Cheese soul from the team. Russian cheeses with a French soul

The role of play in the formation and development of a child cannot be overestimated. It is through play that a child learns the world, his laws, learns to live by the rules. All children love to move, jump, gallop, and run races. Outdoor games with rules are a conscious, active work child, which is characterized by timely and accurate completion of tasks related to the rules that are mandatory for all participants. Outdoor play is a kind of exercise with which children prepare for life.

Outdoor games are of great importance in a child’s life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health and educate life situations, help the child to achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age in the game they tend to imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to developed ability By imitation, most outdoor games for children of primary preschool age are of a plot nature.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, start moving or change it at the leader’s signal, find your place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. On playground draw two circles. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving 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.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. Must participate in the game odd number children and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

Children 5-6, 6-7 years old have a character play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught will form new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes “ sly fox».

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that you can play during after-school walks or during lessons. physical culture in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The one who takes first empty place, left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and in the future the children themselves, dividing into groups, will be able to decide what game they want to play. Games on fresh air have a beneficial effect on the development of the child’s body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition playing field: are there any unnecessary objects, splinters and anything that could interfere with children’s play and create a dangerous environment - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of garbage.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children’s games at school during recess and physical education lessons, during walks in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, teacher primary classes, Deputy Director for Educational Work.

With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education teacher starts the game, he has a small ball in his hand, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Game exercises

1. "Pass to each other."

The physical education teacher invites the boys to form pairs at a distance of 3 m from each other and pass the ball to each other with their right and left feet.

2. "Hit the shuttlecock."

The girls are also divided into pairs with rackets in their hands and play badminton. The pair whose shuttlecock did not fall to the ground and who wields the racket best is noted.

Card 7

Outdoor game "Don't get caught"

From those playing, 2-3 drivers are selected using a counting rhyme, and they stand in the center of the circle. The rest of the children stand in a circle and, at the teacher’s signal, begin to jump in and out of it with both feet as the drivers approach. The fastest driver, who caught the most of all the players, and the clever player, who was never caught, are noted. The game is repeated with a change of drivers 2 times.

Sedentary game “Make a figure”

At the signal from the physical education teacher, the players walk to calm music. The teacher tells the children to take the figure of some fairy tale hero or animal, etc. The music stops, the teacher notes the most interesting figure. The game is repeated 3-4 times.

Game exercises

1. "Planting Potatoes"

Children are divided into 3-4 teams, standing in columns at the starting line. In children, standing first, in the hands of bags with small objects. From the starting line, at a distance of 10-12 m, circles are drawn according to the number of potatoes (5-6 pieces). At the teacher’s whistle, the first from each column run, put the objects in circles and run back to the team with empty bag, passing the bag to the next participant. The second ones collect and run back to the team, passing the bag to the next participants, etc.

2. "Got into the basket."

Players stand in a semicircle with a large ball in their hands. There is a basket at a distance of 4-5 m from them. When the teacher whistles, children throw the ball from their chests, trying to get into the basket. The second time they throw the ball from below, the third time they throw their hands above their head. Those children who threw the ball correctly and hit the basket are noted.

Card 8

Outdoor game "Don't stay on the floor"

With the help of a counting rhyme, a driver is selected, who runs with the children throughout the hall. As soon as the teacher says: “Catch!”, everyone runs away from the driver and, as he approaches, climbs onto some hill (parapet, bench, cubes, stairs, chair), and the driver tries to catch the running ones. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver. The driver who caught the most of all the players is noted.

Sedentary game “Who has the ball?”

With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education teacher starts the game, he has a small ball in his hand, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Game exercises

1. "The ball hits the wall."

Players line up freely in front of the wall at a distance of 3 m from it with a large ball in their hands. When the teacher whistles, children throw the ball against the wall and catch it with both hands after bouncing off the ground (8-10 times).

2. "Catch the ball."

Players are divided into groups of three. Two people stand at a distance of 2 m from each other, one has a large ball in his hands, and the third stands in the center. At the teacher’s signal, the two throw the ball to each other. As soon as the person standing in the center touches the ball or catches it, the players change places (3 times).

3. “Don’t touch me!”

In parallel, 6-7 pins are placed in two rows at a distance of 40-45 cm from each other, 2 m from the starting line. All players line up in two columns. At the teacher’s signal, the children run after each other like a “snake” between the pins, running around them on one side and the other, returning to the starting line. The winner is the team that does not touch a single pin (2 times).

Card 9

Outdoor game "Geese - Swans"

On one side the house in which the “geese” are located is indicated. On the opposite side of the hall there is a “shepherd”. On the side of the site is the “wolf’s” lair. The rest of the place is meadow. With the help of a counting rhyme, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The “shepherd” drives the “geese” out to the “meadow” for a walk and a run.

Shepherd: Geese, geese!

Geese (in unison): Ha - ha - ha!

Shepherd: Do you want to eat?

Geese (in unison): Yes Yes Yes!

Shepherd: So fly here!

Geese (in unison): We are not allowed! Gray wolf under the mountain, won't let us go home.

Shepherd: So fly as you want, just take care of your wings.

The “geese” run home through the “wolf’s” den, and the “wolf” runs out of the den and tries to catch the “geese.” The “geese” that ran away from the “wolf” and returned home safely are noted. The game continues with another “shepherd” and “wolf”.

Sedentary game “Flying, not flying”

Children stand in a circle or in a line, the teacher stands so that he cannot be seen or heard by everyone. He begins to call animate and inanimate objects those that fly and those that don't. Names the object and raises his hands up. Children should raise their hands up. Children should raise their hands up if a flying object is named, for example:

Physical education teacher: Parachutist ( raises his hands up).

Children raise their hands up.

Physical education teacher: Airplane ( raises his hands up).

Children raise their hands up.

Physical education teacher: Helicopter ( raises his hands up).

Children raise their hands up.

Physical education teacher: House ( raises his hands up).

Children do not raise their hands up, etc.

At the end, the teacher counts those who played who never made a mistake and were attentive.

Game exercises

1. "Ball to the driver."

The players are divided into 2-3 teams and line up in a circle. In the center of each circle is a driver with a ball. At the teacher’s signal, the driver throws the ball to the players with both hands from the chest and receives it back. When the ball has passed all the players, the driver raises his hands up and says: “Ready!” The circle in which the ball passes all the players the fastest wins.

2. "On the bridge."

A path 15 cm wide is laid out from jumping ropes or slats. The physical education teacher invites children to walk along it on their toes, hands on their belts, maintaining a stable balance and correct posture(2-3 times).

Card 10

Outdoor game “Firemen in training”

Children line up in two columns at the starting line at a distance of 4-5 m from the gymnastics ladder. There is a bell suspended at the top of the gymnastics ladder. At the teacher’s command: “March!” the first children run, climb the stairs, ring the bell, go down, run back, passing the baton with a clap on the shoulder to the next “fireman”. The team of “firemen” that completes the task faster wins.

Breathing exercises

1. Initial position: standing, feet shoulder-width apart, arms along the body. One time - slowly raise your hands up with the words: “Tick”, while inhaling through your mouth, two times - exhale, lowering your hands down saying: “Tak” (8-10 times).

2. Initial position: the same, arms at the chest bent at the elbows at shoulder level. For one, we bend our arms to the sides, inhaling through the nose, for two, we exhale slowly through the mouth, and return our arms to the starting position (8-10 times).

3. Initial position: standing, feet shoulder-width apart, hands on the belt. One time - head to the left, inhale through the nose, back to the starting position, exhale through the nose, two times - turn the head to the right, inhale through the nose, head to the starting position, exhale through the nose (inhale-exhale only through the nose and quickly) (3 times).

Game exercises

1. "Throw it - catch it."

Children line up in two lines on opposite sides at a distance of 50 cm from each other, forming a corridor in pairs. Each child in the line has a large ball. At the teacher’s signal, the first row throws the ball (each to their partner) with one hand, and the second row catches the ball with both hands after the ball bounces on the floor (8-10 times).

2. “Jump over, don’t hit me.”

Children line up in 2-3 columns in front of a rope lying on the floor. At the teacher’s signal, the children begin to jump sideways with both feet together, first to the right, then to the left, without stopping. Return to the starting position on foot.

3. "Traps in pairs."

Children line up in pairs in two lines, one after the other, at a distance of 4-5 steps from each other. The distance from the starting line to the finish is 30 m. At the teacher’s command: “Run!” the children of the first line run away, and the second one catches up, trying to catch them before they cross the finish line. Then the players change places.

Card 11

Outdoor game "Traps"

With the help of a counting rhyme, a driver is selected who stands in the middle of the platform. The rest of the players stand on the court behind the line. After the teacher’s words: “Once! Two! Three! Run!” children run across the line to the opposite side of the playground, and the driver catches the children before they run across the playground and stand over the line. The fastest children and the most dexterous drivers are recognized. The game is repeated with new drivers 2-3 times.

Sedentary game “Edible - Inedible”

Children stand in a circle or in a line. In the center of the circle or in front of the line stands a physical education teacher with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming edible or inedible, for example:

Physical education teacher: Pasta with meat.

Outdoor play is a conscious, active activity of a child, characterized by accurate and timely completion of tasks based on different types movements and related to the rules mandatory for all players.

1. "Homeless Hare."

Goal: to develop speed of movement, orientation in space.

Progress of the game. A “hunter” and a “homeless hare” are selected, the rest of the “hares” stand in hoops - houses.

The “homeless hare” runs away, and the “hunter” catches up with him. The “hare” can get into the house, then the “hare” that was there must run away. When the “hunter” catches the “hare”, he himself becomes the hare, and the “hare” becomes the “hunter”.

2. "Hares and the wolf."

Goal: to teach children to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Progress of the game. One of the players is chosen as a “wolf”. The rest are “hares”. At the beginning of the game, the “hares” stand in their houses, the “wolf” is on the opposite side.

Educator. Hares gallop, hop, hop, hop,

To the green, to the meadow, to the meadow,

They pinch the grass, eat it,

Listen carefully -

Is there a wolf coming?

Children jump and perform movements to these words. After the word is spoken wolf, he runs after the “hares”, they run away to their houses. The “wolf” takes the caught “hares” aside.

3 "Pretties."

Objectives: teach to distinguish colors; develop dexterity.

Progress of the game. Plays with 5 people or more. A leader (“monk”) is selected, who goes aside while the players (“colors”) choose their color.

"Paints" sit down on the bench. The “monk” comes and knocks on the door.

- Who's there? - asks the presenter.

- It’s me, a monk in blue pants, a bump on my forehead, a mouse in my pocket!

-What did you come for?

- For paint.

- For what?

- Behind… (names the color).

If there is no “paint”, the “monk” leaves. If there is, he catches up with her. Children change roles.

4 "Cossacks-robbers".

Goals: to introduce folk game; develop dexterity.

Progress of the game. The "Cossacks" find a place - a "dungeon", while the "robbers" hide. The “robber” is considered caught if the “Cossack” touches him with a twig (“whip”). A “robber” who has been captured has no right to escape. All prisoners are brought to a “dungeon” guarded by a “Cossack”. Rogues can free their comrades by touching them. But if at this moment they themselves are caught by the “Cossack watchman”, then they will also end up in “dungeon”.

The game is considered over when all the “robbers” are in the “dungeon”.

5 "Potato".

Objectives: to introduce the folk game; learn to throw the ball.

Progress of the game. The players stand in a circle and throw the ball to each other. The one who drops the ball sits in a circle, becoming a “potato”. When there are a lot of “potatoes” (more than 5 players), it begins to grow: the players in the circle join hands and gradually rise. It becomes difficult to throw the ball over them, and then the “potato” is knocked out: one player throws the ball to another, who returns it and must hit the “potato”. If it hits, the player leaves; if not, he himself becomes a “potato”.

6 "Gardener".

Goals: learn the names of colors; develop dexterity.

Progress of the game. The participants of the game sit in a row. Everyone chooses a name for themselves (the name of any flower). The leader and the “gardener” are selected using the counting table. The presenter tells the “gardener” the names of the flowers chosen by the players. The “gardener” says: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except ...” (Name any flower.) The one who called himself this flower runs away. "Gardener" is catching up. If he catches up, the runner takes his place, that is, he becomes a “gardener.”

7 “Blind Man’s Bluff” option 1.

Goals: to introduce the Russian game; teach mindfulness.

Progress of the game. Zhmurka chooses using a counting rhyme. They blindfold him, take him to the middle of the room and turn him around several times, talking to him:

- Cat, cat, what are you standing on?

– In a kneading bowl *.

- What's in the kneader?

- Catch mice, not us!

The players run away, the blind man's buff catches them. He must recognize the caught player without removing the bandage. He becomes a blind man's buff.

8 "Empty space."

Goal: to develop physical qualities: agility, speed.

Progress of the game. A driver is selected, the rest of the children stand in a circle with their hands on their belts. The driver walks around and says:

I walk around the house and look out the window,

I’ll go up to one and knock softly.

After these words, the driver stops and looks into the circle. A conversation takes place with a child standing in a circle:

- Knock-Knock.

- Who's come?

- This… (the driver says his name).

- Why did you come?

- Let's run the race!

9 "Geese-swans".

Goal: develop dexterity and flexibility.

Progress of the game: “Wolf” and “Shepherd” are selected, the rest are “geese”. On one side of the site there are “geese”, on the side is the lair of the “wolf”. The “shepherd” drives the “geese” out to graze in the meadow, then says:

- Geese, geese!

The “geese” stop and answer in unison:

- Ha-ga-ha!

- Do you want something to eat?

- Yes Yes Yes!

- So fly as you want, just take care of your wings!

The “geese” are flying home through the meadow, and the “wolf,” hearing them, runs out, crosses their path, trying to catch them. He takes the caught “geese” to his place.

10 "Sly Fox".

Goal: develop the ability to react quickly after a signal.

Progress of the game. The players stand in a circle with eyes closed. The teacher passes and touches someone. Children open their eyes and say three times: “Sly fox, where are you?” After this, the “fox” runs out into the center and says: “I’m here!” Everyone runs away, and she catches them. Those caught move aside.

11 "The Bear and the Bees."

Goal: develop the ability to act on a signal, climb a ladder correctly, imitate the actions of characters.

Progress of the game. The players are divided into two groups - “bees” and “bears”.

At a signal, the “bees” fly to the meadow for honey and buzz. As soon as the “bees” fly away, the “bears” climb into the hive (hoops) and feast on honey. At the signal "Bears!" The “bees” fly and sting those who do not have time to escape into the forest. A stung “bear” does not go out for honey.

12 "Burners".

Goal: develop speed, agility, reaction.

Progress of the game. The players become pairs. A line is drawn in front of the column, at a distance of 2–3 steps. One of the players - the catcher - stands on this line. The children standing in the column say:

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 command “Run!” the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher tries to catch one; if caught, forms a pair and stands in front of the column.

13 "Crucian carp and pike."

Progress of the game. One child is chosen as a “pike”. The rest of the players are divided into two groups: one of them – “pebbles” – forms a circle, the other – “crucian carp”, which swim inside the circle. "Pike" is located outside the circle.

At the teacher’s signal “Pike!” she quickly runs into the circle, trying to catch the “crucian carp”. “Crucian carp” are in a hurry to quickly take a place behind one of the players and sit down (crucian carp hide from the pike behind pebbles). The “pike” catches those “crucian carp” that did not have time to hide. Those caught go outside the circle. Then a new “pike” is chosen. Children standing in and inside the circle change places and the game is repeated.

14 "Wolf in the Moat."

Goal: develop dexterity and attention.

Progress of the game. In the middle of the site, two parallel lines are drawn at a distance of 80–100 cm. This is a ditch. On one side there are “goats”. "Wolf" gets into the ditch. On the signal: “Wolf in the ditch!” - “goats” run to the opposite side of the site, jumping over the ditch, and the “wolf” tries to catch them.

15 “Don’t get caught!”

Goals: learn to jump correctly on two legs, develop agility.

Progress of the game. The cord is laid in the form of a circle. All players stand behind him at a distance of half a step. The driver stands inside the circle. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside the circle. After 30–40 seconds, the teacher stops the game.

16 “Don’t get your feet wet.”

Goals: to develop coordination of movements in children; learn to perform motor tasks and strive to achieve goals.

Progress of the game. Two teams, the first ones holding the board. At the teacher’s command “Forward!” Everyone must, stepping only on the planks, cross the “swamp” and give the plank to the second part of the team located on the other half of the “swamp”. The first one to cross the “swamp” wins.

17 “Guess what I caught.”

Goal: to develop imagination, flexibility, plasticity.

Progress of the game. The teacher invites the children to go to an imaginary forest and watch its inhabitants (squirrels, hares, ants, bees, etc.), returning from a walk, tell with gestures, without words, who they watched.

18 Outdoor game “Frogs”.

Goal: learn to compare movements with words.

Progress of the game. Children are divided into two groups. One of them is “bumps in a swamp”, the other is “frogs”. The “bumps” stand in a large circle. Behind each “bump” there was a “frog” hidden.

One “frog” (the driver) stands in the middle of the circle; it does not have its own house. The teacher says: “Here are the frogs jumping along the path with their legs stretched out.” All the children jump inside the circle and say: “Kva-kva-kva.” Children (“bumps”) say: “Here from a puddle to a hummock and jump for a midge.” After these words, all the “frogs” and the driver hide behind the “bumps”. The one who lacks the “bump” becomes the driver. He says: “They don’t want to eat anymore, they jump back into their swamp.” The “frogs” jump inside the circle again, and the game starts all over again, only the children change places.

19 Outdoor game “Freeze”.

Purpose: to teach to understand a schematic representation of a person’s posture.

Progress of the game. The leader explains to the children the rules according to which everyone must move around the playground, and at the leader’s command “One, two, three, freeze!” stay. While saying these words, the teacher shows the children one of the cards with a schematic representation of a person’s pose. The guys should freeze in the same position. Anyone who takes the wrong pose is out of the game.

20 “Run to the named tree.”

Goal: to train in quickly finding the named tree.

Progress of the game. The driver names a tree, all children must listen carefully to which tree is named, and in accordance with this, run from one tree to another. The driver closely monitors the children; anyone who runs to the wrong tree is sent to the penalty box.

21 “Run quietly.”

Goal: learn to move silently.

Progress of the game. Children are divided into groups of 4–5 people. The driver stands in the middle of the hall. At a signal, one group runs silently past the driver; if he hears the noise of footsteps, he says: “Stop!”, and the runners stop. Without opening his eyes, the presenter shows where he hears the noise. If he indicated correctly, the children move aside; if he made a mistake, they return to their places and run again. So all groups run in turn.

The group that the driver did not hear wins.

22 "Cosmonauts".

Goal: to develop children's dexterity and imagination.

Progress of the game. Hoops are laid out around the hall. There is one less of them than players. In the middle, the “cosmonauts”, holding hands, walk in a circle, saying:

Fast rockets for walking around the planets are waiting for us.

We’ll fly whichever one we want!

But there is one secret in the game: there is no place for latecomers.

With the last word, the children let go of their hands and run to take their places in the “rockets”, those who did not have time remain at the “cosmodrome”, and those who are sitting in the “rockets” take turns telling where they are flying and what they see.

23 “Dragonfly Song”.

Goal: to develop rhythmic, expressive speech and coordination of movements.

Progress of the game. Children stand in a circle and recite a poem in chorus, accompanying the words with movements:

I flew, I flew, I didn’t get tired.

Smoothly wave their arms.

She sat down and flew off again.

Get down on one knee.

I found some friends, we had fun.

Make flying movements with their arms.

There was a round dance all around, the sun was shining.

They hold hands and dance in a circle.

24 "Bubble".

Goal: to learn how to correctly take a long, smooth exhalation.

Progress of the game. Children stand in a tight circle, tilting their heads down, imitating a bubble. They repeat the words after the teacher: “Inflate, bubble, inflate, big, stay like that and don’t burst,” the children raise their heads and gradually move back, forming a large circle. At the teacher’s signal “The air is coming out” or “The bubble has burst”, the children go to the center of the circle, saying: “S-S-S”, imitating the air coming out. After the “Burst” signal, you need to make sure that the children do not run, but walk (the air escapes slowly).

25 "Flock".

Goal: to develop rhythmic and expressive speech; activate the vocabulary on the topic “Birds”; develop sports skills.

Progress of the game: Children choose a driver. The teacher, together with the children, recites a little rhyme to I. Tokmakova:

Sing along, sing along,

Ten birds - a flock:

This bird is a nightingale, This bird is a waxwing,

This bird is a sparrow, This bird is a crake,

This bird is an owl, This bird is a starling,

Sleepy little head, Little gray feather,

This one is a finch, this one is a swift,

This one is a cheerful siskin,

Well, this one is an evil eagle.

Birds, birds, go home!

After these words, the children run away, and the driver (an angry “eagle”) tries to catch someone.

26 "Owl".

Goal: learn to stand still for a while and listen carefully.

Progress of the game. The players sit freely in the hall or on the court. An “owl” sits or stands to the side (“in the hollow”). The teacher says: “The day comes - everything comes to life.” All the players move freely on the playground, performing various movements, imitating with their hands the flight of butterflies, dragonflies, etc. Suddenly he says: “Night is coming, everything freezes, the owl flies out.” Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” has taken to itself. After this, a new “owl” is chosen from those who did not get to it. The owl who took it wins larger number playing.

27 "Stop!"

Goal: to teach students to listen to the text and perform movements in accordance with it.

Progress of the game. On one side the children stand in one line, on the other, in a hoop, the driver. Standing with his back to the players, he says: “Walk quickly, make sure you don’t yawn! Stop!" At these words, the children walk towards the driver. As soon as he said: “Stop!”, he turns around. Those who did not have time to stop return to the line. The game continues until one of the players gets into the hoop.

28 “Blind Man’s Bluff” option 2.

Goal: develop attention.

Progress of the game. The driver's eyes are closed. Then the players take turns lightly hitting the palm of his outstretched arms. At the same time, they ask in a whisper: “Who am I?” The driver must guess which of the players hit him. If he guesses correctly, then the one who hit becomes the driver.

Rules of the game. The driver’s palms should not be touched by several participants at the same time.

29 “Who takes the fewest steps.”

Goal: to develop dexterity of movement.

Progress of the game. Children stand behind the line and, at an adult’s signal, run to the opposite side of the playground to the place marked by the line. Each of the players tries to take steps as long as possible and counts them. At the end of the run, the children say who took how many steps and determine who has the fewest.

Rules of the game. First, the teacher offers to run a set distance in turn and counts the steps of each child, and then the children do it themselves.

30 “Traps on one leg.”

Progress of the game. Using a counter, a trap is selected. He stands in the center of the hall. The children stand to one side. At the signal, the children run across and the trap catches them. The trap cannot catch a child who has stopped on one leg and clasped the knee of the other leg with both hands. At the end of the game, they determine which trap is the most dexterous.

31 "Chauffeurs".

Objectives: learn to come up with various actions and depict them; talk about imaginary events.

Progress of the game. The teacher asks the children to imagine that they are car drivers. Everyone chooses their own path: to the village, to the sea, to the store. The teacher asks the children to talk about what they see from the window.

32 "Cat on the Roof".

Goals: develop rhythmic, expressive speech; automate the pronunciation of the sound “Ш” in connected text; coordinate movements.

One of the players sits on a chair or bench with his eyes closed. He's a cat.

The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Hush, mice, hush, mice...

The cat is sitting on our roof.

Mouse, mouse, beware

And don’t get caught by the cat...

After these words, the “cat” “wakes up”, meows, jumps up and chases the “mice”. The "mice" are running away.

Rules of the game. It is necessary to mark with a line the "mouse's" house - a "hole" where the "cat" has no right to run.

33 "Frogs and Heron".

Goals: practice fast running and long jumps; develop physical qualities - agility, speed.

Progress of the game: In the middle of the site, a swamp is drawn in which frogs live. There is a stream drawn on the sides of the site, and a heron’s nest to the side. At the presenter’s signal, “Frogs are jumping in the swamp!” The players run and jump around the playground, pretending to be frogs. At the signal “Heron is coming!” The “heron”, having crossed the stream, jumps and looks for “frogs”. “Frogs”, fleeing from the “heron”, jump over the “stream”, trying to hide. The "Heron" is trying to catch the "frogs".

34 "Trap".

Goals: consolidate nouns in the active dictionary on the topics: “Wild animals”, “Birds”; develop speed and flexibility.

Progress of the game. Children are divided into groups (4–5 people). They hold hands and form a circle - a trap. 1st child is a “hunter”. The rest of the children are “forest dwellers.” They run and jump over and around the trap (those depicting the trap stand motionless, holding their hands and raising them at shoulder level). “Pop,” the “hunter” suddenly says. Children quickly lower their hands and squat. “I’ll see who fell into my trap,” says the “hunter.” Children caught in a trap imitate various animals and birds with their movements and voices. "Hunter" guesses. If he guessed correctly, then the child goes to the bench, and if not, then now he pretends to be a trap.

35 “Trap, take the tape.”

Goals: develop dexterity; cultivate honesty and fairness when assessing behavior in the game.

Progress of the game. All players place ribbons in the back of their belts. At the teacher’s signal “Run!” they scatter around the site, and the trap runs after them, trying to pull out more ribbons. At the signal “One-two-three – quickly run into the circle!” children stand in a circle. The number of ribbons taken is counted, after which they are returned to the children. Having lost the ribbon, the child temporarily leaves the game.

36 "Two Frosts".

Goal: develop agility and speed.

Progress of the game. Two houses are marked on opposite sides of the site. The players are located on one side. Frost, Red Nose and Frost, Blue Nose are selected and stand in the middle of the hall. At the signal: “Begin!” - both Frosts say:

- We are two young brothers, two daring Frosts:

I am Frost, Red Nose, I am Frost, Blue Nose.

Come on, which of you will decide to set off on this little path?

All players answer in chorus:

After the “Frost” signal, all the players run to the other side, and the Frosts try to “freeze” them, that is, touch them with their hands. The “frozen” ones stop and don’t move until everyone has run across. At the end, they calculate which pair of Morozs “froze” the largest number of players.

37 "The Fox in the Chicken Coop."

Goal: learn to jump gently, bending your knees, run without touching each other, and dodge the catcher.

Progress of the game. On one side of the site, a place for a “chicken coop” is outlined. In the “chicken coop” there are “chickens” sitting on a roost (on benches). On the opposite side of the site, a “fox hole” is being prepared. Everything else is a yard.

One of the players is called a fox, the rest are called chickens. At the teacher’s signal, the “chickens” jump from the “perch”, walk and run around the yard, “pecking” grains, flapping their “wings”. At the teacher’s signal “Fox!” The “chickens” run into the “chicken coop” and climb onto the “perch”, and the “fox” tries to drag away the “chicken”, which did not have time to escape, and takes it to its “hole”. The remaining "chickens" run out again and the game resumes.

The game ends when the “fox” catches two or three “chickens”.

38 "Frost, Red Nose."

Progress of the game. Two houses are designated on opposite sides of the site, and the players are located in one of them. In the middle of the platform, the driver stands facing them - Frost, Red Nose. He says:

– I am Frost, Red Nose. Which of you will decide to set off on the little path?

The players answer in chorus:

“We are not afraid of threats, and we are not afraid of frost.”

After that, they run across the site to another house. Frost catches up with them and tries to “freeze” them (touch them with his hand). The “Frozen” stop at the place where the Frost overtook them, and stand there until the end of the dash. Frost is counting how many he has “frozen.” After several dashes, a new Frost is chosen. At the end of several runs, the results are summed up and a comparison is made of which Frost “froze” more players.

39 "Don't stay on the floor."

Goal: develop the ability to correctly jump from a height with two feet, landing softly, bending your knees.

Progress of the game. In various places in the hall there are various items 25–30 cm high. A trap is selected. They put a bandage on his arm. To the beat of the tambourine, children jump off objects and run or jump around the hall. The trap takes part in the race. At the signal “Catch!” all children climb on objects again. The trap catches those who did not have time to jump onto the dais, and they sit to the side.

40 “Ball for the driver.”

Goal: develop the ability to throw and catch a ball.

Progress of the game. Participants are divided into equal teams. A line is drawn at a distance of 3 m from the teams. Two drivers are selected and stand behind this line against the columns. At the signal, both drivers throw balls to those standing in front of their teams. Having caught the ball, the player throws it back to the driver, and he himself stands at the end of the column, etc. The team in which the last player returns the ball to the driver first wins.

41 “The Fisherman and the Fishes.”

Goal: develop dexterity.

Progress of the game. The players are standing. A “pond” is outlined - an area beyond which you cannot go. Children smoothly spread their arms - “the fish are swimming.” Two “fishermen” stretch the rope (“net”) and try to surround and catch the “fish”. Those touched by the jump rope leave the game. When all the “fish” are caught, the game is repeated and the children change roles.

42 "Dove".

Goal: to practice pronouncing the sounds “L” and “R”.

Progress of the game. Children choose "hawk" and "mistress". The rest of the children are “pigeons”. The “hawk” stands aside, and the “mistress” chases the “pigeons”: “Shoo, shoo!” They fly away, and the “hawk” catches them. Then the “mistress” calls: “Guli-guli-guli,” and the “pigeons” flock to her. The one whom the “hawk” caught plays his role, and the former “hawk” becomes the “mistress”.

43 "Children and the Wolf."

Goal: to teach to understand and use past tense verbs and imperative verbs in speech.

Progress of the game. A “wolf” is selected. The rest of the children “pick strawberries and mushrooms in the forest” and say:

Children walked through the forest

Strawberries were collected.

Lots of berries everywhere:

Both on hummocks and in the grass.

But then the branches began to crack...

Children, children, don't yawn,

The wolf is behind the spruce - run away!

The children run away and the “wolf” catches them. The caught child becomes a “wolf” and the game starts all over again.

44 "Hares and bears".

Goal: to develop dexterity and the ability to transform.

Progress of the game. The child (“bear”) is squatting and “dozing.” Children (“hares”) jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

“Bear” gets up from his chair and answers:

I didn’t treat myself to honey,

So I got angry at everyone.

1, 2, 3, 4, 5, I start chasing everyone!

On last word The “bear” catches the “hares” and takes them to a chair (“den”).

45 "Cook".

Progress of the game. All children stand in a circle. The driver walks around in circles. He has a chef's hat in his hands. The children recite the poem in chorus:

Let's play cook, no one can yawn,

If you are the cook, then quickly go around.

After the words “Hurry up and walk around,” the driver stops and puts the cap on the child standing next to him. The person who received the cap and the driver stand with their backs to each other and, at the teacher’s signal, walk in a circle. Whoever goes around (not run) the circle first wins and becomes the driver.

46 “Squat traps.”

Goal: develop agility and speed.

Progress of the game. Using a counter, a trap is selected. He stands in the center of the site. The children stand to one side. At the signal, the children run across and the trap catches them. In this game you cannot catch the child who managed to sit down. At the end they say which trap is the smartest.

47 "Mousetrap".

Goal: to develop dexterity, the ability to act quickly after a signal.

Progress of the game. They are divided into two unequal groups. The smaller one forms a circle (“mousetrap”). The rest are “mice”. They are outside the circle. Children depicting a mousetrap hold hands and, starting to walk in a circle, say:

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone at once! Then the children stop and raise their clasped hands up. The “mice” run into the “mousetrap” and immediately run out the other side. At the teacher’s signal “Clap!” children standing in a circle lower their hands and sit down. Those caught stand in a circle. When most of The “mice” are caught, the children change roles.

48 “Make a figure.”

Goal: develop imagination.

Progress of the game. Walking in a column one at a time, at the signal “Stop!” children stop and perform some kind of figure. The fastest and most interesting ones are noted.

49 "Fishing Rod".

Goal: to teach children to jump correctly: push off and pick up their feet.

Progress of the game. Children stand in a circle. In the center is the teacher. In his hands is a rope, at the end of which a bag is tied. The teacher twists the rope and the children must jump over it.

50 “Take it quickly.”

Goal: to develop dexterity and speed of movement.

Progress of the game. Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones), which should be one or two less. At the signal “Quickly take it,” each player must take the object and raise it above his head. The one who did not manage to do this is considered a loser.

Rules of the game. Objects are gradually removed.

51 “Vaska the Cat.”

Goal: development of motor activity.

Progress of the game. "Mice" sit on chairs. The “cat” walks on his toes, looks around, meows.

Teacher and children.

Little white Vaska walks,

Vaska's tail is gray,

And it flies like an arrow, and it flies like an arrow.

The “cat” runs to the end of the area, sits down and “falls asleep.”

Children. Eyes close -

Is he sleeping or pretending?

The cat's teeth are a sharp needle.

One of the “mice” approaches the “cat” and looks to see if he is sleeping. He waves his arms, inviting others to join him.

Teacher. Only the mice will scratch,

Gray Vaska is right there,

He will catch everyone!

The “cat” jumps up and runs after the “mice”.

52 “Traps in pairs.”

Goal: develop speed of movement.

Progress of the game. Children line up in two lines at a distance of 3-4 steps from each other. At the teacher’s signal “Run!” the children of the first line run away, and the children of the second each catch up with their pair and try to catch them before the first ones cross the designated finish line. After two runs, the children change places.

53 "Birds and a cat."

Goals: to teach to move according to a signal; develop dexterity.

Progress of the game. IN big circle The “cat” is sitting, and the “birds” are sitting around the circle. The “cat” falls asleep, and the “birds” jump into the circle and fly there, sit down, and peck the grains. The “cat” wakes up and begins to catch them, and they run away around the circle. The “cat” takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

54 "Sunny Bunnies".

Purpose: to practice pronouncing the poem in accordance with the movements.

Progress of the game. The teacher uses a small mirror to let sunny bunny and recites the poem:

Sunny bunnies play on the wall,

Bend them with your finger, let them run to me.

Well, catch it, catch it quickly, here it is, a bright circle,

That's it - to the left, to the left!

He ran to the ceiling.

Children catch a bunny on the wall.

55 "Hunters and Ducks."

Goal: development of accuracy.

Progress of the game. The players are divided into two groups - “hunters” and “ducks”. The “ducks” stand in the middle of the circle, and the “hunters” are located outside, throw the ball and try to hit the “ducks”, they dodge. When a third of the players are caught, the game stops and the children change places.

56 “Don’t give the ball to the driver.”

Goal: develop dexterity and accuracy.

Progress of the game. There are 2-3 drivers in the center of the circle. Those standing outside the circle throw the ball to each other in all directions, and the drivers try to touch it. If someone succeeds, then he leaves the circle, and the one whose throw the ball was caught becomes the driver.

57 “We won’t say where we were.”

Goal: develop logical thinking, resourcefulness, intelligence, ability to transform.

Progress of the game. Children are divided into two teams. The groups disperse in different directions and agree on what they will show. One group shows and the other has to guess who or what they are depicting. Then the children change places.

58 “From bump to bump.”

Goal: develop agility and speed.

Progress of the game. The teacher places hoops (6-8 pieces) in two lines on the site. The players line up in two columns. At the teacher’s signal, the first players begin to jump on two legs from hoop to hoop. As soon as the first player jumps from the last hoop, the second player in the column begins jumping, etc. The team that quickly and correctly (without slipping even once) gets to the other side wins.

The game is repeated 2-3 times.

59 "Magic Mirror".

Goal: to develop rhythm, expressiveness of speech and coordination of movements.

Progress of the game. Children stand in a circle. The driver approaches one of the guys and says:

Come on, look at the mirror!

Repeat everything to us correctly!

I will stand in front of you

Repeat everything after me!

The driver pronounces any phrase, accompanying it with some movement. The one to whom he addresses must accurately repeat both the phrase and the movement. If he makes mistakes, he is out of the game. The new driver is the one who has completed everything without a single mistake.

60 “Pass the ball - say the word.”

Goal: to develop phonemic awareness and reaction speed.

Progress of the game. The players line up in a column. The first players have a ball with a diameter of 25–30 cm. The child calls the word to the given sound and passes the ball back with both hands above his head. The next player independently comes up with a word for the same sound and passes the ball on.

61 “Throw the ball to an adult and name the animals.”

Goals: expand lexicon through the use of generalizing words; develop attention and memory.

Progress of the game. The adult names the general concept and throws the ball to each child in turn. The child, returning the ball, must name the objects related to this general concept. For example: fruits - apple, pear, lemon, orange.

You can use other themes: vegetables, trees, domestic and wild animals, birds, furniture, dishes, clothing, transport.

62 "Carousel".

Goal: to teach to move and speak at the same time, to act quickly after a signal.

Progress of the game. The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn left and say the poem:

Barely, barely

The carousel started spinning.

And then around, around,

Everybody run, run, run.

In accordance with the text, the children walk in a circle: first slowly, then faster, and in the end they run. While running, the teacher says: “Be-zha-li, be-zha-li.”

After the children run in a circle twice, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand, and run in the other direction. Then the teacher continues with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two!

The game is over!

The movement of the carousel becomes gradually slower. When saying the words “The game is over!” children lower the cord to the ground and disperse around the playground.

After the children have rested a little, the teacher rings three bells or hits the tambourine three times. The players rush to take their places on the carousel, that is, they stand in a circle and take the cord.

The game resumes. Those who do not have time to take a seat before the third bell do not ride on the carousel, but stand and wait for a new boarding.

63 “Streams and Lakes.”

Goal: develop dexterity.

Progress of the game. Children line up one after another in groups of 4-6, placing their hands on the belt or shoulders of the person standing in front - these are streams. At the signal “Streams are running!” the children each run in their own column behind the leader. At the signal “Lake”, each team, holding hands, forms a circle. The team that builds the circle the fastest wins. When repeating the game, children run with their knees raised high, in a half-squat.

64 "Tag".

Goal: to develop dexterity, the ability to navigate in space.

Progress of the game. A driver is selected, who receives a colored bandage and stands in the center of the site. After the “Catch” signal, all the children scatter around the playground, and the driver tries to catch up with one of the players. The one touched by the driver moves aside. After some time, the teacher gives the command “Stop!”, the game stops, the number of those caught is counted and a new driver is chosen.

65 “The centipede is walking along the kindergarten path.”

Goal: to develop motor activity.

Progress of the game. Children stand one after another, take the person in front by the belt, squat down and move in a circle. The task is not to fall.

66 "Daisies".

Objectives: consolidate knowledge about flower garden plants; practice running while dodging.

Progress of the game. Using a counting rhyme, a leader is chosen. In the game he will play the role of the girl Margarita. All other children will represent daisy flowers. “Flowers” ​​stand in a circle, and Margarita is in its center. Children walk in a circle, holding hands, and say the words:

Margarita collected daisies on the mountain,

Margarita lost the daisies in the yard.

Wants to put everything back together again

You just need to catch up with us.

The children scatter all over the playground, and Margarita tries to catch up with them and stain them. The presenter, catching up with the child, says: “Flower garden.” At this signal, the stained player must go to the “flower garden”. When there are 5-6 children there, the game stops. Margarita counts how many “daisies” she has collected and names the other neighbors of the daisies in the “flower garden.” The teacher notes which of the children was dexterous in the game, who named more plants in the flower garden.

Rules of the game. “Daisies” begin to run away only after the command “Catch up!” Repeat the named plants a second time

67 “Handed it over - sit down.”

Goal: to develop dexterity and speed of movement.

Progress of the game. Children are divided into two teams and line up in columns, one parallel to the other. Each team chooses a captain who stands opposite his team at a distance of 3–4 m. The captains each have a ball in their hands. At the leader’s signal, the captain throws the ball (in any or a predetermined way - from the chest, from the shoulder, from below, with both hands from behind the head, etc.) to the first player on his team. He catches it, returns it to the captain and immediately crouches down. The captain then exchanges passes with the second, third and other players on the team. Each player, returning the ball to the captain, crouches. When the last player in the column gives the ball to the captain, he raises it up, and the whole team quickly stands up. The team whose team passes the ball from the captain to the players and back faster and more accurately will be considered the winner.

68 “Catch up with your shadow.”

Purpose: to introduce the concept of light and shadow.

Educator. Who will guess the riddle?

I go, she goes; I stand, she stands; I'll run, she'll run.

(Shadow.)

On a sunny day, if you stand with your face, back or side to the sun, then a dark spot, this is your reflection. It's called shadow. The sun sends its rays to the earth, they spread in all directions. Standing in the light, you block the path of the rays, they illuminate you, but your shadow falls on the ground. (Where else is there? What is it like?)

69 “What we saw, we won’t say, but what we did, we’ll show.”

Goal: to develop children's intelligence and observation skills.

Progress of the game. The driver is selected. He goes out the door. The remaining children agree on what movements they will make. Then they invite the driver.

Leading. Hello children!

Where have you been,

What did you do?

Children. We won't say where we were

And we’ll show you what they did.

If the driver guesses the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again.

70 "Cucumbers".

Goals: develop reaction speed, attention; consolidate knowledge about eating cucumbers.

Progress of the game. The game is played on the playground, which is in this case will be a “vegetable garden”. Children walk in a column one after another throughout the “garden”, pronounce words and perform the appropriate movements:

Grew up in the garden Children walk in a column.

Green strands, Transition to a half squat.

Cucumbers were hidden in them. They squat.

And the sun warmed up, They stand up and raise their hands up.

They instantly turned yellow. They dropped their hands.

But they are good in a barrel!

After the word good children run and take a place in a “barrel” (a drawn circle or hoop) of five people. Whoever remains outside the “barrel” names a dish made from cucumbers. At the end of the game, the teacher involves the children in assessing the execution of movements, notes how quickly the children acted on the signal, what they learned about cucumbers in this game

71 "Goalkeeper".

Goals: to strengthen the ability to navigate in space; develop reaction speed and movement accuracy.

Progress of the game. The adult throws the ball to the child, while simultaneously warning where the ball should go. The child must make a goalie movement in the given direction.

Child. It’s not for nothing that I’m called a goalkeeper:

I will always catch the ball.

Adult: One, two, three,

On the right (left, straight) look at the ball!

72 “Water the horse.”

Goal: to develop dexterity of movements.

Progress of the game. The child stands at a distance of 4–5 meters from the horse toy. They give him buckets and blindfold him. You need to go up to the horse and “drink” it from a bucket (bring the bucket to the horse’s face

73 "Butterflies, frogs and herons."

Goal: to develop imitative movements.

Progress of the game. Children run freely around the playground. At the teacher’s signal, they begin to imitate the movements of butterflies (waving their arms), frogs (go down on all fours and jump), and herons (freeze while standing on one leg). As soon as the teacher says: “Let’s run again,” the children begin to run across the meadow in any direction.

74 “Guess what our house is?”

Goal: describe the trees and find them based on their descriptions.

Progress of the game. A driver is selected from a group of children, the rest of the children are divided into two groups. Each subgroup chooses a tree for itself, describes it to the driver, and he must recognize the plant and name the “house” in which the children “live.”

For example, the children say in chorus: “Guess what our house is, we’ll tell you everything about it.” Then one of the children gives a description: names the color of the trunk, remembers the height of the tree, shape, size of leaves, fruits and seeds.