Outdoor games in physical education lessons. Collection of outdoor games for children of primary school age Outdoor games for physical education

Outdoor games in physical education lessons

There is no need to prove what place games have always occupied and continue to occupy in children’s lives..

Children and play are probably the most interconnected concepts.

The game always attracts children and increases their interest in the activity. Games develop in children important skills of teamwork and communication. Game activities instill responsibility in schoolchildren. Their ability to care for their comrades develops. To sympathize and empathize, to understand joys and sorrows, defeats and victories. Outdoor games and play exercises are of great importance for the comprehensive, harmonious development of children. Participation in game tasks and outdoor games of varying intensity allows you to master vital motor skills in walking, running, jumping, balance, climbing, throwing. In the process of outdoor games, children develop the ability to show endurance, courage, self-confidence, and the ability to act in a team and individually. In terms of content, all games are classically laconic, expressive and accessible to children. They stimulate the active work of thought, help broaden horizons, clarify ideas about the world around us, improve all mental processes, and stimulate the transition of the child’s body to a higher stage of development. That is why play is recognized as a child’s leading activity. Children reflect all their life impressions and experiences in a conditional play form that promotes a specific transformation into an image (“Geese and Swans”, “At the Bear in the Forest”, “The Kite and the Mother Hen”, etc.). The game situation captivates and educates the child, and the beginnings and dialogues found in some games directly characterize the characters and their actions, which must be skillfully emphasized in the image, which requires active mental activity from children. Games that do not have a plot and are built only on certain game tasks also contain a lot of educational material that helps expand the child’s sensory sphere, develop his thinking and independence of action. So, for example, in connection with the movements of the driver and changes in the game situation, the child must show a more complex, i.e. instant and correct reaction. Because only speed of action leads to a favorable result. The rules of the game have great educational significance. They determine the entire course of the game, regulate the actions and behavior of children, their relationships, contribute to the formation of will, i.e. they provide the conditions within which the child cannot fail to demonstrate the qualities he has been brought up.

OUTDOOR GAMES WITH BALL

HUNTERS AND DUCKS

The players are divided into two teams - hunters and ducks. A large circle is drawn. The ducks stand in the middle, the hunters are located outside. Tossing the ball, they try to make the ducks dirty. Those who are hit by the ball are eliminated from the game. When all the ducks have been salted, the teams change places.

LIZARD

Two teams play. One of them stands up, forming a circle. The second line up inside this circle in a column one at a time, holding onto the elbows of those in front: this is a lizard. Players standing in a circle try to hit the last person in the column with the ball. The lizard team dodges, trying to save the last player. If he is saluted, he leaves the circle, and the players already salute the one who is standing last. The game continues until then. Until all participants are eliminated, then the teams change roles.

DON'T LET THE DRIVER

The players form a circle, inside which the driver stands. Those standing in a circle throw the ball in all directions. And the driver tries to catch him or at least touch him. You can throw the ball no higher than your head, you can roll it on the floor. If the driver manages to touch the ball, then he stands in a circle, and the driver becomes the one whose throw hits the ball. BALL IN A CIRCLE The players form a circle and settle on “first-second”. The first numbers are one team, the second numbers are another. Two players standing next to each other are captains. They have a ball in their hands. At the signal, the captains pass the ball around in a circle in opposite directions to the players of their team, i.e. through one. The ball must return to the captain as quickly as possible. You can agree and pass it three times in a circle. If the balls collide, the game continues from that point. In the second option, the transmission begins from different sides of the circle in the same direction. One ball must catch up with the other. The task of each team is to complete the exercises as quickly as possible, the captains raise the balls to indicate that the game is over.

GAMES WITH VOLLEYBALL ELEMENTS

STRETCH

The participants of the game stand in a circle and throw the volleyball ball to each other through the air with both hands; you can take it from above or below, but you cannot hit the ball twice and drop it on the floor. Those who make a mistake (receive the ball incorrectly or send it inaccurately, etc.) crouch down in the center of the circle. The rest can now send the ball with a strong blow to those in the center. If the striker misses, he also sits down with them. However, those who are in the center can catch the ball sent to them, and if they catch it, everyone takes a place in a circle, and the one who sent the ball sits in the middle. PASSING The players form a circle, in the middle of which the driver stands with the ball. Having tossed the ball, he passes it to one of the players, who, in turn, passes it back to the driver. He again passes to one of the players, etc. The goal of the game is to prevent the ball from falling onto the court. After one or more losses of the ball, the driver changes.

GAMES WITH BASKETBALL ELEMENTS

OVERTACK THE BALL

Ig The participants stand in a circle at arm's length, facing the center. One of the players has a ball in his hands, and the driver stands behind him. At the teacher’s signal, the children begin to quickly pass the ball in a circle using a basketball throw with both hands from the chest (or a pre-agreed movement). The ball must be in the hands of each player. The driver runs in the same direction where the ball is being passed and tries to overtake it before it falls into the hands of the player who started the game. If he succeeds, then the driver changes, and if not, then he leads again.

"DAY AND NIGHT" WITH BALLS

On opposite sides of the hall, two “houses” are marked with lines. The players line up in two lines facing each other, each at a distance of 1 m from the center line of the hall. They have balls in their hands. The team named by the teacher (for example, “Night”) runs behind the line of their “home”, dribbling the ball. Team "Day" rushes after, also dribbling the ball. With his free hand, the player tries to harass the runner in front before he crosses the line. Then everyone returns and counts the number of those caught.

TALK WITH BALL

The driver is selected, the rest of the players are freely placed around the court. The leader throws the ball to one of them. The driver's task is to take possession of the ball or at least touch it. The task of the others is to prevent him from doing this, i.e. pass the ball to one of your comrades. You can't run while just holding the ball. You can move with the ball only by dribbling it (hitting it on the floor). The one from whose throw the ball was hit or caught becomes the driver.

GAMES WITH ELEMENTS OF FOOTBALL

STROKE

Various objects are placed on the site - skittles, cubes, etc. Children must circle the ball around them with their right and left feet, without letting them go far from them. The winner is the one who covers the entire distance more accurately and quickly.

KNOW OBJECT

Pins are placed at a distance of 4 m from the starting line. The player’s task is to kick the ball with a small run and knock down the pins with it.

KICK THE BALL

Children are divided into pairs, each of which has one ball. The task is to hit it with your right and left feet alternately, sending it to each other from a distance of 2-3 m.

BALL FROM THE CIRCLE

The players stand in a circle at a distance of 2-3 steps and try to kick the ball beyond its boundaries with their feet. Everyone guards the gap between themselves and a comrade standing on the right or left (by agreement). You can hit the ball with your hand or foot. The one who misses the ball receives a penalty point, runs after the ball and puts it back into play. The winners are the players who do not receive penalty points or have fewer penalties than others.

INTERCEPTION

The players are divided into groups of 4 people. Three stand forming a triangle, at a distance of 5-10 m from each other, one in the center. Players pass the ball to each other with kicks. The one standing in the middle tries to take the ball away from them. Hiking is one of the most accessible and attractive forms of extracurricular activities for students. In addition to educational walks, they have great health benefits. They help strengthen the body, help consolidate basic motor skills, and promote the physical development of children. When properly organized, they help to cultivate such qualities as mutual assistance and caring for each other, acquiring self-service and local orientation skills. And the fulfillment of feasible social duties assigned to each of the participants fosters responsibility and initiative. The best time for walks is spring and autumn. Walks become especially attractive and interesting for children if they are combined with games. Their choice depends on the time of year and specific conditions. It is best to play games in a clearing, lawn or special area. You can use natural materials (pebbles, cones, branches) as equipment, or take flags, balls, towns and other small equipment with you. Games during a walk should bring joy and pleasure to children, and not be too tiring for them. It is enough to play 1-2 games, and then give the children the opportunity to relax, take a walk, and go about their business.

GAMES ON THE WALK.

CORNERS

Children stand near trees growing close to each other, or in places specially marked with flags. The driver walks between the players and, approaching someone, says: “Mouse, mouse, give me your corner, “Mouse” refuses. The driver goes with the same words to the other. At this time, the rest of the children change places, and the driver tries to take the place of one of those running across. If he succeeds, then the one left without a corner becomes the driver and the game continues.

DON'T Catch Up

The players are divided into two teams and lined up in two lines on opposite sides of the clearing, facing each other. The distance between the ranks is 15-20 meters. The opposite edges of the clearing are marked with flags. At a sign from the leader, the guys from one line, holding hands, walk towards the guys from the other line, standing still. When the first line approaches the other at a distance of 3-4 steps, a signal is given. At the signal, the approaching players unclasp their hands, turn in a circle and run to their places. The guys from the second rank chase the fleeing people and try to make them laugh before they run behind their flags. The affected players are counted. Then the teams change roles and the game continues. The team that catches the most players in total wins. BURNERS The guys line up in two columns. A line is drawn at a distance of 2-3 steps in front of the columns. One of the players - the driver - stands behind the line. The children say in chorus: “Burn, burn clearly, so that it doesn’t go out. Look at the sky - the birds are flying, the bells are ringing.” After the word “ring”, the two players standing last in the columns run towards the line along their columns - one on the right, the other on the left, trying to grab hands. The driver prevents this and tries to catch one of the pair before the children have time to join their hands. If the driver managed to do this, then he forms a new pair with the caught one, which stands in front of the columns, and the one left without a pair becomes the driver. The game ends when all players have completed one run.

BUTTERFLIES AND DRAGONFLY

Children are divided into two teams of equal numbers - “butterflies” and “dragonflies”. 2-3 meters from the center line of the site on both sides, parallel lines indicate “houses”. In one house there are butterflies, in the other there are dragonflies. At 10-15 m from each house, flags are placed at the edges of the site, behind which the participants must run during the game. At a sign from the leader, the children frolic in their homes: jumping, squatting. At the command “Butterflies!” the players who received this name run behind their flags, and the dragonflies try to catch up and smear them. The affected players are counted. The game is repeated several times, and each time the leader names the teams in a random order. The team that defeats the most players in total wins.

SNIPERS

A target is marked on the ground; three concentric circles are drawn one inside the other. The distance between the circles is 2-3 m. A basket becomes in the central circle. The players are holding cones or pebbles in their hands. They stand behind the line of the outer circle and, at the command of the leader, throw into the basket. Those who hit the target receive 3 points. Then everyone stands behind the middle circle line and throws into the basket again. For a successful throw, 2 points are awarded. Finally, throws are made from behind the line of the inner circle. For a hit - 1 point. The most accurate arrows are marked.

BE SMART

The leader rotates a long rope, one end of which is tied to a tree. Children stand behind each other's heads on one side of the rotating rope and, after waiting for a moment, run under the rope to the other side, trying to avoid touching. You can run one at a time, together, in pairs, holding hands, etc. The leader names the most dexterous ones.

Outdoor games are the most accessible and effective method of influencing a child with his active help. Thanks to games, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movements for the most part in an entertaining, unobtrusive manner. Play is a child’s natural companion and therefore meets the laws laid down by nature itself in the child’s developing body - his insatiable need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development.

Outdoor games in physical education lessons.doc

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Recommendations for physical education teachers of the Kalininsky district of the city of Donetsk Outdoor games in physical education lessons for students of 58 classes were prepared by a physical education teacher of Preschool School IIIIst. No. 20 Yaremenko I.Yu.

Donetsk 2010 Outdoor games are the most accessible and effective method of influencing a child with his active help. Thanks to games, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movements for the most part in an entertaining, unobtrusive manner. Play is a child’s natural companion and therefore meets the laws laid down by nature itself in the child’s developing body - his insatiable need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The educational value of outdoor games is not limited to the development of only such valuable physical qualities as speed, strength, agility, endurance, and flexibility. Many intellectual qualities develop: observation, memory, logical thinking, intelligence. The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially with elements of competition, are more adequate than other forms of physical education to the needs of children. In addition, outdoor games, selected taking into account the age, health status, and degree of physical fitness of children, contribute to the improvement, hardening, and strengthening of the child’s body. When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the activities, in particular the cleanliness and temperature of the room and air used. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, metabolism increases significantly in the body of the players, gas exchange and heat transfer increase, in connection with this, students need to develop the habit of systematically washing their hands and feet, wiping the body with a damp towel or dousing themselves with water using generally accepted rules of hygiene and hardening the body with water procedures. The content of the practical use of game material in physical education lessons is, first of all, the following. If the lesson being carried out solves the problem of developing strength, then it is very beneficial to include auxiliary and leading games associated with short-term speed-strength tension and a wide variety of forms of overcoming the muscle resistance of the enemy in direct contact with him. The main content components of such games include various tugs, holds, pushes, elements of wrestling, weightlifting, etc. Motor operations with weights available to the player - bends, squats, push-ups, lifts, turns, rotations, running or jumping with a load that is feasible for them - are also very effective for solving this problem. This should also include throwing various objects at a distance, which are quite useful for the strength development of those involved. To develop the quality of speed, you should select games that require instant responses to visual, sound or tactile signals. These games should include physical exercises with periodic accelerations, sudden stops, rapid jerks, instant delays, sprinting in the shortest possible time and other motor acts aimed at consciously and purposefully ahead of the opponent. To develop dexterity, it is necessary to use games that require precise coordination of movements and quick coordination of one’s actions with teammates, and the possession of a certain physical dexterity.

To develop endurance, it is necessary to find games associated with a obviously large expenditure of strength and energy, with frequent repetitions of compound motor operations or with prolonged continuous motor activity, determined by the rules of the game used. Outdoor games are best used in close connection with other means of physical education, through complex use with general developmental, training and special exercises. When planning an outdoor game, you need to take into account the overall load of the lesson and determine the purpose, time and place among other exercises and learning tasks used. The level of difficulty of games used in lessons in terms of physical activity and the complexity of game interaction between participants should be accessible to students and increase in a methodologically sound manner, smoothly and gradually. In the process of practical implementation of the planned games, serious attention must be paid to strict adherence to the norms and safety regulations generally accepted in physical education lessons for both the players themselves and the spectators around them. The team that can “cross” the fastest without losing balance or breaking the chain wins. Balance beam wrestling Goal: development of coordination abilities, business perseverance and tactical thinking. Used as a lead-in exercise for training tasks on the balance beam. Organization: the class is divided into equal teams, lined up in a column one at a time (boys in front, girls behind them) from different ends of the log, lined with mats.

Conduct: At a signal, one player from each team climbs onto the log from their end and, meeting in the middle, tries to use deceptive movements to unbalance and push the opponent. The player who pushes the opponent earns his team a point, etc. The team with the most points wins. Acrobatic relay race Goal: development of agility, speed, courage. Used as an auxiliary exercise for acrobatics training assignments. Organization: The class is divided into three teams, lining up in columns, one at a time, behind the starting line. 7 m in front of the columns, 3 benches are placed transversely, close to each other, covered with mats. A rotating stand is placed 15 m in front of each column. Conduct: At a signal, the guides of all columns run to their turning post, overcome three benches standing in the way with a long somersault, go around the turning post and return, etc. The team that finishes the relay first wins. Combined relay race with medicine ball Goal: development of agility, speed-strength qualities, flexibility. Used as a lead-in exercise for acrobatics training assignments. Organization: the class is divided into two teams, each of which, divided into 2 groups, line up in opposing columns, legs slightly wider than shoulders. The distance between the opposing columns is 10 m, and between the players in them is 0.7 m. A gymnastic mat is laid in the middle between the columns. Team captains receive a medicine ball. Carrying out: At the signal, the guides pass the medicine ball over the head back, bending over. The second player, having received the ball, leans forward and passes it back between his legs, etc. The last player, having received the ball, runs forward with it, reaching the mat, rolls forward with the ball in his hands, then continues running and passes the ball to the guide of the opposing column. They do the same thing, and he moves away. As a result, with each successive cycle there are fewer and fewer players. The team whose members finish the game the fastest wins. Don't let the hoop fall Goal: development of dexterity, prudence, speed. Used as a lead-in exercise for training tasks with a hoop. Organization: the class is divided into teams, which line up in ranks at arm's length, one after the other behind the common starting line. Three lines are drawn at 6, 8 and 10 m from the start line. The players in the first row are given a hoop. Conduct: At the signal, the players in the first row must roll their hoop forward, and when it crosses the 6th mark, run out and catch it before it falls to the floor. A participant who does not have time to catch his hoop or runs out early is eliminated from the game (1st round). In the 2nd round - 8 m, etc. The team that retains the most players after the final round wins. Ten jumping ropes Goal: development of agility, speed, attention. Used as a lead-in exercise for training tasks with a jump rope. Organization: the class is built in a column of four. The interval is 1.5 m, the distance is 3 m. The right-wing players in the ranks are given a rope. The method of jumping is discussed. Conduct: At the signal, the right-flank players of all ranks perform 10 jumps on the spot (in an agreed manner) and pass the rope to the next player, etc. last

The player, having completed the task, lifts the rope above his head. The team that completes the task before the others wins. Catching “frogs” Goal: development of dexterity, speed, attention, strength. Used as an auxiliary exercise for training tasks with vaults. Organization: At a distance of 1012 m, the start and finish lines are marked. A second one is marked 1.5 m in front of the starting line. The class is divided into 2 teams, one of which stands behind the starting line and takes a crouching position, leaning on its arms slightly forward. 1.5 m in front of them, the players of the other team take the same position. Conduct: At the signal, all participants in the game begin to jump forward with a “frog”, pushing off with their arms and legs. The task of the back players is to catch up and harass the players of the front team until they reach the finish line. Then both teams return to the start and change places. The team that catches the most frogs wins. The team that finishes the relay faster wins. Jumping on one leg Purpose: development of strength, agility, jumping ability. Used as an auxiliary exercise for long jump training exercises. Organization: the class is divided into 2 teams, lining up in a column, one at a time, behind the common starting line. Conduct: At the signal, the leading players of the columns, standing on one leg, perform five jumps in a row, as far forward as possible, and stop. Second numbers

start performing this task from the place where the previous jumper of their team stopped, etc. The winner is determined by the total length of jumps of all team players. Jump over the “stream” Goal: development of speed, jumping ability, prudence. Used as an auxiliary exercise for long jump training exercises. Organization: the class is divided into two teams, forming a column one at a time behind the starting line. 8 m from the start, two parallel lines indicate a two-meter wide stream, and after another 8 m, a turning post is placed in front of each column. Conduct: At the signal, the guiding players of the columns run to the turning post, jump over the stream with a running start, go around the stand and return back, overcoming the stream in the same way, and pass the baton to the next player. For each failure to cross the stream, the team receives 2 penalty seconds. The team that finishes the relay in the shortest time wins. Accurate throwing Purpose: development of dexterity and prudence. Used as an auxiliary exercise for training tasks on throwing at a target. Organization: the class is divided into competing pairs, who are given a small ball and a gymnastic mace. The players of each pair stand facing each other at the ends of the 8th line, in the middle of which they place the mace. Transverse marks are made on the line at a distance of 1 m. Conduct: At a signal, players in pairs begin to take turns throwing the ball at the mace, trying to knock it over. The player who knocks down the mace moves it one meter closer to himself, and the game continues under the same conditions. The winner is the one who brings the mace to himself with well-aimed throwing. Dodge the ball Goal: development of speed and agility, operational thinking. Used as a lead-in exercise for training tasks involving throwing a ball at a target. Organization: the participants of the game disperse around the court, in the center of which the driver is located with a tennis ball in his hands. Conduct: At the signal, the players move arbitrarily around the court, dodging the ball thrown at them by the driver. The participant who was hit by the ball joins the driver’s support group and together with him they make fun of the rest of the players using auxiliary passes of the ball. As a result, the number of embattled players increases. The winner is the last remaining undefeated player, recognized as the fastest and most dexterous. Throwing with maximum rebound Goal: development of agility, prudence, strength. Used as an auxiliary exercise for training tasks on throwing a ball and a grenade at a target and at a distance. Organization: The starting line is drawn 8 m opposite the basketball backboard. Behind it, parallel lines are drawn every meter with a digital indication of the footage. The class is divided into 2 teams and they line up in columns, one at a time, behind the starting line. The guides receive the ball. Conduct: At the signal, the guiding players of the columns throw the ball at the backboard at a rebound distance, immediately pick it up while running and give it to the next participant. The further the rebound, the more points. The team whose players score the most points wins. Catch up with the one in front

Goal: development of speed and dexterity, attention. Used as a lead-in exercise for training tasks with a low or high start. Organization: the class is divided into 2 teams, which line up one behind the other. The distance between the ranks is 23 m. A control line is drawn at 3040 m in front of the first rank. Conduct: At the signal, both teams run from a high (low) start to the control line. At the same time, the players in the back rank try to catch up and touch the runner in front of them with a touch of their hand. Players who are spotted before the control line must stop and raise their hand. Their number is counted. Then the teams change places. Long jumps with a penguin ball Goal: development of speed and agility, jumping ability, prudence. Used as a lead-in exercise for long jump training exercises. Organization: the class is divided into 2 teams, which line up in columns behind the starting line. A rotating stand is placed at 15 m. The guiding players each take a basketball and hold it between their legs. Conduct: At the signal, the guiding players of the columns take long jumps with the ball clamped between their knees, rush to the post, go around it and return back. A player who loses the ball must pick it up, return to the place where he lost it and continue moving from there. The team that finishes the relay first wins. Throw the ball higher Goal: development of speed, strength, prudence. Used as an auxiliary exercise for training tasks involving running and throwing a ball at a distance. Organization: participants stand in one line in front of a circle with a diameter of 3 m, in which a small ball lies, and count out in order. There is a marked running path leading from the circle. Two judges are appointed: one at the circle, the other at the treadmill (he has flags of different colors in his hands). Conduct: At a signal, the first player enters the playing circle from the line, takes the ball lying there and throws it up. While the ball is flying, the player runs along the treadmill, trying to run as far as possible while the ball is flying. At the moment the ball lands, the referee at the circle says loudly: “Stop,” and the referee at the track places a flag opposite the place where the runner was caught by the landing of the ball. Then all participants take turns performing the same task. The winner is the one whose flag will stand next. Obstacle running Goal: development of speed, jumping ability, attention. Used as an auxiliary exercise for training tasks on overcoming vertical and horizontal obstacles. Organization: the class is divided into 23 teams, which, at 5-meter intervals, stand on the site behind the starting line in columns, one at a time. A turning post is placed at 20 m, and 2 barriers are installed at an equal distance on the way to it. Halfway through the return journey, a checkmate is placed. Conduct: At the signal, the first players in the columns run to the stand, jumping over 2 barriers along the way, go around the stand and come back, jumping over the mat with a running start, then pass the baton with a touch of the hand. For each barrier or mat not jumped, 2 penalty seconds are added. The team that completes the task in the shortest time wins. “Caterpillar” Goal: development of speed, dexterity, tactics of joint actions.

Organization: the class is divided into 2 teams, lined up in columns, one at a time, behind the starting line. A medicine ball is placed 10 meters in front of each team. Conduct: At the signal, participants sit on the floor with their legs bent. Each participant grabs the partner sitting behind him by the ankles, and the entire column resembles a crawling caterpillar, alternately moving its legs and buttocks. Moving in this way, they reach the medicine ball, go around it and also return back. Pursuit with a handicap Purpose: development of speed, agility, attention. Organization: Draw 2 parallel lines A and B at intervals of 34 m. Finish line C is drawn at a distance of 810 m from line B. Players are divided into 2 teams and line up in 2 lines on lines A and B. Players from team B occupy an awkward position position. Conduct: At the signal, the participants rush to the finish line, with the players of the back team trying to catch up and stain the players of the front team. For each person caught, one point is awarded. Then the teams change places. Victory is awarded to the team that scores the most points. Sports games Ten hits with a pass Purpose: development of speed, agility, attention. Used as an auxiliary exercise for training tasks on dribbling and passing the ball in basketball or handball. Organization: the class is lined up in 3 lines. The right wing players of all ranks receive the ball. Distance and interval - 2 m. Conduct: At the signal, the right-wing players begin dribbling the ball on the spot with 10 bounces from the floor, and with the 11th blow they direct the ball to the next player. The last player, having completed the task, raises the ball above his head. The team that completes the task before everyone else wins. Ball flight Goal: development of speed, agility, prudence. Used as a lead-in exercise for training tasks on receiving and passing the ball in basketball and volleyball. Organization: the class is divided into several equal teams, which line up one after the other. One meter in front of the first line, a cord with flags is stretched between two posts at a height of 2.5 m. The players in the first row are given a ball. Conduct: At the signal, the players in the first row must throw the ball over the cord and, quickly running under it, catch the ball on the other side. A player who fails to catch the ball before it lands is eliminated from the game. Then the second rank performs the same task. In the 2nd round, the distance increases to 1.5 m, in the 3rd – to 2 m, etc. The team that retains the most players after the final round wins. Racing balls in a circle with side steps Goal: development of speed, dexterity, attention. Used as an auxiliary exercise for training tasks involving receiving, dribbling, and passing the ball in basketball. Organization: the class is divided into 2 teams, which line up opposite each other behind the end lines of the basketball court. 2 m in front of each line, a circle with a diameter of 6 m is drawn with chalk, and the guide is given a ball.

Conduct: At the signal, the players of both ranks begin dribbling the ball with side steps in their circle, making the first turn with the right side forward, and the second player with the left side, after which they pass the ball to the second numbers of their ranks and step aside. The team that completes the task first wins. Interception of the ball Goal: development of speed, agility, operational thinking. Used as an auxiliary exercise for training tasks involving passing the ball in basketball. Organization: the participants of the game receive the ball and line up in a circle. A ball interceptor is selected and goes to the center of the circle. Carrying out: At the signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept the ball in flight, on the floor, or take it out of his hands. Having taken possession of the ball, the interceptor takes the place of the player who lost the ball. Rapid passes Purpose: development of speed, agility, attention. Used as an auxiliary exercise for training tasks on passing the ball in volleyball and basketball. Organization: the class is divided into several equal teams, which choose captains and stand in columns, one at a time, behind the starting line. Behind another line drawn 46 m opposite each team, its captain stands with the ball in his hands. The method of passing the ball is discussed. Conduct: At the signal, the captains begin passing the ball to the first player in their column. Having accepted the ball, the player returns it to the captain and squats, etc. If during these passes the receiving player misses the ball, then he must run to pick it up, return to his place and only then continue the game. The team that completes the task first wins. Throwing into the basket from the spot Purpose: development of dexterity, attention, accuracy. Used as an auxiliary exercise for training tasks involving shooting baskets in basketball. Organization: the class is divided into 2 teams, each of which occupies its own half of the basketball court and lines up in a column, one at a time, behind the free throw line. The guides receive the ball. Conduct: At the signal, the captains begin to throw into the hoop, then run to the backboard to pick up the ball and pass to the next player in their column, and then return and stand at the end of the column. The team whose players throw the most balls into the basket wins. Organization: the class is divided into 2 teams, each of which is assigned a longitudinal half of the volleyball court. Each team lines up in its area in 2 opposing columns on opposite sides of the net, behind the attack lines. The captains receive the ball. Conduct: At the signal, the captains pass the ball with both hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed sends it through the net to the next player in the same way. The team that finishes the volleyball passing relay first wins. Martial arts at the shield

Goal: development of speed, dexterity, attention. Used as an auxiliary exercise for training tasks involving fighting for the ball in basketball. Organization: the class is divided into 2 teams, which line up in columns, one at a time, behind the center line of the basketball court and count out in order. The distance between the columns is 23 m. Conduct: the teacher throws a basketball at the backboard and calls any serial number of the participants in the game. Players from both teams with this number run out of formation and rush to the shield, trying to take possession of the ball before the opponent. The one who succeeds brings his team a point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column, from hand to hand, to the last player in the line, who, having received the ball, lifts it up. The player who lost the ball in a single combat at the backboard runs with side steps to his previous place in the column, trying to overtake the ball, which is passed over the heads of the players of the competing team. If the runner with side steps ends up in his place before the ball finishes, then his team is awarded one point. If not, then the opposing team gets another point. The team whose players score the most points wins.

Recommendations for physical education teachers in the Kalininsky district of Donetsk "Use of outdoor games in physical education lessons to develop attention and ingenuity."

turned, stands calmly, but the player on the right raises his right hand, and on the left – his left. The one who makes a mistake is out of the game. Look and remember Two teams. Players sit on a bench, each team facing in the opposite direction. In 1 – 1.5 minutes. The guys must remember everything they see in front of them. Then the teams turn to face each other and tell what they remember. To do this, players from opposing teams ask each other questions. An example of what lies behind the gymnastics mat? What's standing by the window? How many balls are there on the floor? For each correct answer, the team receives 10 points. Water - earth - air The players form a circle, leading with the ball in the center. He throws a ball to any player, calling one of the words. The player, having caught the ball, must quickly name the animal, fish or bird that lives in this environment. After that, he returns the ball to the leader. Players' answers should not be repeated. Who has the item? Players form a tight circle with their hands behind their backs. One of the players has a small object in his hands. In the center of the circle is the driver. On command, students begin to quietly pass the object from hand to hand. The driver’s task is to carefully observe the actions of the players and guess who has the item. The one he points to stretches his arms forward. If the driver guessed correctly, then this player and the driver change places. Subtle hearing Players move in a column one at a time and listen to the signals given by the leader. The presenter has two whistles of different tones. At the signal of each whistle, students perform various movements. The one who confuses the signals becomes the horse of the column. “We walk in hats” The players stand holding a light load on their heads, for example, a bag of sand weighing 200500 g - a “hat”. After checking the students’ posture, the presenter gives the signal to walk. Children should walk normally, maintaining correct posture. The winner is the one whose hat never falls off and who does not lose his posture. “Listen carefully” Students walk in a circle and take poses in accordance with the instructions of the leader. At the word “stump,” they kneel on one knee, lowering their head and arms, then immediately stand up and continue moving in a circle. When they hear the word “Christmas tree,” they stop and move their lowered arms away from the body, assuming correct posture. When they hear the word “stop,” they stop and raise their hands up, bringing them together above their head. Then the presenter breaks down these three commands. If one of the players makes a mistake, he leaves the game. At first, commands are given every 610 seconds, then the interval gradually decreases to 35 seconds. The presenter constantly monitors the correct posture of the children. “Swallow” Children stand in the basic stance, arms extended upward. The facilitator invites them to transfer their body weight to their right leg and at the same time bring their torso to a horizontal position. The left straight leg is pulled back and takes a horizontal position. Then do the same with your left leg. This position must be maintained for as long as possible, preferably with your back arched. A more difficult version of the exercise is to perform the “swallow” with your eyes closed. The facilitator evaluates the students and notes their successes. “Cars” The players line up in two lines parallel to each other, the participants in the second line facing the back of the heads of the players in the first. Schoolchildren from the first rank get on all fours (hands

straightened, hands resting on the floor, legs slightly apart). Those standing behind them in the second rank grab the ankles of those standing in front. At the teacher’s signal, each resulting “wheelbarrow” (from two students) begins to move forward, trying to be the first to reach the finish line drawn on the ground at a distance of 1520 m from the start. A competition is held between pairs for the quality and speed of completing the task. “Propeller” Children stand in a circle or in ranks, feet shoulder-width apart. Their right hand is raised up and moves forward, describing a circle, while their left hand moves back and up. The hands are always located in one straight line and form, as it were, two propeller blades. At the end, the presenter names the fastest and most clearly operating “propellers”. “Gesilebeds” On one side of the site they draw a circle - a “house” in which “geese” live. On the opposite side stands the “shepherd”. To the side of the house is a “den” in which the “wolf” is located. The rest of the place is “meadow”. The teacher assigns children to the role of a wolf and a shepherd. The rest portray geese: they walk with a proud posture, stretch their necks up, fly, hiss. The shepherd says: “Geese, geese.” The geese stop and answer: “Eider.” Shepherd: “Do you want to eat?” Geese: “Yes, yes, yes.” Shepherd: “So fly.” Geese: “We can’t. The gray wolf is under the mountain and won’t let us go home.” Shepherd: “So fly as you want, just take care of your wings.” The geese are flying home through the meadow, and the wolf, running out of the den, tries to catch them. Recommendations for physical education teachers of the Kalininsky district of Donetsk

"The use of motor games in physical education lessons with interdisciplinary connections" Teacher of preschool school IIIIst. No. 20 Yaremenko I.Yu.

 "Locomotive". Students are divided into two teams, stand in columns, holding their elbows, and walk in place, depicting a “train.” The teacher pronounces the words loudly so that each syllable falls on a step. On the syllable in the word on which the stress falls, players perform a more firm foot placement. The team that makes a mistake receives a penalty point.  Ball relay – words are written in a column on the cards. Relay participants need to select and write test words for these words. Example, sit - sitting, measure - measure. On command, the first participant holds the ball between his legs, jumps with it to a chair, completes the task and runs back to his team.  Relay race with gymnastic sticks - misspelled words are written on the cards (cart, midal, vogzal). Two teams. On command, the participant puts the g/stick on his shoulders, runs to the chair, completes the task, correcting the mistake and runs back to his team, passing the g/stick to another participant.  Game for attention. The students stand in a line. The teacher explains: “I will call loudly and perform various exercises. If you hear a word related to a noun, then do the exercise with me (raise your arms up, squat, etc.). If the spoken word belongs to another part of speech, then you stand still.” For each violation of the rules of the game, the participant takes a step forward.  Game “Catch and run away”. Participants are divided into two teams and line up at the center line at a distance of 3 m from each other. Lines are drawn at opposite ends of the hall - “houses”. One team is nouns and the other is adjectives. The teacher alternately names words (nouns or adjectives). The team whose name refers to the spoken word tries to catch up with the players of the opposing team, and they try to run away to their house. Players who are caught up join the opposing team.

Development of fine motor skills of the hands. Working with a small ball. Vertical direction.  Throw the ball straight down and catch (up; up - to the floor - from below to catch) Oblique direction.  Stand in front of a wall. Throw the ball forward and up towards the wall, let it fall to the floor and then from below, when it bounces off the floor, catch it.  Ball against the wall - catch  Ball obliquely down and forward against the floor to the wall floor - catch  Ball obliquely down and forward against the floor towards the wall  With your back to the wall, throw the ball obliquely back and up - against the wall - catch Arc-shaped direction.  Place your left hand with the palm of your hand against the wall and, bringing your right hand under your left, throw the ball from the left side with your left hand so that it flies in an arc and so that it can be caught on the right side of your left hand (the same with the other hand)  Place one foot with your foot to the wall, throw the ball with the same hand, bringing it under the leg on the opposite side so that it can be caught on the right side (the same with the other leg) Exercises in throwing the ball from the right hand to the left  Ball to the floor in front of you with one hand , catch the other  Throwing the ball from one hand to the other (palm up; palm down)  Passing the ball from one hand to the other under the foot Relay races     “Shuttle run” working with cubes “Changing objects” working with pins and cubes “Swamp” » work with boards 15* 30 (three pieces) “Collect eggs” kinder surprise eggs, different colors References: 1. Grishkov V.I. Novosibirsk book edition, 1992. 2. Fridman M.G. Sports and health work in a children's recreation camp - M.: “Prosveshchenie”, 1991. 3. Babenkova E.A. How to help children become healthy. – M.: methodological manual, 2003. 4. Bogranova G.P. Physical education lessons in 57 classes. – M.: “Education”, 1999. Magazines “Physical education at school”, 2009-2010.

    Game card No. 1
    Name of the game: "River and Ditch"
    Content: Students are lined up in a column in the middle of the hall (area), one at a time. To the right of the column is a moat, to the left is a river. You need to swim across the river (walk, imitating the movements of a swimmer with your hands), and jump over the ditch. At the teacher’s signal, “The ditch is on the right!” children turn to the right and jump forward. Anyone who jumps in the other direction is considered to have fallen into the river. They help him get out by giving him a hand. Everyone returns and lines up in the middle of the hall. At the signal “River is on the right!” children turn left and “swim to the other side.” The one who falls into the ditch is given a hand and returns to his comrades. The player who makes fewer mistakes wins.

    Game card No. 2
    Name of the game:"Owl"
    Content: The players are located on the court randomly. The “owl” is selected. Her nest is to the side of the site. After the teacher’s words “The day comes - everything comes to life,” the children walk, run, imitating the flight of birds. After the words “Night comes - everything freezes,” the players stop in the position in which the signal found them. The owl comes out to hunt: it takes those who move to its nest. The teacher says “Day...”. The owl goes into the nest, the players “come to life.”

    Game card No. 3
    Name of the game:"Trap in a Circle"
    Content: A circle with a diameter of 4 - 5 m is drawn in the middle of the site. Participants stand in a circle. The driver (trap) is selected. He stands in the center of the circle. At the signal “One, two, three – catch!” children run across the circle. The driver must touch them without leaving the circle. The one who is caught is considered caught and is temporarily eliminated from the game. After 1 - 1.5 minutes, the “Stop!” signal is given. Those caught are counted. A new driver is selected from among the ungreased ones.
    Rule: You can only fish in a circle.

    Game card No. 4
    Name of the game:"Ribbon Trap"
    Content: The players stand in a circle. Each of them has a colored ribbon tucked into the belt or collar. There is a trap in the center of the circle. At the signal “Run!” children run around the playground. The trap runs after the players, trying to take a ribbon from someone. The one who has lost it temporarily steps aside. At the teacher’s signal “Circle!” everyone runs in a circle. The trap counts the taken ribbons and returns them to the children.
    Options:"Feet off the ground." You cannot catch those who have managed to stand on some elevated object.
    "With a ball". The driver must hit the runners with the ball.
    "With a squat."

    You cannot catch a crouched player.
    Name of the game: Game card No. 5
    Content:"Burners"
    The players become pairs one after another, holding hands. Ahead at a distance of 3 - 4 m is the driver. The children say in chorus:
    Burn, burn clearly so that it doesn’t go out.
    Look at the sky - the birds are flying,
    The bells are ringing,
    One, two, three - run!

After the word “Run!” the children standing in the last pair lower their hands and run forward along the column: one on the left and the other on the right. They run forward, try to hold hands again and stand in front of the driver. He tries to catch one of the pair before the children have time to meet and hold hands. If the driver manages to do this, he and the caught one form a new pair and stand in front of the column. The one left without a pair is the driver. The game ends when all pairs have completed one run.

Methodical collection "Games for primary school students"
Physical education teacher - Sazonov Alexey Sergeevich

A collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education lessons in elementary school, as well as when drawing up various scenarios for sports events in the form of competitions and relay races. In the first part of the collection you can find games of any type, both for the hall and for the sports field. Many games can be included in calendar-thematic planning as outdoor games in lessons on cross-country training, athletics training, gymnastics, and when planning a variable part of the work program.
The second part of the collection presents only those games that were included in my calendar and thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

Grandfather-horn
In terms of purpose and character, it is a variation of the game “Trap”.
On the playground, two lines are drawn at a distance of 10-15 m. Between them, in the middle, to the side, a circle with a diameter of 1-1.5 m is drawn.
A driver (“tag”) is selected from among the players, but he is called “grandfather-horn.” He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver asks loudly: “Who is afraid of me?”
The playing children answer him in chorus: “Nobody!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “stain” (touch with his hand) the running players. The one whom the driver “taints” goes with him to his home-circle.

Don't drop the ball
Purpose of the game: teaching in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Children playing are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Each person standing first receives the ball and squeezes it between his legs.

Free place
Purpose of the game: development of speed qualities, dexterity, attention.
The driver is selected from among the players. The rest of the children stand in a circle, also drawing a small circle (40 cm in diameter) around their feet. The driver runs up to one of those standing and touches him with his hand. After this, the driver runs in one direction, and the player runs in the other. Each of them strives to run around the circle faster and take the vacant seat. The one left without a seat becomes the driver, and the game continues.

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