Tatar winter games rules. "Tatar folk games"

Tatar

folk games

1. “We sell pots”

2. "Gray Wolf". 3. “Jump-jump.”

4. Firecrackers. 5. “Take a seat.” 6. "Traps".

7. "Blind Man's Bluff."

8. "Interceptors".

9. "Timerbay".

10. “Chanterelles and chickens.”

11. “Guess and catch up.”

12. "Who's first."

14. “Ball in a circle.”

15. “Tangled Horses.”

Tatar folk games

1. We sell pots

The players are divided into two groups. Potty children standing onkneeling or sitting on the grass, form a circle. Behind every potThe player - the owner of the pot - is standing, his hands are behind his back. The driver is standingbehind the circle.The driver approaches one of the owners of the pot and starts a conversation:

    Hey buddy, sell the pot!

    Buy it.

    How many rubles should I give you?

    Give me three.

The driver three times (or as much as he agreed to sell for)the owner's pot, but no more than three rubles) touches the owner's handpot and they start running in a circle towards each other (circlerun around three times). Who can reach the free space in the circle faster?he takes this place, and the lagging behind becomes the driver.

Rules of the game. You are only allowed to run in a circle without crossing it.Runners do not have the right to touch other players. The driver beginsrunning in any direction. If he started running to the left, stainedmust run to the right.

2. Gray wolf

Two lines are drawn on the site at a distance of 20-30 m. One ofThe players are chosen as a gray wolf. Squatting, gray wolfhides behind one line (in bushes or thick grass). Restthe players are on the opposite side behind the other line.At the signal, everyone goes into the forest to pick mushrooms and berries. Towards themThe presenter comes out and asks (the children answer in unison):

    Where are you going, friends?

    We are going into the dense forest.

    What do you want to do there?

    We'll pick raspberries there.

    Why do you need raspberries, children?

    We'll make jam.

    What if a wolf meets you in the forest?

    The gray wolf won't catch us!

After this roll call, everyone approaches the place where the gray one is hidingwolf, and they say in unison:

- I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the wordsnot in sight The gray wolf gets up, and the children quickly run over the line.The wolf chases them and tries to tarnish someone. Prisonershe takes you to the lair - to where he himself was hiding.

Rules of the game . The one depicting a gray wolf must not jump out, andall players should run away before the words are spokennot to be seen. You can catch those running away only up to the house line.


3. Jump-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside itsmall circles with a diameter of 30-35 cm for each participant in the game.The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quicklychange places (in circles), jumping on one leg. Drivertrying to take a place

one of the players, also jumping on oneleg. The one who is left without a place becomes the driver.

Rules of the game. You can't push each other out of the circles. Twoplayers cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

4. Firecrackers

On opposite sides of the room or area, two cities are marked with two parallel lines. Distance between them20-30 m. All children line up near one of the cities in oneline: left hand on the belt, right hand extended forward with palm up.The driver is selected. He approaches those standing near the city and says the words:

- Clap and clap - the signal is like this:
I'm running, and you're following me.

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and those who lag behindbecomes a driver.

Rules of the game. Until the driver touches someone's palm, runit is forbidden. While running, players should not touch each other.

5. Take a seat

One of the game participants is chosen as the driver, and the restThe players form a circle and walk holding hands. The driver walks alongcircle in the opposite direction and says:

- I chirp like a magpie,
I won't let anyone into the house.
I cackle like a goose,
I'll slap you on the shoulder
-Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from hisplaces in a circle towards the driver. Having circled beforetakes an empty seat, and the straggler becomes the driver.

Rules of the game. The circle should stop immediately when you hear the word run.

You are only allowed to run in circles, notcrossing it. Don't touch while runningstanding in a circle.

6. Traps

At the signal, all players scatter aroundsite. The driver is trying to tarnishany of the players. Everyone he catches becomes his assistant. Holding hands, together, then three, four, etc. they catch the ones running until theywill be caughteveryone.

Rules of the game. The one whom the driver touches with his hand is considered caught. Caughtthey catch everyone else just by graspinghands.

7. Zhmurki

They draw a large circle, inside it there is oneat what distance from each other dopits-minks according to the number of participants in the game.They identify the driver and blindfold him.and put in the center of the circle, the rest are occupiedthere are places in hole-holes. The driver approaches the player to catch him. That one, notleaving his hole, he tries to dodgewalking away from him, now bending, now crouching.The driver must not only catch, but alsocall the player by name. If he's rightbut calls a name, the participants in the game say: “Open your eyes!” - AndThe one who is caught becomes the driver. If the name is namedincorrectly, the players, without saying a word, do severalclaps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peek. Duringgame, no one is allowed to go outside the circle, exchangeminking is allowed only when the driver is onthe opposite side of the circle.

8. Interceptors

At opposite ends of the site two lines are markedHouses. The players are located in one of them in a line. INThe driver is in the middle, facing the children. The children say in choruswords:

- We can run fast

We love to jump and gallop.

One two three four five,

There's no way they'll catch us!

After the end of these words, everyone runs scattered across the platformto another house. The driver tries to tarnish the defectors. One ofthe stained ones become the driver, and the game continues. At the endgames, the best guys who have never been caught are celebrated.

Rules of the game. The driver catches the players by touching their shoulder with his hand.The stained ones go to the appointed place.


9. Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He's a hundredis renewed in the center of the circle. The driver says:

- Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!

With last wordslike this the driver does somethingmovement. Everyone must repeat it. Then the driver choosessomeone instead of yourself.

Rules of the game. Repeat the movements that have already been shownit is forbidden. The movements shown must be performed accurately. Canuse different objects in the game (balls, braids, ribbons andetc.).

10. Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On

opposite - there is a fox.Hens and roosters (from three to five players) walk around the court, makinglook like they are pecking at various insects, grains, etc. When to thema fox creeps up, the roosters cry “Ku-ka-re-ku!” That's why

At the signal, everyone runs to the chicken coop, and a fox rushes after them, whichtries to tarnish any of the players.

Rules of the game. If the driver fails to tarnish any of the

players, then he leads again.

11. Guess and catch up

The players sit on a bench or ongrass in one row. The driver sits in front.He is blindfolded. One of the playersapproaches the driver, puts his hand on his shoulderand calls him by name. The driver mustguess who it is. If he guesses right, thenquickly removes the bandage and catches uprunning away. If the driver named the nameplayer is wrong, then another one comes upplayer. If the name is given correctly, the playertouches the driver on the shoulder, making it clearthat you need to run.

Rules of the game. If the driver does notcatches a friend, you can repeat the game again with him. As soon ascatches the player, the driver sits at the end of the column, and the caughtbecomes a driver. The game has a strict order.

12. Who's first?

The players line up on one side of the court,on the other, a flag is placed indicating the end of the distance. ByAt the signal, the participants begin running a race. Who will run thisdistance first, he is considered the winner.

Rules of the game. Distance from one end of the site to the othershould be no more than 30 m. The signal can be a word, a waveflag, cotton. When running, you should not push your comrades.

The players line up in two lines on both sides. In the centersite there is a flag at a distance of at least 8-10 m fromeach team.

At the signal, the players in the first rank throw sandbags,trying to reach the flag, the players in the second rank do the same.The best thrower is identified from each rank, as well as the rankthe winner whose team has the most participantsbags to the flag.

Rules of the game. Everyone should give upnalu. The team leaders keep score.

14. Ball in a circle

The players, forming a circle, sit down. Driverstands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ballone of the players sitting in a circle, and hedeparts. At this time the ball begins to movethrow in a circle from one player toto another. The driver runs after the ball andIt's hard to catch it on the fly. Driving campsThe player from whom he was caught appearsball.

Rules of the game. The ball is passed by throwing with a turn. The catcher mustbe ready to receive the ball.

15. Tangled horses

The players are divided into three or four teamsand line up behind the line. Is it the other way around?they put up flags and stands. On signalThe first team players start jumping, run around the flags and run back. Then the second ones run, etc. Winningsshouted by the team that completed the relay racehowl.

Rules of the game. The distance from the line to the flags and posts should beno more than 20 m. You should jump correctly, pushing off with bothwith your feet at the same time, helping with your hands. You need to run in the indicateddirection (right or left).

Tatar folk games.

We sell pots (Chulmak ueny)

The players are divided into two groups. Potty children, standing on their knees or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation: - Hey, buddy, sell the pot! Buy it.

How much ore should I give you? Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game.

You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

Gray wolf

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

Where are you going, friends?

We are going into the dense forest.

What do you want to do there?

We'll pick raspberries there.

Why do you need raspberries, children?

We'll make jam.

What if a wolf meets you in the forest?

The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick the berries and make jam.

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game.

The person depicting the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

Skok-jump (Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who stays

without a place, becomes a driver.

Rules of the game.

You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

Firecrackers

On opposite sides of a room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up.

The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is like this:

I’ll run away, and you’ll follow me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game.

Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

Take a seat

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game.

The circle should stop immediately when you hear the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

Traps

At the signal, all players scatter to the site. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game. The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

Zhmurki

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in burrow holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who was caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game.

The driver has no right to peek. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

Interceptors

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast.

We love to jump and gallop.

One, two. three four five.

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

Rules of the game.

The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty and splashed.

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening.

We looked at each other,

They did it like this!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game.

Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules of the game.

If the driver fails to stain any of the players, then he drives again.

Guess and catch up (Chitanme, buzme)

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. Rules of the game.

If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

Who is first?

The players line up on one side of the court, and on the other side a flag is placed to indicate the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules of the game.

The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules of the game.

Everything must be thrown at the signal. The team leaders keep score.

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game.

The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

Tangled horses (Tyshyauly atlar)

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game.

The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left)

Lame fox

Before the game starts, two circles are drawn on the ground: 5-10 m in diameter (chicken coop) and 1-2 m in diameter (owner’s house). The players (there can be from five to twenty people) choose the owner and the fox. The rest of the players are chickens. The fox runs past the owner's house. The owner asks her: “Where are you going?” “Behind the fur coat,” the fox answers. After this, the owner “falls asleep,” and the fox runs into the chicken coop and must, jumping on one leg, catch the chickens (chickens run on two legs). If a fox smears a chicken, it becomes a fox.

And the owner from his circle makes sure that the fox always jumps on one leg. If the fox stands on two legs, the owner “wakes up”, runs into the chicken coop and catches it. If caught, he becomes a fox himself.

Into the nodules

This game is good to play with the whole class.
A scarf or scarf is tied into a knot. Everyone chooses a driver and sits in a circle at a distance of 1.5-2 meters from each other. The driver leaves the circle, and the players begin to throw the bundle to the neighbor on the right or left. He catches it and throws it in any direction. The driver runs and tries to catch the knot. If he even touched the knot, the player who had it begins to drive.
Remember: the driver cannot enter the circle! You cannot tease the driver, “play dogs” - you must immediately, having received a knot, throw it to another player. You cannot throw a knot through the center of the circle.

Russian folk games.

Burners (burners, pillar, pairs). (sub. group)

This game requires a driver, and he is chosen before the game starts. Everyone else forms pairs, mainly a boy - a girl, and if adults also take part in the game, then a man - a woman. The couples stand one after another, and the driver has his back to the first couple at a certain distance and is strictly forbidden to look back. Afterwards, one or all of them together begin to say: “Burn, burn clearly! So that it doesn’t go out. Look at the sky, the birds are flying there!” (Other rhymes are also found). After which the driver looks into the sky. After which the back pair runs forward through the sides, one person through the right side, the other through the left side. The task of the back couple is to try to stand in front of the driver, holding hands. The driver tries to catch or at least insult one of the moving pair. If this happens, the one who was insulted becomes the leader, and the “old” driver takes his place in the pair. The game continues until the players lose interest or become tired.


By the bear in the forest (junior group)

A game for the little ones. From all the participants in the game, one driver is selected, who is designated as the “bear”. Two circles are drawn on the playing area. The 1st circle is the “bear’s” den, the 2nd is the home for all other participants in the game.

The game begins, and the children leave the house saying:

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

After the children say these words, the “bear” runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear” and goes to the den.

Fishing rod (Fish, Catch a fish). (sub.group)

All players form a circle. One driver is selected to stand in the center of the circle. The driver is given a rope. The driver can also be an adult. The driver begins to rotate the rope. The task of all players in the circle is to jump over it and not get caught. There are 2 options for developing the game.

1st option: without changing the driver (adult). In this case, those who fall for the bait are eliminated from the game and go outside the circle. The game is played until the most agile and jumping children (3-4 people) remain in the circle. 2nd option: with a change of driver. The “fish” that takes the bait takes a place in the center of the circle and becomes the “fisherman”.

Hit the rope. (senior group)
To play, you need a rope closed in a circle. Players grab the rope from the outside with both hands. One driver is selected, who should be in the center of the circle formed by the rope.
The purpose of the driver is to add salt, i.e. hit the hand of one of the players located on the outside of the circle. Those who are on the outside of the circle can only release one hand from the rope during the leader’s attack. If the player releases two hands from the rope or the driver hits one of them, then it is he who stands in the circle and the game continues further

Bunnies (senior group)
The game is played in an open space. One hunter is chosen from all the players, all the others pretend to be hares, trying to jump on two legs. The hunter's task is to catch the slowest hare by hitting him with his hand. But there is one important condition in the game: the hunter does not have the right to catch a hare if it is on a “tree”. In the context of this game, a tree will be any sliver or stump. This condition makes life very difficult for the hunter, which often makes him angry during the game. However, as soon as he manages to kill one of the hares, he immediately becomes a hunter, taking on the unenviable responsibility of catching hares.

Jumping with tied legs. (subgroup)
All participants have their feet tied with a thick, wide rope or scarf. After which everyone stands near the starting line and, at a signal, begins to jump towards the finish line. The winner is the one who covered the distance the fastest. The distance should not be too large, since jumping with tied legs is quite difficult.

Without salt salt. (st., preg. group)
For this game, two drivers are selected, who sit on the ground opposite each other, so that the soles of their feet touch each other. The drivers are blindfolded with a thick cloth bandage. The hands of the drivers are behind their backs. Everyone else is a player on the field. The field players, approaching the drivers one by one from one side, shout “No salt” and freely jump over their legs. On the way back, you need to shout “Salt” and try to jump over the drivers’ legs again. The only difference is that the drivers try to catch the jumpers with their hands. If they succeed, then the driver changes. The one who was caught sits in the place of the one who caught him, and he is already blindfolded.
Confused. (sub. group)
Children taking part in this game stand in one row, join hands, thereby forming a chain. A leader is appointed on the right side of the chain, who, on command, begins to run with a change of direction and the entire chain begins to move behind him. However, no one except the leader knows the direction of movement, so it is quite difficult to maintain balance and not disconnect the chain. The further a player is from the leader, the more difficult it is for him to maintain balance, not fall or break the chain

Tamer of wild animals. (senior, sub. group)
On the playground, stumps are placed in a circle or soft rugs, if it is a hall. Stumps (mats) are placed in a circle, but there is one less than the number of players taking part in the game. The one who does not have a stump is the tamer of animals, and all other animals are animals. Before the game starts, children choose who will be the wolf, who will be the fox, and who will be the hare. The animals sit on tree stumps. The animal tamer walks in a circle from the outside and names one of the animals. The one who was named gets up and follows the tamer. And so the tamer can name several animals, they get up and follow the leader. As soon as the tamer says: “Attention, hunters,” the animals and the tamer try to sit on a free stump. The one for whom there is no free space becomes the tamer and the game continues.

Geese. (sub. group)
Children are divided into 2 teams. A circle is drawn in the center of the site. Players, one per team, go out into a circle, raise their left leg back, grab it with their hand, and extend their right hand forward. At the signal, the players begin to push with the palms of their outstretched arms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Cockfight. (subgroup)
The game is played according to almost the same rules as the game Geese. The main difference is that players, jumping on one leg, put their hands behind their backs and push shoulder to shoulder rather than with their palms. The winner is the player who manages to push the opponent out of the circle or if the opponent stands on both feet. The team with the most individual victories wins.

Padding. (senior sub-group)
All children who participate in this game are divided into 2 equal teams. One person from each team is invited. There is a meter stick in the center of the site. The participants who come out grab a stick each from their side and, on command, begin to pull the stick, each in their own direction. The winner is the one who wins the opponent to his side. Next, the next team members go to the center of the site. The team with the most individual wins wins

Wolves in the ditch. (Wed., Art., under.guppies)
For this game you will need “wolves”, no more than 2 or 3 people, and all other children will be designated “hares”. A corridor about 1 meter wide (ditch) is drawn in the center of the site. "Wolves" occupy space inside the corridor (ditch). The task of the “hares” is to jump over the ditch and not be touched by one of the “wolves”. If the “bunny” is insulted and gets caught, he should leave the game. If during the jump the “hare” steps on the territory of the ditch, then he fails and also leaves the game


Lame fox (sr., sub.groups)
The number of children participating can be as large as desired. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname of the lame fox.
At the place chosen for the game, a fairly large circle is drawn, which includes all the children except the lame fox. At a signal, the children run in a circle, and at this time the lame fox jumps on one leg and tries at all costs to stain one of the running people, that is, to touch him with his hand.
As soon as she succeeds, she enters the circle and joins the rest of her running comrades, while the victim takes on the role of a lame fox.
The children play until everyone is in the role of a lame fox; the game, however, can be stopped earlier, at the first sign of fatigue.

Rules of the game:
Children who enter the circle must run only in it and not go beyond the outlined line, in addition, the participant, chosen by the lame fox, must run only on one leg. The main elements of this game are running and jumping.

Dragonfly (art., sub.groups)
Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, racing each other, trying to jump to the opposite end of the place designated for the game.
Whichever child reaches the designated place first in this way is considered the winner, and the one who stumbles along the way is punished by being excluded from the number of players. This simple game gives children great pleasure and develops their physical strength.

Malechina is crippled.

The players choose a driver. Each player picks up a small stick (20-30 cm long). Everyone says the words:

“Malechina - crippled,

How many hours

It remains until evening

Before winter?

After the words before winter, children place a stick on their palm or on any finger of their right (left) hand. As soon as the children put down the sticks, the leader counts: “One, two, three... ten.” The one who holds the item longer wins. The leader can give different tasks: the players, holding a stick, must walk, squat, turn right, left, around themselves.

Rules of the game: Children should spread out across the entire playground and stand as far away from each other as possible to make it easier to maintain balance for the stick. To complicate the task, players can be asked to simultaneously hold two sticks on two palms (right and left).

Zarya (Wed, Old, Sub. Groups)

Children stand in a circle, hold their hands behind their backs, and one of the players - Dawn - walks behind with a ribbon and says:

"Dawn - lightning,

Red maiden,

I walked across the field,

Golden keys

Blue ribbons,

Rings entwined -

I went for water!”

With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.

Rules of the game: Runners must not cross the circle. The players do not turn around while the driver chooses who should put the scarf on their shoulder.

Gaming

Children stand in a circle and hold hands. The leader is in the center. The players walk in a circle and chant the words:

"At Uncle Tryphon's

There were seven children

Seven sons.

They didn't drink, didn't eat,

They looked at each other.

At once they did as I did!”

At the last words, everyone begins to repeat his gestures. The one who repeated the movements best becomes the leader.

Rules of the game: When repeating the game, children standing in a circle walk in the opposite direction.

Kite. (subgroup)

The players choose a kite and a hen, the rest choose chickens. The kite digs a hole, and the hen with her chicks walks around him and chants the words:

“I walk around the kite,

I carry three pieces of money,

For a penny, for a little bit.”

The kite continues to dig the ground, it walks around the hole, stands up, flaps its wings, and crouches. The mother hen with her chicks stops and asks the kite:

“Kite, kite, what are you doing?

I'm digging a hole.

What do you need a hole for?

I'm looking for a pretty penny

What do you need a penny for?

I'll buy a needle.

Why do you need a needle?

Sew a bag.

Why a bag?

Place pebbles.

Why do you need pebbles?

To throw at your children..

For what?

They're creeping into my garden!

You should make the fence higher

If you don’t know how, then catch them.

The kite tries to catch the chickens, the hen protects them, chases the kite: “Shi, shi, villain!” The caught chicken leaves the game, and the kite continues to catch the next one. The game ends when several chickens are caught.

Rules of the game: Chicks should hold each other tightly by the waist. Anyone who cannot stay in the chain must try to quickly get into his place. The hen, protecting the chickens from the kite, does not have the right to push it away with her hands.

Bees and swallow. (Med., Art., sub.groups)

The players - bees - fly and sing:

"The bees are flying,

The honey is being collected!

Zoom, zoom, zoom!

Zoom, zoom, zoom!

The swallow sits in its nest and listens to their song. At the end of the song, the swallow says: “The swallow will get up and catch the bee.” With the last word, she flies out of the nest and catches the bees. The caught player becomes a swallow, the game is repeated.

Rules of the game: Bees should fly all over the site. The swallow's nest should be on a hill.

Wolf. (art., sub. groups)

All the players are sheep, they ask the wolf to let them take a walk in the forest: “Let us, wolf, take a walk in your forest!” The wolf replies: “Walk, walk, but just don’t nibble the grass, otherwise I won’t have anything to sleep on.” At first the sheep just walk in the forest, but soon they forget the promise, nibble the grass and sing:

“We pinch, we pinch the grass,

green ant,

For grandma's mittens,

For grandfather a caftan,

To the gray wolf

Shovel dirt!”

The wolf runs across the clearing and catches the sheep, the one caught becomes a wolf, the game resumes.

Rules of the game: Walking through the forest, the sheep should disperse throughout the entire area.

Bird catcher. (subgroup)

The players choose the names of the birds whose calls they can imitate. They stand in a circle, in the center of which is a blindfolded birdcatcher. Birds walk, circle around the bird catcher and chant:

"In the forest, in the little forest,

On a green oak tree.

The birds sing merrily

Ay! The bird catcher is coming!

He will take us into captivity,

Birds, fly away!

The bird catcher claps his hands, the players stop in place, and the driver begins to look for birds. The one he finds imitates the call of the bird he has chosen. The birder guesses the name of the bird and the name of the player. The player becomes a bird catcher.

Rules of the game: Players should not hide behind objects encountered along the way. Players must stop in place exactly when signaled.

Posigutki. (art., sub.groups)

The players are divided into two teams, one of them is the driver. The players of this team form pairs that stand in a corridor facing each other at a distance of 1-2 m, one pair from the other. Then the children also sit in pairs on the floor, straighten their legs, and touch each other with their feet. Those playing the other party stand in single file and try to jump over their legs as quickly as possible. The drivers are trying to make fun of the jumping player. Each one who has been greased stands behind the back of the driver who has greased him. The players change places after all the children have passed, and the game is repeated.

Rules of the game: Option 1.The one who is sore should not jump further than the pair of players who besieged him. The driver salutes the player only when he jumps over, and he should not change the position of his legs. Option 2. The players of the driving team may not sit down, stretching their legs, but hold the cord or elastic band while kneeling.

Herd. (art., sub.groups)

The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep call loudly to the shepherd:

"Shepherd, shepherd,

Play the horn!

The grass is soft

Sweet dew

Drive the herd into the field

Take a walk in freedom!

The shepherd drives the sheep out into the meadow; they walk, run, jump, and nibble grass. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.

Rules of the game: During the run, sheep should not return to the house from which they left. The wolf does not catch the sheep, but kills them with his hand. The shepherd can only shield the sheep from the wolf, but should not hold it back with his hands.

Literature: “Children’s outdoor games of the peoples of the USSR”, author Alexandra Vladimirovna Keneman, Moscow “Enlightenment” 1989.

Zelenodolsk: Mukhametshakirova N.A.

Pavlova E.Yu.


“We sell pots” (Chulmek ueny).
The players are divided into two groups. Children potty kneeling or sitting
form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back.
The driver stands behind the circle. The driver approaches one of the owners of the pot and begins
talk:
Hey buddy, sell the pots!
Buy it.
How many rubles should I give you?
Give me three.
The driver drives three times (or as many times as the owner agreed to sell the pot, but not
more than three rubles) touches the hand of the owner of the pot, and they begin to run in a circle (circle
run around three times). Whoever runs faster to an empty space in the circle takes it
place, and the straggler becomes the driver.
Rules of the game: You can only run in a circle without crossing it. Runners don't have
the right to hurt other players.
“Clapperboards” (Abakle).
On opposite sides of the room two parallel lines are marked
cities. All children line up in one line near one of the cities: left hand on the belt,
the right hand is extended forward, palm up.
The driver is selected. He approaches those standing near the city and says the words:
Clap and clap - the signal is like this:
I'm running, and you're following me!
With these words, the driver slaps someone lightly on the palm. Leading and stained
run to the opposite city. Whoever runs faster stays in the new city, and
the straggler becomes the leader.
“Take a seat” (Bush uryn).
One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk
holding hands. The driver follows the circle in the opposite direction and says:
I chirp like a magpie,
I won't let anyone into the house.
I cackle like a goose,
I'll slap you on the shoulder
Run!
Having said run, the driver lightly hits one of the players on the back, the circle stops, and
the one who was hit rushes from his place in a circle to meet the driver.
The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.
Didactic games:
“Lay out the pattern.”
Didactic task: to consolidate the ability to distinguish Tatar folk ornaments.
Practice making patterns. Activate the names of motives in children’s speech
ornament.
Game task: decorate household items (towel, napkin, dishes), shoes (boots,
shoes) and clothes (apron, dress, sundress, headdress).
Game activities: children decorate any object with patterns.
Rules of the game: carefully examine the patterns.

Game material: flat image on cardboard of various objects and patterns
folk Tatar ornaments (towel, scarf, dress, sundress, boots, shoes,
napkin, tablecloth, etc.).
"Outfit for a hero."
Rules of the game: carefully look at the items of Tatar folk clothing.
Create the missing parts and items of clothing yourself.
Game task: dress up a hero.
Game material: cardboard dolls of heroes, items of clothing made of paper.
"Outfit for a doll."
Didactic task: to train children in identifying objects and parts of clothing.
Encourage creativity, causing the desire to come up with costumes yourself.
Cultivate interest in folk culture.
Game task: dress up the doll.
Game actions: children dress up a doll using ready-made items of clothing or
creating them yourself.
Many different games are used in Tatar language classes. With the help of folk
With games, we want to introduce children to the culture and traditions of the Tatar people.
When working with children, we must remember that childhood impressions are deep and indelible in memory.
person. They form the foundation for the development of his moral feelings, consciousness and
their further manifestation in socially useful and creative activities.
Play folk games with your children!
In our republic, different peoples have long lived in harmony. Each of them
its own history, culture, its own national rituals and traditions. Many of the rituals previously
family and calendar events that accompanied important moments in people’s lives are no longer known
to the modern generation, who learn about them from books, films, and grandmothers' stories. To
all this has not completely gone into oblivion, we adults must introduce children from an early age
years to its origins. Based on this, a national regional
component. NQF is an integral part of curricula and programs, implemented through
forms and methods of the educational process based on the characteristics of history,
language, traditions, customs, education and upbringing systems, life of a particular people.
It cannot be taken into account that the introduction of NQF occurs almost everywhere in bilingual conditions. AND
this is correct, because children who know their ancestors will be raised
a comprehensively developed personality, tolerant, knowledgeable and loving of his native land,
respecting the indigenous people, their culture and traditions.
In the system of introducing NQF of preschool institutions, folk traditions occupy a strong place
holidays, entertainment. Festive culture has its own specifics and carries with it
color of the people. It is not for nothing that folk holidays are called treasure troves of national culture.
And what holiday could be complete without folk games? Many folk games exist
since time immemorial and passed on from generation to generation. History of folk games
organically connected with the history of the people, their work activities, way of life, customs,

traditions. The classification of all types of folk games is proposed by I. A. Pankeev, the author
books "Russian folk games".
Most folk games require children to have speed, dexterity, dexterity,
motor skills. It instills in them courage, collectivism, and honesty. Develops
endurance.
Widespread use of folk games: moving, round dancing, verbal games makes all this possible
Holidays are an emotionally bright, memorable event in a child’s life.
Active participation in entertainment enriches children with new impressions and gives
opportunity to acquire motor skills and abilities.
Interesting content, humor, musical accompaniment promotes activation
motor activity. When organizing these holidays, it is important to consider
climatic conditions, seasonal characteristics and natural factors. Positive
results can be achieved through close collaboration between the team
preschool and family.
Children and parents are notified about the program of the upcoming event
in advance, so that they can also actively participate in their preparation.
Folk holidays in kindergarten are an effective form of active recreation
children.
During the school year, many holidays are held in our kindergarten. This
national holidays: “Sumbele”, “Nauruz”, “Maslenitsa”, “Karga Botkasy”,
"Sabantuy". Entertainment: “G. Tukay’s Birthday”, “Winter Fun”, “Neptune’s Day”,
“Dad, mom, I’m a sports family.” In addition, our teachers come up with new
entertainment. For example: “Hat Day”, “Fairy Tale Day”.
Those who live in Tatarstan learn about the Sabantuy holiday early. Fun party
leaves a vivid impression on children. The Sabantuy holiday is taking place in our kindergarten
fun and bright. National heroes Shurale, Batyr, Su Anasy come to the holiday
(Water). They entertain our children. The climax at the end of the holiday
We give Batyr a toy ram. Of course, a special place in this holiday is occupied by
folk outdoor games, even the most modest folk cannot do without them
holiday. These are folk games: “Horse racing”, “Running in sacks”, “Hit in the pot”, “Running with
rocker arms”, “Running with a spoon with an egg”, “Kurash”, “Pillow fight”, “Tug of war”
rope" and etc. And what’s amazing about the games “Pillow Fight” and “Sack Run” is not only

Tatar folk games, and are also Mari folk games. Very
The Maslenitsa holiday is celebrated in a colorful way in the kindergarten with games, fun and be sure to
with a treat.
Folk games have a lot of humor, jokes, and competitive fervor; movements are precise and
figurative, often accompanied by unexpected funny moments, tempting and
children's favorite counting rhymes, drawing lots, nursery rhymes. They keep their
artistic charm, aesthetic value and constitute the most valuable, unique
gaming folklore.
Motor exercises in folk outdoor games are performed in unusual
conditions and often include an element of competition (run while holding a spoon with
put an egg in it, and there is nothing to drop; run in a bag; perform movements with
blindfolded; “water the horse”, etc.) Such tasks are performed by three or four people
guys, the majority of children are spectators.
All these folk games are distributed by age in the program (regional
component), which is an annex to the federal program “Education and
teaching in kindergarten" (edited by M. A. Vasilyeva, new 4th edition of M.: Mosaic
Synthesis, 2006). This application is compiled taking into account national and regional
features of the Republic of Tatarstan (authors K.V. Zakirova, R.A. Borkhanova, G.A.
Galieva, etc. Kazan. Publishing house "Magarif". 2009) and recommended
Ministry of Education and Science of the Republic of Tatarstan for preschool educational institutions
Republic of Tatarstan.
When organizing any kind of holiday for preschoolers, you must remember
the following:
It is unacceptable for a children's holiday to develop into an entertaining spectacle for adults.
It is unacceptable to select children as participants, unless it is contraindicated for health
child.
when preparing for the holiday, it is important to maintain children’s keen interest in the event
(conversations, preparation of children's costumes, attributes, souvenirs)
it is necessary to rationally distribute physical activity into different types
activities (taking into account the level of development and physical fitness)
When planning and preparing a holiday you must:
indicate the objectives of the holiday, date, time, place of its conduct.

prepare demonstration performances: poems, songs, musical round dance games.
identify those responsible for preparing the holiday.
determine the number of participants in each age group, as well as invitees
guests.
indicate the order of holding competitions, games, competitions.
The success of the holiday largely depends on how detailed and clear
his program has been planned.
Good luck in your work!
Literature
1. Babynina T. F. Traditions of national cultures. Kazan: RIC “School”, 2003.
2. Bogomolova M.I., Sharafutdinov Z.T. For preschoolers about Tatarstan. WHO. ­
Naberezhnye Chelny Almetyevsk, 1993.
3. Timofeeva E. A. Outdoor games M.: Education, 1986.

“We sell pots” (Chulmak ueny)

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation:


Hey buddy, sell the pot!

Buy

How many rubles should I give you?

Give me three


The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game . You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

"Gray Wolf" (Sary Bure)

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):


Where are you going, friends?

We are going into the dense forest

What do you want to do there9

We'll pick raspberries there

Why do you need raspberries, children?

We'll make jam

What if a wolf meets you in the forest?

The gray wolf won't catch us!


After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:


I'll pick berries and make jam,

My dear grandmother will have a treat

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!


After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game. The person depicting the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

“Jump-jump” (Kuchtem-kuch)

A large circle with a diameter of 15-25 m is drawn on the ground, and inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.



Rules of the game. You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

"Flappers" (Abakle)

On opposite sides of the room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up.

The driver is selected. He approaches those standing near the city and says the words:


Clap and clap is the signal

I'm running, and you're following me!


With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game. Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

“Take a seat” (Bush Ursh)

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:


Like a magpie arecochu

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder -


Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game. The circle should stop immediately when you hear the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

“Traps” (Totysh uyena)

At the signal, all players scatter around the court. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game . The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

“Zhmurki” (Kuzbaylau uyen)

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in the hole-holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who was caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game. The driver has no right to peek. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

"Interceptors" (Kuyshu ueny)

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:


We have to run fast,

We love to jump and gallop

One two three four five

No way to catch her!


After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

Rules of the game. The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

"Timerbay"

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:


Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty, splashed,

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening,

We looked at each other,

They did it like this!


With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

“Chanterelles and Hens” (Telki ham tavıklar)

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules of the game. If the driver fails to stain any of the players, then he drives again.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules of the game. Everything must be thrown at the signal. The team leaders keep score.

“Ball in a circle” (Teenchek uyen)

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game . The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

“Tangled Horses” (Tyshauly atlar)

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game. The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

Holiday scenario

"Day of Tatar Folk Games"

Target: - to form moral qualities in children through Tatar folk outdoor games, folklore and traditions;

Tasks: - to form in children ideas about customs, traditions, games, and the way of life of the Tatar people;

To instill in children respect for folk traditions and customs;

Develop interest in Tatar national games, the desire to use them in independent activities.

Age : 5-7 years

Equipment : wheels UMK “Tugan teld”ә Withө ylә wә without”, balloons, flowers, posters, a model of a “time machine”, a ring, a skullcap, a scarf, a stick, a pot.

Games:

"Ring".

Objectives: - development of self-regulation and arbitrariness of behavior;

Improve children's singing skills based on the national repertoire.

"Put on the skull cap"

Goal: - to cultivate a love for the folklore of the Tatar people.

Objectives: - to encourage people to talk about its emotional and figurative content, to share their impressions.

To develop the skill of pure intonation, clear pronunciation of words, expressive, meaningful performance of Tatar songs.

"Timerbay"

Goal: to create conditions for children’s free self-expression in games, to encourage musical and playful improvisation in role-playing behavior, and to develop creative abilities.

Objectives: - develop interest in the games of the Tatar people;

Develop attention

Form the rhythm of movement in accordance with the nature of the music.

"Breaking the Pot"

Goal: to create conditions for children to freely express themselves in games.

Tasks: - execute commands correctly

Develop the ability to coordinate your movements

“Sit down, sit down, Malika! »

Goal: to improve children's singing skills based on the national repertoire.

Objectives: - to cultivate a love for the folklore of the Tatar people.

Improve the technique of performing dance movements.

Celebration progress:

(The hall is festively decorated. A model of a “time machine” is placed under the blanket. Children enter the assembly hall)

Presenter: Guys, look how beautifully our hall is decorated, with balloons and flowers! Is everything okay here? Is there anything strange here?

( Children find a surprise under the blanket)

Presenter: Here are miracles for you, but what are they?

Children: Flying saucer, spaceship,...

Presenter: Guys, for some reason it seems to me that this is a time machine? Do you know what a time machine is and what it is needed for?

Children:…

Presenter: Guys, let's test it, whether it works or not! Do you like to play? Want to know what games your grandparents played?

Children: Yes, we want!

Presenter: Then, let's quickly get into the time machine and fly into the past.(Children hold hands, close their eyes, Tatar folk music sounds (Audio application of the educational educational complex "Tugan Teld" ә With ө yl ә w ә without") .

Presenter: Guys, it’s working, our time machine is working! Look what's here!

Children: This is a skullcap.

Presenter: Correct. Skullcap is a traditional headdress for men. It is customary to beautifully decorate it with beads and embroider patterns with beautiful, multi-colored threads. Look, guys, our skullcap is very beautiful (the children look at the skullcap). It is also embroidered with bright threads and has beautiful Tatar ornaments on it. The Tatars have a game related to the skullcap. It’s called “Put on the Skull Cap.” Let's play this game.

Rules of the game. Children stand in a circle. They sing a song in the Tatar language and wear a skullcap. Thus, they pass it on to each other. The game is played to music.(Audio application of UMK "Tugan teld" ә With ө yl ә w ә without"", track No. 13)

Tү bә Tәйno kigә nseh,

Bik eraklardan kilgә nseh,

Tө skә Maturlygy Belә n

Shakkatyrim, diganWithwithout.

Kushymta:

Tү p–tү p–tү bә Tә th,

Tү bә Tә e pricks

Chickthosemathur tү bә Teyne

Menә kemdә tuktaldy.

At the end of the song, whoever has the skullcap left is given a punishment: sing a song, tell a storyishok, crow like a cockerel, etc. The game continues like this.

Host: What a great fellow you are! Did you like this game?

Our second game is called “Ring”.(“Y ө "zek salysh." The game is played to music. Audio application UMK "Tugan teld" ә With ө yl ә w ә without", track number 29).

Rule of the game.

The driver holds the ring between his palms, and all players offer their hands to him with their ankles. The driver, placing his hands in the hands of the participants, must pass the ring to any of the players so that the others do not guess who exactly. After this, the phrase “Ring - ring, get out of the porch!” is said! “The one who got the ring must run out to the leader’s place, while the others must try to hold him back, if, of course, they realize in time who exactly is going to run. If the person who received the ring manages to run out, then he drives the next one; if not, the driver remains the same.

Presenter: What a great fellow you are! Let's move on to the next game.

Children: Yes!

Presenter: Our next game is called “Timerbay”. I'm sure you will really like this game too.

Rules of the game. The players, holding hands, make a circle. They choose a driver - Timerbay. He stands in the center of the circle. The game is played to music. (UMK audio application “"Tugan teld ә With ө yl ә w ә without" ” track number 29) The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river.

Cleaned up thoroughly

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening.

We looked at each other,

They did it like this!

With the last words “like this,” the driver makes some movement. Everyone must repeat it. Then the driver chooses someone to take his place. Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.)

Presenter: Good guys! Guys, these are the fun games the Tatars have. But that is not all. You are not tired?

Children: No!

Host: Then, let's continue our holiday with the game "Beating the Pot."

Rule of the game. Children stand in a circle or in one line. A pot is placed in the center. A handkerchief is tied around the eyes, and he must walk in a straight line to the pot and use a stick to break the pot. Thus the game continues. The game continues to the music. (Audio application UMK “Tugan teld” ә With ө yl ә w ә without"" track No. 13)

Host: And you coped with this game for me! Well done! Our next game is no less interesting, and also involves blindfolding. The game is called “Sit down, sit down, Malika! »

Rules of the game. Children stand in a circle. One is blindfolded and placed in the center of the circle. Children hold hands, sing a song and walk in a circle. The song is sung in Tatar:

Utyr, Utyr, Mә faceә , almagachi tө Benә ,

Who utyrgan karshiң A,ә tep birche tiz genә

One of the children sits in a circle next to the driver, and he must use touch to find out who is standing next to him. If he doesn't find out, he will be punished. The game continues like this.

Host: Guys, did you like it?

Children: Yes, very much!

Host: This was our last game. These are the kind of fun and playful games our grandparents played. These games are called “Tatar folk games”. These are not all games; the Tatar people have a lot of fun and no less interesting games. You and I talk about them tooILet's play nicely. Now, let's finish our holiday with the song “Native Language”, the words of which were written by our famous writer G.Tukay (Audio application of UMK "Tugan teld" ә With ө yl ә w ә without", track number 37).

Reflection.

Host: Guys, did you like our holiday? Did you manage to play Tatar folk games? Did you learn anything new? What did you like most?

Children:….

Host: I also really liked the way we played and sang today! Well done! I am very glad that you also liked our holiday. Guys, Tatars are very cheerful, open, friendly people. They are also famous for their hospitality. They love to receive guests and treat them to all sorts of sweets. I also invite you to tea with traditional dishes ө chpochmak and hә k – hә To! Sau bulygyz! Goodbye! See you again!

2. Game library “Tatar folk games”.

1 . We sell pots

The players are divided into two groups. Potty children, kneeling or sitting on the grass, form a circle. Behind each pot stands a player - the owner of the pot, with his hands behind his back. The driver stands behind the circle. The driver approaches one of the owners of the pot and starts a conversation: - Hey, buddy, sell the pot! Buy it.

How many rubles should I give you? Give me three.

The driver touches the pot three times (or as much as the owner agreed to sell the pot for, but no more than three rubles), and they begin running in a circle towards each other (they run around the circle three times). Whoever runs faster to an empty space in the circle takes that place, and the one who lags behind becomes the driver.

Rules of the game.

You are only allowed to run in a circle without crossing it. Runners do not have the right to touch other players. The driver starts running in any direction. If he started running to the left, the stained one should run to the right.

2. Gray wolf

One of the players is chosen as a gray wolf. Squatting, the gray wolf hides behind the line at one end of the area (in the bushes or in thick grass). The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 m. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

- Where are you going, friends?

- We are going into the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

- We'll make jam.

- What if a wolf meets you in the forest?

- The gray wolf won't catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick the berries and make jam.

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Rules of the game.

The person depicting the gray wolf cannot jump out, and all players cannot run away before the words are spoken. You can catch those running away only up to the house line.

    Jump-jump

A large circle with a diameter of 15-25 m is drawn on the ground, inside it there are small circles with a diameter of 30-35 cm for each participant in the game. The driver stands in the center of a large circle.

The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who stays

without a place, becomes a driver.

Rules of the game.

You can't push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

    Firecrackers

On opposite sides of a room or area, two cities are marked with two parallel lines. The distance between them is 20-30 m. All children line up near one of the cities in one line: the left hand is on the belt, the right hand is extended forward with the palm up.

The driver is selected. He approaches those standing near the city and says the words:

Clap and clap - the signal is like this:

I’ll run away, and you’ll follow me!

With these words, the driver lightly slaps someone on the palm. The driver and the stained one run to the opposite city. Whoever runs faster will remain in the new city, and the one who lags behind becomes the driver.

Rules of the game.

Until the driver touches someone's palm, you cannot run. While running, players should not touch each other.

    Take a seat

One of the participants in the game is chosen as the driver, and the rest of the players, forming a circle, walk holding hands. The driver follows the circle in the opposite direction and says:

I chirp like a magpie,

I won't let anyone into the house.

I cackle like a goose,

I'll slap you on the shoulder

Run!

Having said run, the driver lightly hits one of the players on the back, the circle stops, and the one who was hit rushes from his place in the circle towards the driver. The one who runs around the circle first takes a free place, and the one who lags behind becomes the driver.

Rules of the game.

The circle should stop immediately when you hear the word run. You are only allowed to run in a circle without crossing it. While running, you must not touch those standing in a circle.

    Traps

At the signal, all players scatter to the site. The driver tries to tarnish any of the players. Everyone he catches becomes his assistant. Holding hands, two of them, then three of them, four of them, etc., they catch the ones running until they catch everyone.

Rules of the game.

The one whom the driver touches with his hand is considered caught. Those who are caught catch everyone else only by holding hands.

    Zhmurki

They draw a large circle, inside it, at the same distance from each other, they make holes-holes according to the number of participants in the game. They identify the driver, blindfold him and place him in the center of the circle. The rest take places in burrow holes. The driver approaches the player to catch him. He, without leaving his hole, tries to dodge him, now bending over, now crouching. The driver must not only catch, but also call the player by name. If he names the name correctly, the participants in the game say: “Open your eyes!” - and the one who was caught becomes the driver. If the name is called incorrectly, the players, without saying a word, make several claps, making it clear that the driver was mistaken, and the game continues. Players change minks, jumping on one leg.

Rules of the game.

The driver has no right to peek. During the game, no one is allowed to leave the circle. Exchange of minks is allowed only when the driver is on the opposite side of the circle.

    Interceptors

At opposite ends of the site, two houses are marked with lines. The players are located in one of them in a line. In the middle, facing the children, is the driver. The children say the words in chorus:

We can run fast.

We love to jump and gallop.

One, two. three four five.

There's no way they'll catch us!

After finishing these words, everyone runs scattered across the site to another house. The driver tries to tarnish the defectors. One of the stained ones becomes the driver, and the game continues. At the end of the game, the best guys who were never caught are celebrated.

Rules of the game.

The driver catches the players by touching their shoulder with his hand. The stained ones go to the appointed place.

    Timerbay

The players, holding hands, make a circle. They choose a driver - Timerbai. He stands in the center of the circle. The driver says:

Timerbai has five children,

They play together and have fun.

We swam in the fast river,

They got dirty and splashed.

Cleaned up nicely

And they dressed up beautifully.

And they didn’t eat or drink,

They ran into the forest in the evening.

We looked at each other,

They did it like this!

With the last words, the driver makes some kind of movement like this. Everyone must repeat it. Then the driver chooses someone instead of himself.

Rules of the game.

Movements that have already been demonstrated cannot be repeated. The movements shown must be performed accurately. You can use various objects in the game (balls, braids, ribbons, etc.).

    Chanterelles and chickens

At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox.

Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

Rules of the game.

If the driver fails to stain any of the players, then he drives again.

    Guess and catch up

The players sit on a bench or on the grass in one row. The driver sits in front. He is blindfolded. One of the players approaches the driver, puts his hand on his shoulder and calls him by name. The driver must guess who it is. If he guesses correctly, he quickly takes off the bandage and catches up with the runner. If the driver says the player's name incorrectly, then another player comes up. If the name is named correctly, the player touches the driver on the shoulder, making it clear that he needs to run. Rules of the game.

If the driver does not understand your friend, you can repeat the game again with him. As soon as he catches the player, the driver sits at the end of the column, and the caught one becomes the driver. The game has a strict order.

    Who is first?

The players line up on one side of the court, and on the other side a flag is placed to indicate the end of the distance. At the signal, the participants begin running a race. Whoever runs this distance first is considered the winner.

Rules of the game.

The distance from one end of the site to the other should be no more than 30 m. The signal can be a word, a wave of a flag, or a clap. When running, you should not push your comrades.

The players line up in two lines on both sides of the court. There is a flag in the center of the site at a distance of at least 8-10 m from each team. At the signal, the players in the first rank throw the bags into the distance, trying to throw them to the flag, and the players in the second rank do the same. The best thrower from each line is revealed, as well as the winning line, in whose team the largest number of participants will throw the bags to the flag.

Rules of the game.

Everything must be thrown at the signal. The team leaders keep score.

Ball in a circle

The players, forming a circle, sit down. The driver stands behind a circle with a ball, the diameter of which is 15-25 cm. At a signal, the driver throws the ball to one of the players sitting in the circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to catch it on the fly. The player from whom the ball was caught becomes the driver.

Rules of the game.

The ball is passed by throwing with a turn. The catcher must be ready to receive the ball. When the game is repeated, the ball is passed to the one who was left out of the game.

    Tangled horses

The players are divided into three or four teams and line up behind the line. Flags and stands are placed opposite the line. At the signal, the first team players begin jumping, run around the flags and run back. Then the second ones run, etc. The team that finishes the relay first wins.

Rules of the game.

The distance from the line to the flags and posts should be no more than 20 m. You should jump correctly, pushing off with both feet at the same time, helping with your hands. You need to run in the indicated direction (right or left).

Conclusion.

In conclusion, I want to say that the teacher should remember that our main task is to teach children to play folk games actively and independently. Childhood impressions form the foundation for the development of his moral feelings, consciousness and their further manifestation in useful and creative activities, and also form a developed, active personality.

Playing with a child means talking to him in the language that he understands. It is in the game that the most effective development of the personality of a preschooler and all mental processes that are most significant for this age take place: imagination, creativity, symbolic thinking (which will become the basis for the study of mathematics, computers, languages, social skills, emotions, etc. Thus , my task as a teacher is to provide the child with conditions in which play can develop. Through folk games, the child develops not only creatively, but also physically.