He takes her to his hole. The chickens jump off the roost and the game resumes.
Rules:
The fox can catch chickens, and chickens can climb onto a perch only when the teacher gives the signal “Fox!”
Options : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

"BIRDS AND CAT"(run)
Tasks : Develop children's determination by practicing running and dodging.
Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that becomes in the center of the circle. It's a cat. The rest are birds, located outside the circle. The cat is sleeping, the birds are flying into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. The one touched by the cat is considered caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is chosen.
Rules:
The cat only catches birds in a circle.
The cat can touch the birds, but not grab them.
Options : If the cat cannot catch anyone for a long time, add another cat.

"HARES AND THE WOLF" (jumping)
Tasks : To develop in children the ability to perform movements on a signal, to practice running, jumping on both legs, squatting, catching.
Description: One of the players is designated a wolf, the rest portray hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.”The hares jump out of the circles and scatter around the site. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher says the word “Wolf", the wolf comes out of the ravine and runs after the hares,trying to catch them, touch them. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen.
Rules:
Hares run out at the words - hares gallop.
You can return to your place only after the word “Wolf!”
Options : You cannot catch those hares to whom the mother hare gave her paw. Place stump cubes on the way, the hares run around them. Choose 2 wolves. The wolf has to jump over the obstacle - a stream.

"HORSES" (running)
Tasks : Develop in children the ability to act on a signal, coordinate movements with each other, practice running and walking.
Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is outlined on one side. On the other is a room for grooms, with a meadow between them. The teacher says:“Grooms, get up quickly and harness your horses!”. The grooms, with the reins in their hands, run to the stables and harness the horses. When all the horses are harnessed, they line up one after another and, as directed by the teacher, walk or run. According to the teacher"We've arrived!" grooms stop the horses. The teacher says“Go and rest!”Grooms unharness the horses and release them to graze in the meadow. They return to their places to rest. Horses calmly walk around the site, graze, and nibble grass. At the teacher's signal“Grooms, harness the horses!”The groom catches his horse, which runs away from him. When all the horses are caught and harnessed, everyone lines up behind each other. After 2-3 repetitions, the teacher says:“Take the horses to the stable!”. The grooms take the horses to the stable, unharness them and give the reins to the teacher.
Rules: The players change movements according to the teacher’s signal. At the signal “Go to rest,” the grooms return to their places.
Options : Include walking on a bridge - a board placed horizontally or inclined, suggest different goals for the trip.

"FIND YOURSELF A PAIR"(run)
Tasks: To develop in children the ability to perform movements according to a signal, according to a word, quickly forming pairs. Practice running and color recognition. Develop initiative and ingenuity.

Description: The players stand along the wall. The teacher gives each person one flag. At the teacher’s signal, the children scatter around the playground. At another signal, or at the word “Find yourself a pair!”, children with flags of the same color find a pair, each pair, using the flags, makes one or another figure. An odd number of children participate in the game; 1 must remain without a pair. The players say: “Vanya, Vanya - don’t yawn, quickly choose a pair!”
Rules:

The players get into pairs and scatter at the signal (word) of the teacher.
Each time players must have a pair.
Options : Use handkerchiefs instead of flags. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

Skittles (ball rolling)
Tasks : Teach children the basic rules of the game. Practice strong and sharp rolling the ball into the pins with your right hand. Develop your eye.
Material: Skittles, balls.
Progress of the game: Skittles are placed at intervals of 10-15 cm from each other. Children roll one ball at a time from a distance of 1-1.5 m

“Migration of Birds” (climbing)
Tasks : Develop a response to verbal cues. Practice climbing the gymnastic ladder.
Material: Gymnastic ladders, bird masks.
Progress of the game: The children stand at one end of the hall, they are birds. At the other end of the hall is a tower (gymnastic wall). At the teacher’s signal: “The birds are flying away!” - birds fly with their wings spread. At the signal “Storm!” - birds fly to the tower - they hide from the storm in the trees. After the words: “The storm has stopped,” the birds fly again.

"Shepherd and Flock"
Tasks : Consolidating the ability to play according to the rules of the game. Practice crawling on all fours around the hall.
Material: For the shepherd, a hat, a whip and a horn.
Progress of the game: They choose a shepherd, give him a horn and a whip. Children depict a herd (cows, calves, sheep). The teacher says the words:
Early, early in the morning And the cows suit him
Shepherd: “Tu-ru-ru-ru.” They sang: “Moo-moo-moo.”
Children perform actions according to the words, then the shepherd drives the flock into the field (to the designated lawn), everyone wanders around it. After some time, the shepherd cracks his whip and drives the flock home.

"Homeless Hare."(run)
Tasks : Teach children to act on cues. Develop attention and ingenuity.
Children-hares make houses from jumping ropes folded into a ring. At the teacher's signal, the hares run out from houses, jumping one after another, jumping on one leg. The hares are in a hurry to occupy any house, but one house is not enough. He becomes a "homeless hare." Now he acts as a presenter, saying:
The hares ran into the field,
We galloped across the clearing
Children run out and frolic on the playground. Game continues.

"Toss and catch"(game of throwing and catching a ball)
Tasks : Teach children to compete. Practice throwing the ball with both hands from bottom to top and catching it.
Progress of the game: Children sit freely in the room or on the playground, each holding a ball in their hands. At the teacher’s signal: “Begin!” children throw the ball up and catch it. Everyone counts how many times they can catch the ball without dropping it.
Directions. Children can be divided into pairs. Some throw and catch balls, while others count or everyone stands in a circle, and one or two of the players go to the middle of the circle and toss the ball. Everyone is watching to see that the task is completed correctly. You can also introduce an element of competition: who will throw and catch the ball the most times? You can also include the following exercises: throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; throw the ball higher, clap your hands, catch the ball; throw the ball, quickly turn around and catch it after the ball bounces off the ground.
"Kittens and Puppies"(with jumping)
Tasks : The game can be played in a room where there is a gymnastic wall, or on the site.
Progress of the game: The players are divided into two groups. Children of one group depict kittens, others - puppies.
The kittens are located near the gymnastics wall, the puppies are on the other side of the room (in the kennels behind the benches, behind the ladder placed on its edge)
The teacher invites the kittens to run around easily and gently. At the words of the teacher “PUPPIES”, the second group of children climb over the benches. They run on all fours after the kittens and bark “aw-aw-aw-aw!”
The kittens meow and quickly climb onto the gymnastics wall. The teacher is nearby all the time.
The puppies return to their houses, the game resumes.

"Who left?" ( for orientation in space, attention)
Objectives: Teach children to navigate the group premises and the site. Develop memory and attention.
Progress of the game: Children stand in a circle or semicircle. The teacher invites one of the players to remember the children standing next to him (5-6), and then leave the room or turn away and close his eyes. One of the children is hiding. Then the teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he doesn’t guess, he turns away again and closes his eyes, and the one who was hiding takes his place. The guesser must name it. The game is repeated 4-5 times.

"Traps" (running)
Tasks : Learn to run in different directions without bumping into each other.
Progress of the game: Children are located randomly on the playground. The leader - the catcher, appointed by the teacher or chosen by the players, stands in the middle of the court. The teacher says: “One, two, three - catch it!” At this signal, all the children scatter around the playground, dodging the trap, which is trying to catch up with one of the players and touch him with his hand (stain). The one whom the trap touched with his hand moves aside. The game ends when the trap catches 3-4 players. A new trap is then selected. The game is repeated 4-5 times.
Directions. In order for children to better navigate, you can give the trap some kind of distinctive sign - tie a ribbon on your hand, pin a bow, put on a hat with a plume, etc. If the trap turns out to be awkward and cannot catch anyone for a long time, the teacher stops the game and assigns another driver.

"The Cook and the Kittens"

Goal: to train children in various types of walking or running, to develop reaction speed, dexterity, and the ability to focus on words.

Game description: According to a counting rhyme, a cook is selected who will guard the objects lying in the hoop - “sausages”. The cook walks inside a hoop, a cord - the “kitchen”. Children - kittens walk in a circle, performing various types of walking, running, saying the text:

Pussies are crying in the corridor,

Kittens have great grief:

Tricky cook for poor pussies

Doesn't let you grab the sausages.

With the last word, the “kittens” run into the “kitchen”, trying to grab the sausage. The cook is trying to insult the running players. The affected players are eliminated from the game. The game continues until all the sausages are stolen from the cook. The winning kitten becomes a chef.

You can’t run into a circle too early. The cook is not allowed to grab the kittens, only salt them, he is not allowed to go outside the circle. It is prohibited to take 2 or more items at the same time.

"Voevoda"

Goal: to train children in rolling, throwing and catching a ball, in the ability to coordinate movement with words, to develop attention and dexterity.

Description of the game: Players in a circle roll the ball from one to another, saying:

The apple rolls into the round dance circle,

Whoever raised it is the governor...

The child who has the ball at this moment is the governor. He says:

Today I am a governor.

I'm running from the round dance.

Runs around the circle, puts the ball on the floor between two players. The children say in chorus:

One, two, don't be a crow

And run like fire!

Players run in a circle in opposite directions, trying to grab the ball before their partner. The one who ran first and grabbed the ball rolls it in a circle. Game continues.

Roll or throw the ball only to the player standing next to you. You cannot interfere with a player running behind a circle. The first one to touch the ball wins.

"Migration of Birds"

Goal: develop a response to verbal signals. Practice climbing the gymnastic ladder.

Game description: Children stand at one end of the hall, they are birds. At the other end of the hall is a tower (gymnastic wall). At the teacher’s signal: “The birds are flying away!” “The birds fly with their wings spread. At the signal “Storm! " - birds fly to the tower - they hide from the storm in the trees. After the words: “The storm has stopped,” the birds fly again.

"Shepherd and Flock"

Goal: strengthen the ability to play according to the rules of the game. Practice crawling on all fours around the hall.

Game description: They choose a shepherd, give him a horn and a whip. Children depict a herd (cows, calves, sheep). The teacher says the words:

Early in the morning

Shepherd: “Tu-ru-ru-ru.”

And cows suit him well

They sang: “Moo-moo-moo.”

Children perform actions according to the words, then the shepherd drives the herd into the field (to the designated lawn, everyone wanders around it. After a while, the shepherd cracks his whip and drives the herd home.

"Mousetrap"

Goal: to develop children’s self-control, the ability to coordinate movements with words, and dexterity. Exercise in running and squatting, forming in a circle and walking in a circle.

Description of the game: the players are divided into two unequal teams, the big one forms a circle - a “mousetrap”, the rest - mice. Words:

Oh, how tired the mice are,

Everyone gnawed, everyone ate.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Then the children lower their hands down, and the “mice” remaining in the circle stand in a circle and the mousetrap increases in size.

“Burn, burn clearly! »

Goal: to develop children's self-control and spatial orientation. Practice running fast.

Game description: The players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. The “catcher” stands on this line. Everyone says:

Burn, burn clearly, so as not to go out.

Look at the sky - Birds are flying,

The bells are ringing! One, two, three - run!

After the word “run,” the children standing in the last pair run along the column (one on the left, the other on the right, trying to grab the hands in front of the catcher, who tries to catch one of the pair before the children have time to meet and join hands. If the catcher succeeds to do, then he forms a pair and stands in front of the column, and the remaining one is the catcher.

"Traps from the Circle"

Target : develop in children the ability to coordinate movements with words. Practice rhythmic walking, running with dodging and catching, and lining up in a circle.

Game description: children stand in a circle, holding hands. The trap is in the center of the circle, with a bandage on the arm. The players move in a circle and say:

We, funny guys, love to run and jump.

Well, try to catch up with us. One, two, three - catch it!

The children run away, but the trap catches up. The caught one temporarily moves aside. The game continues until the trap catches 2-3 children. Duration 5-7 minutes.

"Wolf in the Moat"

Target: develop courage and dexterity, the ability to act on a signal. Practice running long jumps.

Game description : two parallel straight lines are drawn on the site at a distance of 80 - 100 cm - a “ditch”. A “goat house” is outlined along the edges of the site. The teacher appoints one player as a “wolf”, the rest as “goats”. All goats are located on one side of the site. The wolf stands in the ditch. At the teacher’s signal “wolf in the ditch,” the goats run to the opposite side of the site, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the ditch. Game duration 5-7 minutes.

"Homeless Hare"

Target : develop spatial orientation in children. Exercise fast running

Game description: A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - draw circles for themselves - “their own house.” A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare standing in the circle becomes a homeless hare. If the hunter catches them, they switch roles. Game duration 5-7 minutes

"Owl"

Target : to develop in children inhibition, observation, and the ability to perform movements on a signal. Exercise children in running.

Game description : at a distance of 80 - 100 cm, two straight lines are drawn - this is a “ditch”. At a distance of one or two steps from the border, the “goat’s house” is outlined. All goats are located on one side of the site. The wolf stands in the ditch. At the signal “wolf in the ditch,” the goats run to the opposite side, jumping over the ditch, and the wolf at this time catches the goats. Those caught are taken to the corner of the ditch. Duration 6-8 minutes.

"Firefighters in training"

Target : develop in children a sense of collectivism, the ability to perform movements on a signal. Practice climbing and forming a column.

Game description: children line up facing the gymnastic wall at a distance of 5–6 steps in 3–4 columns. A bell is suspended against each column at the same height. At the signal “1, 2, 3 - run,” the children standing first run to the wall, climb in and ring the bell. Then they descend and stand at the end of their column. Repeat the game 6-8 times.

Throwing and catching the ball

TOSS - CATCH
Tasks : Practice throwing the ball with both hands from the bottom up and catching it.
Description: Children sit freely in the room or on the playground, each holding a ball in their hands. At the teacher’s signal: “Begin!” children throw the ball up and catch it. Everyone counts how many times they can catch the ball without dropping it.
Rules : Children throw and catch balls, while others count or everyone stands in a circle, and one or two of the players go to the middle of the circle and toss the ball. Everyone is watching to see that the task is completed correctly.
Options: You can also include the following exercises: throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; throw the ball higher, clap your hands, catch the ball; throw the ball, quickly turn around and catch it after the ball bounces off the ground.

Outdoor game (running)
CAT AND MOUSE
Tasks : To develop in children the ability to quickly act on a signal, to walk while maintaining the shape of a circle. Practice running and catching.
Description : All players, except 2, stand in a circle, at arm's length, and join hands. The circle does not close in one place. This passage is called a gate. Two players are behind the circle, representing a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows it, trying to catch it. The mouse can run into the circle through the gate and crawl under the arms of those standing in the circle. The cat is only at the gate. The children walk in a circle and say: “Vaska is walking grey, his fluffy tail is white. Vaska the cat is walking. He sits down, washes himself, wipes himself with his paw, and sings songs. Vaska the cat will silently walk around the house and hide. Gray mice are waiting." After the words, the cat begins to catch the mouse.
Rules:
Those standing in a circle should not let the cat pass under their clasped hands.
The cat can catch the mouse around and in the circle.
The cat can catch and the mouse can run away after the word “waiting.”
Options: Arrange additional gates, introduce 2 mice, increase the number of cats

WHERE THEY CALLED (Running)

Tasks: Develop children's hearing, attention and endurance.
Description : Children sit in a circle or along the wall. One of the players, as assigned by the teacher, stands in the center of the circle or in front of those sitting. At the teacher’s signal, he closes his eyes. The teacher gives one of the children a bell and invites them to call. The child, located in the center of the circle, must, without opening his eyes, point with his hand in the direction from which the sound is coming. If he points correctly, the teacher says “It’s time!” and the player opens his eyes. And the one who called – picks up and shows the call. If the driver makes a mistake, he closes his eyes again and guesses again. Then the teacher appoints another driver.
Rules:
The driver opens his eyes only after the teacher says “It’s time!”
Options: Unwind the driver;
instead of a bell, introduce a pipe or other musical instrument


HOMELESS HARE
Tasks: Description: Hoops are laid out in a circle on the floor according to the number of children. The children each stand in their own hoop-house. At the sound of a tambourine, children come out of the hoops and run in a circle one after another (at this time one hoop is removed). As soon as the tambourine falls silent, the children must occupy the free house. Whoever does not have enough hoop is eliminated from the game. After 3-4 hoops have been removed, the game is repeated.

Rules: You need to act only on a signal. Run calmly, keep your distance.

Options: Remove several hoops at a time.

Throwing a ball

BALL OVER THE NET

Tasks: Develop children's ability to compete. Practice throwing the ball over the net with both hands from below and from behind your head.
Description: At a distance of 1 m from the net, on a line on both sides, groups of children stand opposite each other. At the teacher’s signal: “Begin!” - the child throws the ball over the net to the child standing opposite. He, having caught the ball, throws it to the person standing next to him, etc. When the ball reaches the last player, the teacher notes what mistakes were made by the groups of players.
Options : All children in one of the groups receive balls and throw them to those standing opposite


PUT YOUR BAG IN THE CIRCLE
Tasks : Develop in children the ability to act on a signal. Practice throwing with your right and left hands.
Description: Children stand in a circle. In the center of the circle there is a circle made of rope, the ends of the rope are tied, the circle can be drawn. The diameter of the circle is 2 meters. Children are 1-2 steps away from the circle. There are bags of sand in their hands. According to the teacher’s word “Throw it!”, everyone throws their bags into the circle. “Pick up the bags!” - says the teacher. Children pick up the bags and stand in place. The teacher notes whose bag did not fall into the circle, the game continues. Children throw with the other hand.
Rules: You need to throw the bag according to the teacher’s word “Throw it!”
Raise at the signal “Lift!”
Options: Instead of bags, throw cones; divide the children into subgroups, each throwing them into their own circle; increase the distance.

Russian folk game
SWAN GEESE
Tasks : practice running with dodging.
Description : Participants in the game choose a wolf and an owner, the rest are geese-swans. On one side of the site they draw a house where the owner and geese live, on the other - a wolf lives under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go quite far from home. After some time, the owner calls the geese. There is a roll call between the owner and the geese:
- Geese-geese! - Ha-ga-ga.
- Do you want anything? - Yes, yes, yes.
- Swan geese! Home! - Gray wolf under the mountain!
- What is he doing there?
- Ryabchikov is stinging.
- Well, run home!
The geese run into the house, the wolf tries to catch them. Those caught leave the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.
Rules: Geese must “fly” throughout the entire area. The wolf can catch them only after saying: “Well, run home!”


Russian folk game
WE ARE FUN GUYS
Tasks: Development of dexterity and coordination of movements, perform movements on a signal.
Description : Number of players (all children). Place - hall, platform. Before the game, draw two parallel lines - “homes”. The driver stands in the center, the rest of the players are located behind the line of one of the “houses”. At the teacher’s signal, the children say:
We are funny guys
We love to run and play.
But try to catch up with us!
After the word “catch up,” the players run to the opposite “house.” The driver tries to catch up with them and touch them with his hand. The children touched by the driver move aside. After this, the game is repeated. The drivers should be changed after 3-4 runs. Together with the change of drivers they enter the game.
Rules : You can only cross after the words “catch”. You can't run back into the house. You can only catch those running as far as the opposite “house”.


Russian folk game
BALL UP
Tasks : Develop in children the ability to compete, practice throwing a ball with both hands from the bottom up and catching it, learn to correlate actions with words.
Description : Children stand in a circle, the driver goes to the middle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The player who is hit by the driver becomes the driver. If the driver misses, then he remains again and the game continues.
Rules : The driver throws the ball as high as possible and only after the words: “Ball up!” The driver is allowed to catch the ball from one bounce from the ground. If one of the players after the words “Stop!” continued to move, then he must take three steps towards the driver. When running away from the driver, children should not hide behind buildings or trees.


Find your color
Goal: to form orientation in space, to teach to act on a signal, to develop dexterity and attention.

Progress of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.

The game may be accompanied by music. As a complication, when the game is mastered by children, you can change the orientation flags in places, placing them in different places in the gym.

Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.

Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.

The game can be played with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Goal: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.

After children have mastered the game, sound signals can be used instead of words.

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then without holding on; teach to start moving and stop at a signal.

Progress of the game: first, a small group of children is involved in the game. At first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.

After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the children have mastered the game, the role of the mouse can be assigned to the most active children.

Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it; develop dexterity and attention; act on a signal; foster mutual assistance and camaraderie.

Progress of the game: children pretending to be chickens along with a hen are behind a stretched rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.

Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Goal: to develop the ability to act on a signal, navigate in space; develop dexterity, attention, and the ability to move in different directions.

Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

Rabbits
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.

Bubble
Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

Where does the bell ring?
Goal: to develop the eye, auditory orientation, and the ability to navigate in space.

Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.

You need to ring the bell loudly first, then lower the sound.

Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.

Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and approach the person who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.

Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.

The teacher says:

Hush, mice, don't make noise.
And don't wake the cat!

Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.

Progress of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and say sentences

Oh, how tired the mice are, it’s just their passion.
They've gnawed everything, eaten everything, climbed everywhere - what a misfortune.

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the signal, the children lower their arms and squat. Mice that did not have time to run out are considered caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups switch places.

Who has the ball?
Goal: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules of the game.

Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.

The teacher gives someone a ball, and the children behind them pass it to each other. The driver tries to guess who has the ball. He says “Hands!” and the one being addressed must put both hands out. If the driver guessed correctly, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

Take care of the item
Goal: to teach children to act on a signal; develop dexterity, endurance, eye.

Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily not participating in the game.

Subsequently, the role of driver can be offered to the most active children.

Cars
Goal: develop agility and speed; consolidate the ability to move around the site in all directions.

Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game repeats itself.

The game is more emotional with musical accompaniment.

We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.

Progress of the game: children stand on one side of the court outside the line. A line is also drawn on the opposite side - these are houses. 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. 1,2,3 – catch it!

After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.

Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.

How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. If the child is left without a pair, the players say “Vanya, Vanya, don’t yawn, quickly choose a pair.”

The teacher's words can be replaced with a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Goal: to develop dexterity, attention, speed of reaction.

Progress of the game: the players stand in a circle, the teacher is in the center, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle just above the ground, and the children jump up, trying to prevent the bag from touching them. Having described two or three circles with the bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.

Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Goal: strengthen the ability to climb gymnastic walls, develop dexterity and speed; improve the ability to act on a signal.

Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. At the signal, the children standing first run to the gymnastics wall, climb up it and ring the bell. They go down, return to their column and stand at its end; the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play according to the rules.

Progress of the game: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word “Catch1,” everyone runs away from the trap and climbs onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.

How to play: children stand 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 a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.

The game can be played with complications:

There are two traps in a circle.
- there is no trap, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, and speed.

Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.

Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?

The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”

After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.

Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.

Progress of the game: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following are possible options:

1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.

The catch is being counted.

Swan geese
Goal: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: So fly.
Geese: We can’t, the gray wolf under the mountain won’t let us go home!
Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.

Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.

Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.

Progress of the game: children stand or sit 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. Children should raise their hands up if the object flies.

An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.

Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.

Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.

Progress of the game: the game begins with a roll call between the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
- What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.

At Mazal's
Goal: improve coordination of movements.

Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, brown eyes, and white mustache.”

Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.

Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.

Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.

Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles

In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.

The driver must guess the player's name and the bird.

Four forces
Goal: to develop attention, memory, dexterity.

Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their arms.

Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game flow: The game starts like this:

They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.

After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

Paints
Goal: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: “Race on one leg along the blue track.”

The buyer who guesses the most colors wins.

Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.

Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Pick a pair
Goal: develop logical thinking, teach how to play as a team.

Progress of the game: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the indicated third word, from a number of existing ones, a word that is in the same logical connection with it.

For example: school - training, hospital - doctor, goal - football, etc.

And third words: student, treatment, patient, ball, T-shirt.

Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.

Progress of the game: the group game consists of gradually forming a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding their own word to them. The game is played with the ball being passed.

Forbidden number
Goal: to promote the development of attention.

Progress of the game: the players stand in a circle. You need to choose a number that cannot be spoken; instead, you need to clap your hands silently the required number of times.

Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.

Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.

Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.

Progress of the game: invite children to choose words that are opposite in meaning to the data.

For words that have an ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.

Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No”.

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says

Why did you come?
- For the bird!
- For what?

Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

Fishing
Goal: to consolidate children’s knowledge about various types of fish, to improve the ability to act according to the rules.

Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:

What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Goal: to develop creative imagination, imagination, plastic movement.

Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.

One two three four five -
You should fly into space!

Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Execution: the teacher pronounces the words:

Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...

The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.

Fakirs
Goal: to train individual muscle groups, develop the ability to convey the characteristic features of an image.

Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.

To the appropriate music, children’s hands first “come to life”, then their arms and head rise, and the body stretches forward and upward.

Psycho-gymnastics without fixating attention on breathing (4-5 years)

Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.

Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the pine cones aside and let their paws fall down? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.

Cold - hot
Squeeze into a ball and relax your torso.

Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.

Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly pressed their lips together, made their lips into a tube and began to twist them from side to side.

Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Rest
The cubs are sleeping. Mom is in the forest.

Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.

Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.

If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.

Eyebrows are a swing. Move your eyebrows up and down.

Rest
Sleeping on the shore.

Psycho-gymnastics with fixation of attention on breathing (6-7 years)

By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.

Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.

Ant game
An ant climbed onto your toes - force the socks towards you, legs tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.

Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.

Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.

Execution: children sit freely, pretending to be sleeping in different positions. The presenter enters the hall and sees:

In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.

He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.

Barbell
Goal: train individual muscle groups, develop endurance, willpower.

Execution: pull up and jerk the barbell, then throw it. Rest.

Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?

Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at this time members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.

Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

Consultation for educators “Games for the development of spatial concepts”

An important indicator of the development of a child’s intelligence is self-awareness in time and space. Orientation in space is of great importance for all aspects of human activity and influences the development of his self-awareness and personality as a whole. The development in preschoolers of various ways of perceiving space, full-fledged spatial concepts and strong spatial orientation skills is one of the most important tasks of preschool education.

The section “Orientation in space” occupies a significant place in the mathematical training of preschool children. Children’s ideas about space are developed in the process of direct educational activities, not only in mathematics, but also in the process of musical and physical education, when performing various types of visual activities, during routine processes, in didactic, outdoor games, etc.

A large role in the formation of orientation in space belongs to mobile play, which gives the players the opportunity to combine knowledge and action. During the game, the child reflects his knowledge of orientation in space, moving relative to his body.

To develop orientation in space, you can use outdoor games in which children need to walk or run in a certain direction, find an object in space, their place. It is important to gradually teach the child to act not only independently, but also together with other children, to find a place in a column, line, circle. Orientation in space is carried out using visual or sound signals, instructions and commands from the teacher.

There are many games that promote the development of orientation in space; we can highlight some of them that are quite familiar, as they are often used in practice.

Outdoor game "Let's go visit"

Age: 3-4 years

There are chairs placed on both sides of the hall (according to the number of children). The teacher invites the children to sit on chairs and occupy their “houses”. The teacher approaches the first group of children, invites them to stand up and go “visiting”. Approaching the second group of children, the kids greet them and show them their palms. To the words: “It’s raining!” - children run to their houses and take any places. Then the teacher invites the children of the second group to “visit”. The game repeats itself.

Outdoor game "Tram"

Age: 3-4 years

Goal: to practice walking in pairs, the ability to act on a signal, develop attention, orientation in space.

Children stand in a column in pairs (holding hands). With their free hands they hold onto the cord (its ends are tied), i.e. Some hold the cord with their right hand, others with their left. This is a tram. The teacher stands in one of the corners of the room with three colored flags: yellow, red, green. He explains that “on a green signal you have to move, on a red and yellow signal you have to stop. The teacher raises the green flag - the tram is moving, the children are running around the room (playground). Having reached the teacher (traffic light), the children look to see if the color has changed. If the color is still green, then the tram continues to move; if the red or yellow flag is raised, the kids stop and wait for the green one to appear so they can move again. Directions. If there are a small number of participants, you can place them not in pairs, but in one column. The plot of the game can be expanded: there is a stop along the way. Passengers sit and wait for the tram to arrive; approaching a stop, the trams slow down and stop. Some passengers get out, others get in. In order to get on and off the tram, children lift the cord.

Outdoor game "Smart Driver".

Age: 3-4 years

Goal: practice walking and running in different directions, develop attention, orientation in space, and the ability to act on a signal.

Children are located randomly throughout the hall. Each child holds a steering wheel (hoop). At the teacher’s signal6 “Let’s go!” “Children are cars” drive around the entire hall in different directions. If the teacher raises a red flag, the cars stop; if the teacher raises a green flag, they continue moving.

Game exercise “Run to me!”

Age: 3-4 years

Children stand or sit on chairs (bench) on one side of the playground. The teacher stands on the opposite side. He says “Run to me!” The children run to the teacher, who, spreading his arms wide to the sides, pretends that he wants to hug everyone. After the children gather around the teacher, he goes to the other side of the playground and again says: “Run to me!” The game is repeated 4-5 times. To the teacher’s words “Run home!” the kids run to the chairs, sit down and rest. According to the rules of the game, you can run to the teacher only after the words “Run to me!” You cannot push and disturb each other. Instructions: at first the child can sit on any chair, gradually children learn to find their places. When repeating the game, the chairs can be placed in different places.

Game exercise “Run to the flag”

Age: 3-4 years

Goal: practice walking and running in different directions, develop spatial orientation, and the ability to act on a signal.

The teacher gives the children flags of two colors: red and blue. Holding a red flag in one hand and a blue flag in the other, he spreads his arms to the sides; Children freely group themselves in front of a flag of the corresponding color. Then the teacher invites the kids to take a walk and run around the playground. While they are walking, the teacher goes to the other side and says: “One, two, three - quickly run here!” - At the same time, he spreads his arms with flags to the sides. Children run to him and gather near the flag of the corresponding color. When everyone has gathered, the teacher suggests raising the flags up and waving them. The game is repeated 3-4 times. Directions. You cannot run around the playground before the teacher’s signal. He moves the flags from one hand to the other so that the children gather either to his right or to his left. You can introduce additional signals and tasks into the game. For example, at the “stop” signal, all players must stop and close their eyes or sit down, and at this time the teacher quietly goes to another place. At the signal, the children run to the teacher again. Instead of flags, children can be given handkerchiefs or cubes of the appropriate color or tied colored ribbons on their hands.

Outdoor game “Find your house”

Age: 3-4 years

Goal: practice walking and running in different directions, develop spatial orientation, and the ability to act on a signal.

Each player chooses a house for himself. This could be a chair, a gymnastics bench, a circle drawn on the ground or floor, a hoop, etc. At the teacher’s signal, children run out onto the playground and run easily and quietly in different directions. At the signal “find your place (house)”, they return to their places. Directions. Children should run in different directions, without bumping into each other, away from their place, and not run up to it before the signal.

Game "What's Hidden?"

Age: 3-4 years.

Goal: develop memory and attention.

Children stand in a circle or in a line. The teacher places 3-5 objects on the floor in front of the children (a cube, a flag, rattles, a ball, etc.) and asks them to remember them. Then, at the teacher’s signal, the players turn their backs to the center of the circle or face the wall. The teacher hides 1 or 2 objects and says: “Look!” Children turn to face the center of the circle and look carefully at the objects, remembering which ones are not there. The teacher approaches some of the children one by one, and they whisper in a whisper what objects are hidden. When the majority of the players correctly name the hidden objects, the teacher speaks about them out loud. The game is repeated 4-5 times. Directions. If a toy is used in the game, then it is better to select ones of the same type, depicting either animals or birds. In the game you can strengthen the ability to distinguish between primary colors (red, blue, green, yellow). To do this, select cubes, flags, rings of different colors.

Outdoor game “Find where it’s hidden”

Age: 3-4 years.

Goal: practice walking in different directions, develop attention and spatial orientation. Children stand along the wall of the room. The teacher shows a toy (object) and says that he will hide it. Children turn to face the wall. The teacher hides the flag and says: “It’s time.” The children look for the hidden flag. The one who finds the flag first hides it when the game is repeated. The game is repeated 3¬4 times. Directions. If the children cannot find the flag for a long time, the teacher approaches the place where it is hidden and offers to look there. When a child hides a flag, he needs help.

Outdoor game “Find yourself a partner”

Age: 4-5 years.

Goal: to train children to run loosely without bumping into each other, to be able to quickly respond to a signal, and to develop spatial orientation. The teacher distributes to the players one handkerchief (flag) of one of the primary colors. At the signal - hitting the tambourine, clapping - the children run around the playground, waving flags over their heads. At the following signal - several hits of the tambourine, claps, words: “Find yourself a mate” - children who have handkerchiefs (flags) of the same color find themselves a mate. Instructions: when repeating the game, the teacher changes the handkerchiefs of several children; Players must choose different pairs at the signal.

Game exercise “The guys have strict order.”

Age: 4-5 years.

Goal: to practice forming one at a time in a column, to develop attention, spatial orientation, and the ability to act together, on a signal. The players stand in a column according to their height. At a signal, they disperse around the site in any direction, repeating the following words: “The guys have strict order, they know all their places. Everyone thinks it’s more fun: One, two, one, two!” Signal from the teacher: “Stand up!” - the children again stand in a column according to their height. Rules: walk rhythmically, pronounce words clearly and amicably; line up in a column quickly, without pushing.

Option No. 2 Children follow each other in a column one at a time, saying the words: The guys have a strict order, They know all their places, Come on, quickly repeat it as I tell you! After the last line, the teacher gives the command how to line up: in a circle, in a line or in a column.

Outdoor game "Carousel"

Age: 4-5 years.

Goal: practice walking and running in a circle, holding hands.

Children form a circle, holding hands, and walk around the circle, first slowly, then faster, and finally run. The movements are performed in accordance with the text spoken aloud: Barely, barely, barely, barely The carousel spun, And then around, around, Everyone runs, runs, runs While running, the teacher says: “Wait, be-be-zha-li.” After the children run in a circle 2~3 times, the teacher gives a signal to change the direction of movement, saying: “Turn.”

Outdoor game "Airplanes"

Age: 4-5 years.

Goal: to train children in the ability to run without bumping into each other, and to perform movements when given a signal.

Children are divided into 3-4 units. They stand in columns one after another behind the flight commander. The links are located in different places on the site, marked with colored flags - these are airfields. At the teacher’s signal: “pilots, prepare the planes for flight,” the children run in different directions around the playground, each stop at their own plane, pour gasoline (lean over). They start the engines (circle their arms in front of their chests), spread their wings (spread their arms to the sides) and fly (quickly run up in different directions around the site). The planes remain in the air until the teacher’s signal “to land.” After this signal, the commanders assemble their flights (the children line up as they run) and lead them to land at the airfields. The link that lands first wins. The game is repeated 4-5 times. Directions. It is advisable to use various attributes in the game. The teacher may, unnoticed by the pilots, change the flags that mark the airfields. Commanders must correctly land units at their airfields.

Low mobility game “Where did you knock?”

Age: 4-5 years.

Children stand in a circle. The driver is in the center of the circle with his eyes closed. The teacher silently walks around the circle behind the children, knocks with a stick and puts it in the hands of one of the children, then steps aside and says: “Where did you knock?” The driver must guess where they knocked and go to the one who has the wand hidden. Having guessed, he takes the place of the child who had the wand, who becomes the driver. If the driver does not guess where the sound came from, then he begins to drive again. Instructions: Silence must be maintained during the game.

Game of scarlet mobility "Guess who called."

Age: 4-5 years.

Goal: to develop auditory attention and spatial orientation.

The players stand in a circle, the driver goes into the middle of the circle and closes his eyes. The children walk in a circle and say: “We frolicked a little, everyone settled down in their places. You, Alyosha, guess who called you, find out.” When the words end, the children stop. The teacher points to one of the players. He calls the driver by name. The driver, without opening his eyes, must guess who called him. If he guessed right, he opens his eyes and changes place with him. If the driver makes a mistake, the game is repeated. Children walk in a circle in the other direction. Rules: the driver does not open his eyes until he names the caller. During this time, everyone must remain silent.

Low mobility game “Guess who is screaming and where.”

Age: 4-5 years.

Goal: to develop attention and memory.

Children stand in a circle with their backs to the center. The teacher stands in a circle. He appoints a driver, who also stands in the middle of the circle and imitates the cry of some domestic animal or bird. After this, all children turn around, facing in a circle. The one the teacher points to guesses who shouted. Then a new driver is appointed. The game will be repeated 5-6 times. Directions. If a child is at a loss and doesn’t know which animal or bird to imitate, the teacher helps him and suggests.

Low mobility game “Who left?”

Age: 4-5 years.

Goal: to develop attention, memory, spatial orientation.

Children stand in a circle or semicircle. The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes. One of the children is hiding. The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it. The game is repeated 4-5 times. Directions. Children should not give hints. There is no need for anyone to hide, then the guesser should notice that everyone remains in place.

Outdoor game “Hide and Seek”.

Age: 4-5 years.

Goal: to develop attention and spatial orientation. The teacher appoints a driver. He stands near the teacher or in another designated place and closes his eyes, and the players hide. The driver says: “One, two, three, four, five, I’m going to look. Having discovered the child, he calls him by name. The child comes out of his hiding place and approaches the teacher. When the driver finds five children, the teacher gathers the entire group and assigns another child to this role. Instructions: The driver is not allowed to peep.

Game exercise “Whose column will be built faster?”

Age: 4-5 years.

Goal: to exercise the ability to form a column one at a time, act on a signal, develop attention, orientation in space. Children are divided into three groups with the same number of players. Each column selects a specific object (cube, pin, ball). At the signal from the tambourine, everyone walks and runs in different directions. At the signal: “Get to your places!” - children line up in a column near their subject. The column that completed the task faster is marked. Complication. The teacher changes places of objects.

Game exercise “Pine - Pebble”.

Age: 5-6 years.

Purpose: to exercise the ability to change the direction of movement on a signal; develop attention and orientation in space. Children walk in a column, the first child has a pine cone in his hands, the last one has a pebble. At the teacher’s signal: “Bump!” - follow the first child, at the signal: “Pebble!”

Game exercise “One - two”.

Age: 5-6 years.

Goal: to practice changing into pairs while moving, on a signal. Children walk in a column one at a time, at the teacher’s signal: “In pairs, march!” - change into pairs while moving and walk in pairs; to the teacher’s signal: “Form into a column!” - form a column one at a time.

Game exercise “River - ditch”

Age: 5-6 years.

Goal: practice walking with a turn to the right (left) at a signal, develop attention, spatial orientation, and dexterity. The players walk in a column one at a time, at the teacher’s signal: “The ditch is on the right!” - children turn to the right and jump forward. Anyone who jumped in the other direction or did not have time to follow the command is considered to have fallen into the river; they help him get out by giving him a hand. Then everyone forms a column again, one at a time, and continues walking until the next signal.

Game exercise with walking “Circle”

Age: 5-6 years.

Goal: practice walking in pairs; develop attention and the ability to act on a signal. The players walk in pairs, at an even, moderate pace. At the teacher’s signal: “Circle!” - the last pair breaks up: one child goes to the left, the other to the right of the column. They overtake everyone and stand in front of the column.

Game exercise “Figure walking”.

Age: 5-6 years.

Goal: practice walking in different directions, develop spatial orientation.

- “Snail”: Children line up, join hands and, turning left (right), follow the leader, first in a circle, and then in a snail, i.e., making concentric circles one inside the other. The distance between the spiral rings must be at least 1 m.

- “Needle and Thread”: Children hold hands, forming a chain. Having drawn a chain around the playground, the leader stops the children and invites them to raise their hands clasped with their neighbor up, forming a row of gates. The leader leads the chain further behind him in the opposite direction under the hands of the guys, passing in turn one on the right, the other on the left. At the moment when the chain of children passes under the gate, the child who raised his hands to form the gate turns around himself and continues to walk in the chain. Rules: maintain the specified formation while walking, intervals from each other.

Game exercise “Build a line, circle, column.”

Age: 5-6 years.

Goal: to exercise the ability to form a line, circle, column, develop the ability to act on a signal, orientation in space.

Children walk freely in different directions around the playground. In accordance with the signal, they try to quickly form a line, circle or column. Complications: you can cost not one, but 2-3 ranks, columns or circles, depending on the number of children.

Outdoor game "Blind Man's Bluff with a Bell."

Age: 5-6 years.

Goal: to develop stable balance, auditory attention, spatial orientation.

Children stand in a circle, holding hands. There are two drivers in the center. One of them is blindfolded - this is blind man's buff. The other is given a bell. A child with a bell runs inside a circle and rings it. Zhmurka is trying to catch up with him. Rules: the runner does not call all the time; If the blind man's buff cannot catch for a long time, both should be replaced.

Game exercise “Freeze”.

Age: 6-7 years.

Goal: to teach children to understand a schematic representation of a person’s posture. Material. 15-20 cards (20x30cm). Each card has a schematic depiction of a person in some pose. Children should run around the room in all directions, and stop at the leader’s command “One, two, three, freeze.” While saying these words, the teacher shows the children one of the cards with a schematic image of a person in some pose. The guys should freeze in the same position. Those who take the wrong pose are eliminated from the game. The game is repeated several times, but each time with a new card, and accordingly the children, stopping at the driver’s signal, take a different pose. At the end of the game, 1-2 children remain, who turn out to be the winners.

Game "Grandma's Tangle".

Age: 6-7 years.

Goal: to develop spatial concepts and the ability to act together. The rope is tied into a ring. One person driving leaves the room or turns away. The rest, holding the rope with both hands, become entangled, forming a living “grandmother’s tangle.” The driver must untangle it so that the circle forms again.

Game "Robot".

Age: 6-7 years.

Goal: to develop spatial concepts. Children form pairs. One child in a pair is an “inventor”, the other is a “robot” with remote control. “Inventors” give their “robots” various commands, which he must carry out clearly and verbatim, for example: “Go forward, turn right, raise your left hand, turn left.” Then the children change roles.

Exercise "Shadow".

Age: 6-7 years.

Goal: development of body space, ability to act together. Methodology: Participants are divided into pairs. One of them will be a Man, and the other will be his Shadow. The Man makes movements, and the Shadow repeats them, and special attention is paid to ensuring that the Shadow moves in the same rhythm as the Man. She must guess about the well-being, thoughts and goals of a Person, catch all the shades of his mood, etc.

Prepared by physical education instructor Trots A.V.

Target games given below: teach children to act quickly on a signal, teach them to navigate in space, and develop dexterity.

Catch up with me

Description. Children sit on chairs or benches on one side of the playground or room. The teacher invites them to catch up with him and runs in the opposite direction. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and says: “Run away, run away, I’ll catch up!” The children run back to their places.

Instructions for carrying out. At first, it is advisable to play the game with a small group of children (4-6), then the number of players increases to 10-12 people. The teacher should not run away from the children too quickly: they are interested in catching him. You should also not run too quickly after children, as they may bump into chairs. At first, running is carried out in only one direction. When the kids run up to the teacher, they need to be petted and praised for being able to run fast. When repeating the game, the teacher can change directions, running away from the children. A simplified version of this game is the game “Run to Me”, then the children run in only one direction, to the teacher, and return back to their places.

Find your color

Description. The teacher gives the children flags of three or four colors: red, blue, yellow, green. Children with flags of the same color stand in different places in the room, near flags of certain colors. After the teacher says “Go for a walk,” the children disperse around the playground or room in different directions. When the teacher says: “Find your color,” the children gather near the flag of the corresponding color.

Instructions for carrying out. Instead of flags, each child can be given squares and circles of different colors, by which they will find their flag. The teacher makes sure that the children move away from their flags and disperse throughout the entire playground and hall."

Take care of the item

Description. Children stand in a circle. Each child has a cube (or rattle) at his feet. The teacher is in a circle, he tries to take an object from one child or another. The player who is approached by the teacher crouches down, covers the cube with his hands and does not allow anyone to touch it. As soon as the teacher leaves, the baby gets up, leaving the cube in the same place.

Instructions for carrying out. At first, the teacher does not take the blocks from the children, but only pretends that he will take them now. Then, when repeating the game, he can take the cube from the child who did not have time to close it. This child is temporarily not participating in the game. When the driver manages to take the cubes from two or three players, he returns them to them and tells them to quickly close the cube and not give it back.

In the second younger group, you can choose one of the children to play the role of driver. In this case, the teacher suggests how to play, and he and the children stand in a circle.

Do not be late

Description. The teacher lays out cubes (or small rings, or rattles) on the floor in a circle. Children stand near the cubes. At the teacher’s signal, they scatter throughout the room, at the signal “Don’t be late!” run to the cubes.

Instructions for carrying out. Initially, children can run up to any free cube; gradually they get used to taking their place. When repeating the game, you can invite the kids to run like horses, raising their knees high, or like mice, quietly, on their toes. After the signal "Don't be late!" The teacher runs with the children, pretending that he wants to take the cube. If the children quickly take their places, the teacher should praise them.

During the game, the teacher makes sure that the children run further away from the cubes, do not bump into each other, and help each other find their cube when the signal sounds.

Purpose of the games given below: teach children to navigate by sound, determine by ear where the sound came from, move in the direction of the sound; to teach to act on a signal, to move without bumping into each other; teach children to find a certain object.

Find your house

Description. With the help of the teacher, the children are divided into groups, each group stands near a certain tree. These are their houses. At the teacher’s signal, the children scatter across the clearing in different directions. Then at the signal: “Find your house!” - children should gather in groups to the trees where they stood before the start of the game.

Instructions for carrying out. The game can be played near trees that are well known to children. Before starting the game, the teacher draws the children’s attention to which tree they are standing by and asks them to name it. The game can be called "Find your tree."

Where does the bell ring?

Description. Children sit or stand on one side of the room. The teacher asks them to turn to the wall and not turn around. At this time, the nanny with the bell hides from them, for example, behind a closet. The teacher invites the children to listen to where the bell rings and find it. The children turn and follow the sound, find it, then gather around the teacher. Meanwhile, the nanny moves to another place - and the game repeats.

Instructions for carrying out. Children should not look where the nanny is hiding. To do this, the teacher gathers them around him and diverts their attention. You must first ring the bell quietly, then louder.

If you repeat the game many times, at the end of the year, you can instruct the child to hide and ring the bell.

Find the checkbox

Description. Children sit on chairs on one side of the room, hall or playground. The teacher asks them to close their eyes, while he himself places flags in different places in the room. Then he says, "Look for the flags." Children open their eyes, walk around the room, and search. Those who find the flag approach the teacher. When all the children have found a flag, the teacher invites them to walk around the room, then collects the flags again and lays them out. The game repeats itself.

Instructions for carrying out. Instead of flags, there may be other small objects: cubes, plumes, rattles. There should be as many items as there are children. It is better if the flags or cubes are the same color, otherwise the child chooses the one he likes best, causing dissatisfaction among other children. Flags or objects should be laid out so that kids don’t have to look for them for too long and can easily get them.

Chess