Outdoor games.

One of the players - the “owl” - is in a small circle (in the “nest”). The rest run and jump freely, pretending to be bugs, butterflies, and frogs. At the adult’s signal: “Night is coming!” - everyone stops, and the owl flies out to hunt. All players freeze in place. Noticing the player moving, the owl takes him by the hand and leads him into the nest. When the players hear: “Day!” - everyone starts moving again. After two or three repetitions, a new owl is selected. The most dexterous and cautious players are those who have never fallen into a nest.

Rules: 1)The owl does not have the right to watch the same player for a long time.

2) You can’t escape from the owl.

3) If the owl does not notice the players moving, and the “Day” signal sounds, then it flies to the nest alone, without prey.

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Outdoor games

Trap with a bell

Children stand in a circle and choose a trap, which is given a bell. The trap is in the center of the circle. Children say:

"The guys here are funny.

They love to run and jump. Try to catch up with them! Get ready, look

And call someone!”

At the last words, the children scatter and try to find any elevated place (bench, log, ladder, stump). The trap must have time to detain someone, ring the bell and hand the bell to the person caught. The trap brings the detainee to the center of the circle, after which all the players go down and form a circle again. The game continues with a new trap.

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Outdoor games

Sardines

One player is chosen to go hide while everyone else closes their eyes and counts to 30. Then the players go to look for the person hiding. When the seeker discovers the one hiding, he joins him. The goal of the game is to find the hiding player as quickly as possible. The last player becomes the driver.

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Outdoor games

Wolf and kids

Lines separate the “House of the Wolf” and the “House of the Little Goats.” Between these “houses” there is a “clearing”.

Children are divided into two teams: wolves and kids. The wolves go to bed, and the kids go out into the clearing for a walk. The kids ask: “Wolf, wolf, are you sleeping?” The wolf says: “I’m still sleeping.” This happens several times, then the wolves wake up and catch up with the kids. It must be unexpected.

The wolf may have one child.

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Outdoor games

Be smart

Children stand facing in a circle, with a bag of sand at each feet. The driver is in the center of the circle. At a signal, children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. The greasy children leave the game. A new driver is chosen from those who were never touched by the previous driver.

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Outdoor games

Whoever is named, catch it

Children walk, run, jump, etc. around the playground. An adult is among the children, he holds a large ball in his hand. Then he calls the name of one of the children and throws the ball up. The person named runs up, catches the ball and throws it up, calling one of the players by name, who in turn runs up, catches the ball, etc.

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Outdoor games

Drive a piece of ice

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

Card index of outdoor games for children 6-7 years old

Program content:

Teach children to use a variety of outdoor games (including games with elements of competition) that promote the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, and the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with variations of games, combine movements, showing creativity. Develop interest in sports games and exercises (small towns, badminton, table tennis, hockey, football).
card number 1
Outdoor game "Traps"
Target:
Progress: With the help of a counting rhyme, a driver is selected - a trap - and stands in the middle of the hall (area). At the signal: “One, two, three – catch!” all the players run away and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain). The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Outdoor game "Nimble guys"
Target: Develop dexterity, eye and precision of movements.
Progress: The players are divided into threes and stand in a triangle (the distance between children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Outdoor game "Catch up with your partner"
Target: Exercise children in running with acceleration.
Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site (distance 15 – 20). The player in the second line tries to touch (spot) the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Outdoor game "Tops and Roots"
Target: Consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, and practice the ability to catch a ball.
Progress: 1. An adult shows a vegetable (models or natural) or names it; children name it and show with movements where it grows; if on the ground, they raise their hands up; if underground, they squat. A child can also act as an adult and show the vegetables himself.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins.
card number 5
Outdoor game "Don't stay on the floor"
Target: Exercise children in even running while maintaining a distance, and develop coordination of movements in jumping.
Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all the children run away and try to climb any height (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Outdoor game "Flies - does not fly"
Target:
Progress: Children stand in a line. The presenter names various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.
card number 7
Outdoor game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Progress: The players line up in three columns (in front of each column there is a cube of its own color). The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area). After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.
card number 8
Outdoor game "Owl"
Target: Development of attention, response to verbal commands and voluntary regulation of behavior.
Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. On the signal: "Day!" - The game continues.
Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, placing your feet on the same line.
card number 9
Outdoor game "Giants and Dwarves"
Target: Train children to act on cues.
Progress: The driver (most often an adult) explains to the children that he can only pronounce the words “giants” and “gnomes.” When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loud and bass, and "gnomes" - in a quiet squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his toes.
The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.
card number 10
Outdoor game "Fishing Rod"
Target: Practice jumping with energetic push-off with both feet from the ground and bending your legs under you during the jump.
Progress: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, with a bag of sand tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump, trying to prevent the bag from touching their feet. The teacher rotates the bag in both directions alternately.
card number 11
Outdoor game "Quickly pass"
Target:
Progress: The players stand in 3-4 lines and are located half a step from each other. The first player in each row has a large diameter ball. At the teacher’s signal, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Outdoor game "Don't get caught"
Target:
Progress: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds. The game stops. Another driver is chosen, and the game is repeated with all the children.
card number 13
Outdoor game "Circular rounders"
Target: To develop children's dexterity in ball games and speed in running and dodging.
Progress: Children are divided into two teams. Players of one team stand in a circle, each with a ball in their hands. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are defeated, the teams change places.
card number 14
Outdoor game "Shapes"
Target: Development of attention, orientation in space, ability to act on a signal.
Progress: At the teacher’s signal, all children scatter around the hall (playground). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in three, etc. until five.
card number 15
Outdoor game "Ball over head"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players are divided into threes. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Outdoor game "Pass on the move"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Progress: The players are divided into pairs and stand on the starting line. One player of each pair holds a large diameter ball in their hands. At the teacher’s signal, the children, throwing the ball to each other as they go, move to the opposite side of the hall (area) to the designated line (distance 10 m). The pair that quickly and without losing the ball reached the finish line is noted.
card number 17
Outdoor game "Migration of birds"
Target: Practice climbing, developing agility and strength.
Progress: On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal "Birds fly away!" children, flapping their arms like wings, scatter throughout the hall. At the signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”
card number 18
Outdoor game "Echo"
Target: Exercise in the development of phonemic hearing and accuracy of auditory perception.
Progress: Before the game, the adult asks the children: Have you ever heard an echo? When you travel in the mountains or through a forest, pass through an arch or are in a large empty hall, you may encounter an echo. That is, of course, you won’t be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, because it always repeats exactly what you tell it. Now let's play echo.
Then they appoint a driver - “Echo”, who must repeat what he is told.
card number 19
Outdoor game "Jump over - don't hit"
Target: Practice jumping on two legs, develop strength and agility.
Progress: The players line up in two columns and stand two steps apart from each other. Two drivers stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the teacher’s signal, pass it under the feet of the players, and they must jump over the rope.
card number 20
Outdoor game "Hurry up to run out"
Target: Strengthen the skill of walking and running with changing the direction of movement, the ability to act on a signal from the teacher.
Progress: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle hold hands and start running to the right or left (or walking quickly), and the guys in the center of the circle clap their hands. At the teacher’s signal “Stop!” those running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After counting “three” the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Outdoor game "Ball for the driver"
Target:
Progress: The players stand in 3-4 columns (or 3-4 circles). The driver with the ball stands at a distance of 2-2.5 m from each column. At the teacher’s signal, the drivers throw the ball to the players standing first, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Outdoor game "Frogs"
Target: Practice jumping and throwing the ball.
Progress: Children line up in 3 or 4 columns and stand in front of the wall at the starting line. The first players in the column have a ball of medium or small diameter in their hands (depending on the preparedness of the children). The distance to the wall is 1.5 - 2 m. The child throws the ball against the wall and jumps over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
Outdoor game "Traps with ribbons"
Target: Practice running. Develop dexterity and the ability to quickly navigate.
Progress: Children line up in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the teacher's signal: "One, two, three - catch it!" - children run around the playground. The trap runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three, quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost their ribbons to raise their hands, i.e. lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.
card number 24
Outdoor game "Carrying balls"
Target: Develop the ability to perform movements on cue. Practice running fast.
Progress: The players line up in two columns and stand on four sides of the hall (area). In the center there is a large diameter hoop (or basket) in which small balls are placed according to the number of players. At the teacher’s command, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the designated line, etc. The team that completes the task quickly and without errors wins.
card number 25
Outdoor game "Quickly take it"
Target: Develop the ability to perform movements on cue.
Progress: The players form a circle and walk around objects (cubes, balls, skittles); There are 2-3 fewer items than players. Suddenly the teacher gives a signal: “Take it quickly!” Each player must take an object and lift it above their head. The one who did not have time to take the item is considered a loser.
card number 26
Outdoor game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Progress: The driver stands in the center of the hall and closes his eyes. Children form a circle without holding hands, walk in a circle to the right and say:
We gathered in an even circle,
Let's turn around at once,
How about we say: “Leap - hop - hop”
Guess whose voice it is.
The words “skok – skok – skok” are pronounced by one child (as directed by the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again plays this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Progress: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squat, etc.)
card number 28
Outdoor game "Mousetrap"
Target: To develop children's self-control and ability to coordinate movements with words. Practice running with crawling.
Progress: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest are “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. They all ate. Beware, cheats, we will get to you! Let’s set up mousetraps and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher's words "Clap!" children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
Outdoor game "Entertainers"
Target: Develop children's creative abilities, spatial orientation, attention.
Progress: Using a counting rhyme, an entertainer is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are! Together together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer.
card number 30
Outdoor game "In places"
Target: Develop the ability to throw and catch the ball, be dexterous, attentive, and develop an eye.
Progress: The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At the signal, everyone scatters around the hall (area) in different directions, and the teacher removes one object. At the signal "Get to your places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser.
card number 31
Outdoor game "Pass the ball"
Target: Practice performing tasks with a ball.
Progress: The players line up in 3-4 columns. The distance between children in the column is one step. The first player in the column receives the ball (large diameter). At the teacher’s signal, the first players pass the ball with both hands back between their legs and run to the end of their column. The next players pass the balls back and run to the end of their column and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Outdoor game "Sly Fox"
Target: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.
Progress: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, walks around the circle behind the children and touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.
Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says: “I’m here!”
If the fox gave himself away earlier, the teacher appoints a new fox.
A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Outdoor game "Tag"
Target: Practice running quickly with dodging, lining up in a circle, and catching.
Progress: All the players run freely around the site, the driver - the tag - tries to tarnish someone. A player who is stained becomes a tag; if the tag cannot catch someone for a long time, then the teacher appoints another driver. If the group is large, then you can appoint two drivers.
card number 34
Outdoor game "Stop!"
Target: Practice walking and perform tasks when given a signal, repeat the game balance exercises.
Progress: The players stand in one line or randomly close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk quickly, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. The player who manages to cross the finish line before the driver says the word “Stop!” becomes the driver.
card number 35
Outdoor game "Jumping sparrows"
Target: Practice jumping over cords.
Progress: The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Outdoor game "Frogs and Heron"
Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.
Progress: The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.
Directions: Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.
card number 37
Outdoor game "Hunters and Falcons"
Target: Practice running fast, develop reaction speed.
Progress: On one side of the hall (platform) there are falcons. There are two hunters standing in the middle of the hall. At the teacher’s signal “Falcons, fly!” children run across to the other side of the hall, and hunters try to catch (spot) them before they cross the conventional line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players line up in 3-4 lines. The first player in each line has a ball (large diameter) in his hands. At the teacher’s signal, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn in a circle and pass the ball in the opposite direction. The first in the line receives the ball, all children turn again and take their original position. The teacher announces the winning team.
card number 39
Outdoor game "Day and Night"
Target: To develop dexterity and speed in children.
Progress: The players are divided into two teams – “Day” and “Night”. A line is drawn in the middle of the hall (area) (or a cord is placed). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.
card number 40
Outdoor game "Two Frosts"
Target: Practice running in all directions, develop reaction speed, and the ability to act according to the rules.
Progress: On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers,
Two frosts are removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you will decide
Hit the road - set off on the path?
All players answer in chorus:
We are not afraid of threats
And we are not afraid of frost.
After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two dashes, other Morozovs are chosen.
card number 41
Outdoor game "Spider and flies"
Target: Continue to practice running in different directions and the ability to maintain balance. Develop endurance.
Progress: In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web. At the signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes the one who moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Outdoor game "Keys"
Target:
Progress: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers: “Go to ... (names one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy a circle for a long time, he shouts: “I found the keys!” Then all the players change places, the one left without a place becomes the driver.
card number 43
Outdoor game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.
Progress: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel spun. And then around, around, everyone ran, ran, ran.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, 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 write it off, stop the carousel. One, two, one, two, that’s the end of the game!” The movements of the carousel are becoming slower and slower. At the words “The game is over,” the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.
card number 44
Outdoor game "Blind Man's Bluff"
Target: Improving orientation in space.
Progress: The teacher appoints the driver as the counting rhyme - blind man's buff. He stands in the middle of the platform, bounded by cords. He is blindfolded and asked to turn around several times. All the children run away, and the blind man's buff tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; To prevent the blind man's buff from leaving the site, he is warned with the word "fire".
When the children spin the blind man’s buff in the place of the leader, they say the sentence together:
- Cat, cat, what are you standing on?
- On the porch (on the kettle).
-What are you drinking?
- Kvass!
- Catch mice, not us.
Here is another sentence option:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Outdoor game "Passed - sit down (ball relay)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The game is played in the hall or on the court. It requires 2-3 volleyballs. The players are divided into 2-3 equal teams, which line up behind the line in a column one at a time. The captain stands 6-8 meters ahead of each team with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly stands up. The team that completes the task first and whose captain raises the ball wins. The player who dropped the ball must recover it, return to his place and continue passing. Also, players should not miss their turn.
card number 46
Outdoor game "Polar bears"
Target: Develop speed, agility, endurance.
Progress: At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.
The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.
The last player caught wins and becomes the “polar bear”.
Rules: A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” hits it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
card number 47
Outdoor game "Frogs in the swamp"
Target: Practice jumping on two legs while moving forward, developing strength, agility, and speed of reaction.
Progress: On one side of the hall (behind the line) there is a leader - a crane. In the middle of the hall there is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from a hatched rotten place
Frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, another crane is chosen from among those who have never been caught.
card number 48
Outdoor game "Ball against the wall"
Target: To develop children's attention and dexterity. Practice catching the ball with both hands.
Progress: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Outdoor game "We are funny guys"
Target: Exercise children in running. Strengthen the ability to act on a signal.
Progress: Children stand behind the line on one side of the playground (hall). There are two drivers in the center of the site. The children say in chorus:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch it!
After the word "Catch!" the children run to the other side of the playground, and the drivers catch up with them. The one whom the driver has insulted moves aside. Once the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Outdoor game "Hunters and ducks"
Target:
Progress: Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the majority (about a third) of the ducks have been fattened, the teams change roles.
card number 51
Outdoor game "Quiet - loud"
Target: Develop observation, attention, the ability to listen to a signal and act in accordance with it.
Progress: Using a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players some object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly; when he moves away, the clapping becomes quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is chosen.
card number 52
Outdoor game "Wolf in the Moat"
Target: Exercise children in running and jumping. Strengthen the ability to act on a signal.
Progress: In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher’s signal: “The wolf is in the ditch!” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.
card number 53
Outdoor game "Who gets to the ball faster"
Target: Train children to run at speed.
Progress: Children stand in two lines. Task: run to an object as quickly as possible, pick it up and lift it above your head (distance 10m). At the teacher’s command “March!” The exercise is performed by the first rank. The teacher marks the first three participants. Then the second group completes the task, the teacher notes the winners.
card number 54
Outdoor game "Kick pass"
Target: Develop dexterity in ball games.
Progress: The players stand in circles of 3-4 people. There is a driver in the center of each circle, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (foot pass); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.
card number 55
Outdoor game "Burners"
Target: Practice running at speed.
Progress: The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
Burn, burn clearly
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.
card number 56
Outdoor game "Passing the ball in a column"
Target: To develop children's dexterity and speed in playing with the ball.
Progress: Children are lined up in 3-4 columns; the distance between players is one step. The first person in the column has a ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands above their heads (with their feet shoulder-width apart). The last player in the column receives the ball, runs to the beginning of the column and also passes the ball. The task is completed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without losses wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to cultivate in children a sense of teamwork and mutual assistance.
"Ball against the wall." The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball, which he hits against the wall at an arbitrary pace, alternately with his right and left foot.
"Smart guys." The players are located in pairs throughout the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to your partner with your right and left feet alternately.
"Circle exactly." Various objects (cubes, medicine balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without letting it go far from himself.
"Goal into the goal." Using several cubes, gates are indicated. Players take turns going to the starting line (distance from the goal 5m) and try to kick the ball into the goal with a precise movement of their foot (right or left).
"Knock down the object." At a distance of 4 m from the starting line, pins are placed on the same line. Task: after a short run-up, hit the ball to knock down an object.
"Accurate pass." The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass." The players stand in a semicircle (small group, distance between players is 2m), in front of them is the driver with the ball. He kicks the ball to the first player with a quick and precise movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Nimble and fast." The players in a line run the ball to the other side of the court, lightly kicking it with either their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, while rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, with a teacher with a ball in the center. He sends the ball to the children one by one. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in the three." Children become threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate." Children dribble the ball from one side of the court to the other to the marked line (distance 10m) and, not reaching 2m from the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Target: Develop agility, speed, coordination of movements.
"don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in his hands. Assignment: throw the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it." Tossing a shuttlecock with one hand and catching it with the other, standing still and in motion (over a short distance).
"Shuttlecock towards you." Children stand in two lines; the distance between the ranks is 2 m, at a distance of arms outstretched to the side from each other. Every child has a shuttlecock. At the teacher’s signal, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall or collide when being thrown.
"Throw it into the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2 m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Repel the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and throws the shuttlecock to them one by one, and they return it. After some time, another driver is selected.
"Hit the shuttlecock." Children stand in a circle (semicircle). Each player has a racket and a shuttlecock. Children throw the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Pass on - don't drop it." The players stand in a line. Each child has a shuttlecock and a racket. At the teacher’s command, children throw the shuttlecock with a racket, moving forward at a step. The pace is arbitrary.
"Shuttlecock over the net." In the middle of the site (hall), at a height of 120 cm from the floor, a net (or cord) is stretched. Two teams of 5-6 people play. Players stand on both sides of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team hit the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
Outdoor game "Don't touch me"
Target: Exercise children in walking and running like a snake, enrich motor experience, develop coordination of movements, orientation in space.
Progress: 6-7 pins are placed in parallel in two rows at a distance of 40-45 cm from each other from the starting line after 2 m. All players line up in two columns. At the signal, children run after each other in a “snake” between the pins, running around them on one side and the other, returning to the starting line. The team that doesn't hit a single pin wins.
card number 60
Outdoor game "Third wheel"
Target: Learn to follow the rules of the game, develop agility and running speed.
Progress: The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the one catching up touches the one running away, then they change roles. No one should stop the player from running away from the pursuer.
Options: 1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and holding hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.
3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then, the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Outdoor game "Whoever is named, catches it"
Target: Develop attention, dexterity, and speed of reaction to a signal.
Progress: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.
card number 62
Outdoor game "Gawker"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Progress: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.
card number 63
Outdoor game "Stop!"
Target: Develop auditory attention, spatial orientation, hand-eye coordination.
Progress: The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.
Rules: The one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.
card number 64
Outdoor game "Mice and houses"
Target: Strengthen the ability to quickly change direction of movement and act on a signal.
Progress: Using a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “Mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes a driver. If he fails, he goes from house to house asking them to sell the house. If the driver says: “The cat is coming!”, then everyone should change places, and the driver tries to take someone’s house.
card number 65
Outdoor game "Four Elements"
Target: Develop attention, observation, ability to quickly make decisions, expand vocabulary.
Progress: The players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on land, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire!”, then you cannot catch the ball. For an incorrect answer or catching the ball to the word "fire", the player is eliminated from the game. They play until the last remaining participant.
card number 66
Outdoor game "Stander"
Target: Development of motor and communication abilities, dexterity, speed of reactions and coordination of movements, imaginative thinking.
Progress: Before the game starts, a driver is selected using a counting rhyme. All participants in the game stand in a circle, and the driver stands in the center of the circle. He throws the ball high and loudly shouts “Stander - Olya!”, calling the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as quickly as possible. And all the other children run away, trying to be as far as possible from the new driver. As soon as you manage to catch the ball, the driver shouts “Stander-stop!” After this, everyone must stop in place and turn to face the driver. The driver chooses any of the children and calls his name: “I’ll end up in Kolya!” After this, Kolya should fold his hands in a ring in front of him. The driver must hit the ball into this “basketball” hoop. To make it easier to get into the ring, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. The steps are as follows: “Simple” - an ordinary step
"Giant" - a big step. “Lilliputian” - the step is taken the length of the foot, that is, the heel of the other is placed against the toe of one foot. "Umbrellas" - a jump with a turn. "Frog" - jump from a squatting position. For example, it might sound like this: “Before Kolya there are four Lilliputian, two giant and three umbrellas!” After this, the driver begins to move towards Kolya. There are also rules here. Firstly, you need to move along the shortest straight line, and, secondly, you need to complete all the steps mentioned and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver; if you don’t hit, then he will drive himself.
card number 67
Outdoor game "Defense of fortifications"
Target: The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with legs - stopping, passing, hitting the inside of the foot and lifting, develops courage, quick orientation and tactical thinking.
A small circle and a large circle with a diameter (2 and 4 m, respectively) are drawn in the center of the hall. The players are located outside it. In the center of the small circle, a “strengthening” is installed - three clubs (pins). A “defender” is selected and stands next to the fortification.
At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by hitting and catching balls. The player who knocks down three clubs (pins) at once or the third (last) changes places with the “defender”.
Rules: 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The "defender" has no right to step outside the line of the small circle, hold with his hands
“strengthening” or installing knocked down clubs again.
Option: Playing with feet.
Directions: 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.
card number 68
Outdoor game "Horses and runners"
Target: Practice running, jumping on one leg, develop agility and spatial orientation.
Progress: A playing area of ​​3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: “Home!” He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself.
card number 69
Outdoor game "Colors"
Target: Practice the ability to run fast, be agile, and follow the rules of the game.
Progress: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become painters. Paint participants sit in a circle or in a gazebo, sometimes children stand in a line. The seller quietly (in his ear) tells everyone what color of paint corresponds to him. Children remember their color. The buyer monk should not know the colors of the paints. A monk comes to a paint store and addresses the seller: “I’m a monk in blue pants, I’ve come for paint.”
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller answers: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, and bring them back! The tasks for a monk can be different: gallop on one leg, walk like a duck, squat, or something else. If the named paint is present in the store, then the seller answers the monk: - There is such a thing!
- What is the price?
- Five rubles (The monk loudly slaps the seller’s palm five times). At the last clap, the named “paint” jumps up from his place and runs around the gazebo or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught paint participant becomes a buyer-monk and the game continues. If the monk was unable to catch the paint, then the game starts over.
Variant of the game "Paints" with a player - "devil": The devil also comes to the store to buy paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I am a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller by clapping his palm. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter some agreed upon words.
- Thanks buddy, have the pie!
As soon as the devil says the last word, the color stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps
giant steps,
Lilliputian steps,
brick steps (heel to toe).
The devil is told what steps he should take towards the paint. If you walk and touch the paint, then the devil himself becomes paint.
card number 70
Outdoor game "Birds and Cage"
Target: Increasing motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Progress: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.
card number 71
Outdoor game "North and south wind"
Target: Develop endurance and attention; improve your running ability.
Progress: Choose two drivers. One person is tied with a blue ribbon on his hand - this is the north wind, the other - a red one - this is the south wind. The rest of the children are running around the playground. The north wind tries to freeze as many children as possible and touch them with its hand. Frozen people take some kind of pose (arms to the sides, up, on the waist, standing on one leg, etc.). The south wind seeks to unfreeze the children, also touching it with its hand and exclaiming: “Free!” After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Outdoor game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Progress: Choose a trap. At the teacher’s signal: “One, two, three! Catch!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.
card number 73
Outdoor game "Traps in pairs"
Target: Practice running, the ability to navigate in space, develop agility and speed.
Progress: They choose a driver. At the teacher's signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.
card number 74
Outdoor game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Progress: 2-3 gymnastic benches are placed across the site. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a vegetable garden where cabbage grows. After frolicking in the clearing, the hares climb over the fence (or creep up) and feast on cabbage. When all the hares are in the garden, the teacher says: “The watchman is coming!” The hares run into the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Outdoor game "Catching Monkeys"
Target: To develop initiative, observation, memory, and dexterity in children. Practice climbing and running.
Progress: Children portraying monkeys are located on one side of the site near the gymnastics wall. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take the captured monkeys home.
Directions: We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.
card number 76
Outdoor game "Chase the ball!"
Target: Develop gross motor skills, visual attention, eye.
Progress: Children stand in a circle. An adult gives two children standing in different places a ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed at the signal, without allowing players to pass.
card number 77
Outdoor game "Hunters and Hares"
Target: Practice the ability to throw at a moving target, climb (jump) over an obstacle, and run quickly.
Progress: On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for tracks of hares, and then returns to his place. On the signal: "Hares!" - they run out of their houses into the clearing and jump on two legs, moving forward. On the signal: "Hunter!" - the hares run into the houses. And the hunter throws the ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; You cannot shoot hares in houses.
card number 78
Outdoor game "Flock"
Target: Improve the ability to maintain distance while moving, develop attention and reaction speed.
Progress: Children are slowly running across the playground - it's a flock of birds. The leader is ahead. He leads the flock around the area around the sandbox and slide (or other structures) along a path (in full view of the teacher). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock scatters. Everyone strives to quickly find some kind of shelter (bush, tree) or fly up onto a branch (stand on a log, boom, side of a sandbox, etc.). The last bird to hide is eliminated from the game for one repetition. A new leader is appointed, and the flock follows him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted for maintaining the required running pace and choosing the most interesting route.
card number 79
Outdoor game "Ice, wind and frost"
Target: Develop agility, endurance, and speed skills.
Progress: The players stand in pairs facing each other and clap their hands, saying:
- Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: “Ding, ding” until they hear the signal: “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal "Frost!" everyone lines up in a circle and joins hands.
Rules: Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Children who have reached an agreement join hands. You can change movements only with the signal “Wind!” or "Frost!" It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.
card number 80
Outdoor game "Bumblebee"
Target: Develop attention, speed, and the ability to act on a signal.
Progress: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (hit his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.
Rules: Roll the ball only with your hands; You cannot catch or hold the ball.
card number 81
Outdoor game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Progress: Children take ribbons of three colors and tie them on each other's hands. Then everyone lines up along one side of the court. The teacher says: “Get ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the ribbon, for example: “Yellow!” At this signal, children run only with a yellow ribbon. The rest should remain where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher names another color, then a third. When repeated, children will

Children turn into mice that are hunted by an owl. During the day, mice run around the forest, they are not afraid, because the owl is sleeping. At night, the owl flies out to hunt, the mice hide from it (they crouch and do not move). So, day……. Night!

Several children can play the role of an owl.

4. Task “Pictograms”(on the form)

Choose the face you want and stick it on the scared cloud.

Finger gymnastics “Clouds”

See lesson 6

6. Task “Frightened Tree”(on the form)

Find and color everyone who was scared of the fox and hid in the tree.

7. Music task(on the form)

Let's listen to music. What's her mood? A bunny with the same mood will hide in a frightened cloud.

Competition "Boyusek"

Cloud: I have a chest that is not simple, and I do not store gold or jewelry in it. And I have collected here... fears. The cloud slightly opened the lid and began to show its wealth: “Here I am afraid of the dark, and this is afraid of injections, I have a fear of dogs, and thunder, and many others. Every person has their own fears: both adults and children. If someone has a lot of bouquets, then they can be brought to my chest. I keep them. You can pick it up again when you need it. I’ll give Pavlik a fear of heights, otherwise he’s not afraid to jump from high fences and might get hurt. And I'm afraid it will save you. And if you want, leave your fears in my chest. Who wants to give me what kind of gift?

We pass the ball around in a circle. The person who received the ball continues the phrase: “I’m not afraid...” (the psychologist shows an example).

Stage IV. reflective

Summing up, reflection, farewell ritual “Clouds”

Now it's time to say goodbye,

We say to the cloud: “Goodbye! Bye!"

Do we know this emotion, friends? (children answer in chorus the name of the emotion)

(cloud): “I’ll be waiting for a new meeting!”

(psychologist): “We’ll meet again, little cloud, believe me -

The door to the Land of Moods is open for us!”

Goodbye, guys!

Lesson 9

Subject: Calm

Goals:

1.development of communication skills, overcoming tactile barriers;

2. drawing attention to a person’s emotional world.

Materials: a calm cloud, a calm pencil, forms with tasks, colored and simple pencils, a Pretender toy (or another option for practicing a schematic representation of an emotion), calm pictograms, musical accompaniment, the “Logical Square” task in A3 format,

Plan:

Stage I. Organizational

Greetings

(stand in a circle)

A light cloud floats in the sky,

An adventure awaits us ahead.

Before we go on our journey,

Don't forget to greet your friend.

(hello, Nikita! Etc. in a circle)

(The psychologist shows the children a calm cloud)

The cloud says “Hello” to you.

What does it look like, guys? (children call the emotion clouds)

A calm cloud is calling us to visit,

And we flew after him. Forward!

(children move around the room to slow music)

Stage II. Motivational

Cloud introduces the children to his friends and invites them to play calm games.

Stage III. Practical

Conversation (using cards)

Cloud invites children to look at cards depicting various emotional states of a person and draws attention to “calmness.”

How can we know that a person is calm? (Children's answers.)

A calm person's head is slightly tilted forward. The eyes, eyebrows and mouth are relaxed. There is no tension in the arms and legs. The voice is even, neither loud nor quiet. Breathing is even.

Show each other what you look like when you're calm. (Children complete the task.)

Now walk as a calm person walks and sits. (Children complete the task.)

Try to calmly say the phrase: “It rained today.” (Children complete the task.)

2. Task “I am calm when...”

The Calm Cloud introduces children to the Calm Pencil, which will help you write down your answers to the questions: “When I am calm, I...” “I am calm when...”. Let's talk when you're calm

“I am calm when...” (we write down children’s answers on a calm cloud)

3. Task “Pretender”(in front of the mirror)

Show me what your face looks like when you are calm.

Let's make the pretender calm.

We did very well!

Quiet game

Cloud travels with the children around the classroom, discusses and finds games that can be played calmly (tasks on the easel, tasks on forms, board and printed games)

5. Task “Logical square”(at the easel)

See Attachment.

What pictograms should be in the empty cells. Select and attach.

4. Task “Pictograms”(on the form)

Select the desired face and stick it on the calm cloud.

Senior group

Third wheel

Goal: teach to follow the rules of the game, develop agility and running speed.

The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the catcher touches the runner, they change roles. No one should stop the player from running away from the pursuer.

Varieties of the game

1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.

2. Players stand in pairs facing each other and holding hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.

3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then the one standing on the other side becomes the one running away. The same game can be played with music.

Goal: to teach how to navigate in space, to develop interest in the game.

They choose a driver - an “owl”, the rest of the children pretend to be birds.

The birds run freely around the site, flapping their arms like wings.

The "owl" is sitting in a hollow (a designated place on the site).

When the counselor says the word “Night,” the owl flies out of the hollow and runs around the area, vigilantly watching the birds.

Birds at the signal “Night” must stop in place and not move.

Whoever moves, the “owl” takes him into her house, and she herself runs out onto the site again.

When the counselor says “Day,” the “owl” hides in a hollow, and the birds, except those led away by the owl, begin to fly.

The game is interrupted when the owl takes 3 birds to itself.

Then a new owl is chosen and the game resumes.

Who is the most accurate?

Goal: to develop independence, ingenuity, courage.

For the game you need sticks (according to the number of participants) with pointed ends, replacing spears, 0.5–1 m long. A line is drawn on the ground, 10 m from it - a circle with a diameter of a medium-sized plate. The first player throws a spear, trying to get into the circle. The others take turns throwing spears after him. The one who hits the target is called “well-aimed.”
If there are a large number of participants, you can draw 2-3 circles and divide the players into teams.

Whose team is most likely to assemble

Goal: learn to run at speed.

Children have colorful and different sized geometric shapes. Symbols are placed in different places in the group. Children must determine their place (by color and size).

Wolf and kids

Goal: to teach gaming activities with strict adherence to the rules.

Participants join hands and form a chain - they are kids. Ahead is a goat. A wolf is hunting for them, but he can only catch the last kid. The goat tries to stop him, covers the baby, and the rest of the kids move behind her without releasing their hands.

Did the wolf grab the kid? He takes you to his lair.

The game ends when the wolf catches all the kids.

Needle, thread, knot

Goal: develop speed and reaction, cultivate courage.

Once upon a time there was a little fox who wanted to learn how to sew, but she couldn’t handle a needle and thread and a knot.

So, who will be the fox, who will be the needle, who will be the thread, and who will be the knot? Have you chosen?

The remaining participants stand in a circle and take each other's hands. A needle, thread and knot form a chain and run away from the fox. They run in and out of the circle. and the fox is behind them. If she manages to catch one of them or someone opens his arms, the fox immediately takes his place. The player returns to the circle, and the rest of the participants choose a new fox.

Run and jump

On opposite sides of the site, lines are drawn at a distance of 10 m from each other - these are houses. The players are divided into 2-3 groups and stand on the same line. Children appointed as drivers go to the opposite side and stand at the line, each opposite their group.

The first numbers start the game. At a signal, they run to the opposite line, reach the drivers, hit them on the outstretched palm and quickly return. The drivers try to catch up with those running away and show off.

If the player is upset, then he goes to the driver’s side and stands in front of him. Players who managed to leave unsalted stand at the end of their row. The game ends when the last players in the groups run through. The group with the fewest players in the game wins.

Instructions for carrying out

If the area of ​​the playing area allows, then the distance between houses can be increased to 30 m. The number of players is not limited. If more than 25 people take part in the game, you need to divide them into 4 groups.

Jumpers

Goal: to develop motor activity, the ability to long jump.

Rules

Instructions for carrying out

Game option

The deer has a big house

Goal: to consolidate the ability to correlate movement with text.

The presenter on stage pronounces the following words, accompanying them with movements: The deer has a big house, He looks out of his window. A hare ran through the forest and knocked on his door. Knock-knock-knock, - deer, open up. There's an evil hunter in the forest. Hare, hare, run, give me your paw
The presenter learns the words with the children and explains that each word is played out with appropriate hand movements. The pace is constantly increasing.

The deer has a big house,

He looks out his window.

A hare runs through the forest.

There's a knock on his door:

“Knock, knock, open the door,

There's an evil hunter in the forest!

Quickly open the doors,

Give me your paw
Ved. addresses the guys: In order for us to play an interesting game, we need to learn catches and movements. Repeat after me. Ved. sings the following words: - The deer has a big house (raises crossed arms above his head, depicting the antlers of a deer). - He looks out of his window (imitates the window). - The hare runs across the field (depicts running in place). - There is a knock on his door (knocks on an imaginary door). - Knock, knock, open the door (imitates a knock on the door and pulls the handle of an imaginary door). There is an angry hunter in the forest (points his thumb back, then imitates a gun). - Hare, come run in (they wave their hands above their heads, imitating the ears of a hare, then make an inviting gesture). - Give me your paw (clasp hands). When kids memorize words, they pronounce them and move at a faster pace.

One or two

Participants stand in pairs, one after another, facing the center of the circle. Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who is running away from him.

The person running away claps his hands three times, after the third clap he runs away from the driver. In order not to be insulted, he stands in front of some couple. Before getting up, he shouts as he runs:“Three is too many, two is enough”. The one who stands last in this game runs away from the driver.

If the driver manages to smear the runner, then they change roles.

Rules

1. During the game you cannot run through the circle.

2. The runner must not run more than two laps.

3. As soon as he runs into the circle, he must immediately stand in front of some pair. Anyone who breaks this rule becomes the driver.

Instructions for carrying out

If the driver managed to make fun of the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run.

Sometimes the driver does not manage to catch up with the players running away from him for a long time, since they are stronger than him and run faster. In this case, you need to replace him, but not reproach him, but positively evaluate his efforts.

Go silently

Goal: to teach to walk clearly, rhythmically, with good posture and coordination of movements (to use walking as a means of developing endurance in children).

Several players are blindfolded. They stand in pairs facing each other at arm's length. Each pair forms a "gate". The rest of the players, divided into groups (according to the number of gates), try to pass through the gates one by one. You must pass silently, carefully, you can crouch or crawl. At the slightest rustle, the players standing at the goal can raise their hands to block the path and delay the passerby.

The winners are the players who manage to get through the gate safely.

Which leaves are there more?

Goal: to develop running speed, thinking, agility.

Children disperse through the forest and collect several fallen leaves from different trees. Then they all get together and take turns arranging the leaves according to their shape into bouquets, naming which tree they come from. Compare which leaves are most abundant and which are few. The adult explains why there were a lot of some leaves and few others. If the children find a leaf from a tree that does not grow in this place, he asks how the leaf could get here.

Who can stand on one leg longer?

Stand up, hands on your waist, bend your right leg, place your foot on your left shin. Eyes closed. The winner is the one who was able to maintain a stable position the longest.

Zhmurki

Goal: learn to act quickly when losing balance.

Children often and willingly play blind man's buff, especially young ones, since this game is very simple. The place chosen for it is a large, spacious room or a clean courtyard.

Children choose one from their environment, put a blindfold on his eyes, using a clean handkerchief, etc. At this signal, those participating in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch whom one of those running.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
While running, children should still make sure that the one who is blindfolded does not bump into any object; when they see danger, they warn by shouting: “fire!”

From bump to bump

Goal: to develop long jump skills.

It is very important to teach a child to control his body and exercise him in basic types of movements.
While walking in the yard or in the park, draw a large circle on the site with a twig - this is a swamp. In the swamp there are many hummocks-circles (diameter 30 cm), arranged in a random or checkerboard pattern. There are baby frogs around the swamp. Mom invites the frog to jump from hummock to hummock (on two legs) without getting his paws wet. The game can be repeated 3-4 times.

Mousetrap

The two stand opposite each other, join their hands and raise them higher.
Both say in unison:
- We were so tired of the mice, they chewed everything, ate everything. We'll set up a mousetrap and then we'll catch the mice!
The task of the players while the presenters are saying the rhyme is to run under their clasped hands. But at the last words the presenters suddenly give up and one of the players is sure to be caught. The one who falls into the mousetrap joins the catchers. The mousetrap grows. The game continues until there is only one mouse left - the winner.

Horses

Goal: develop speed and endurance.

All participants in the game are divided into threes, each three has a coachman and two horses. During the game, the driver gives various commands, the horses carry them out, and the coachman controls and carefully watches whether the horses perform all the movements accurately. The horses walk at a walk, gallop in a circle, turn right, left, etc.

In the words of the presenter:“Horses, in different directions!” - the coachman lets go of the reins, and the horses quickly scatter around the area. To the words:“Find your coachman!” - they find their coachman as quickly as possible. When the game is repeated in each trio, the coachman changes.

Rules

1. Horses must follow all commands accurately.

2. The coachman whose horses make a mistake receives a fine - a blue ribbon is tied to his reins.

Instructions for carrying out

The most difficult part in this game is the role of the driver, who comes up with various movements for the horses. Therefore, when the game is played for the first time, an adult plays the role of driver. At the end of the game, so that the triplets get together, you can give a new task:“Coachman, find your horses!”

The game ends as soon as the three players play the role of coachman. At the end of the game, the top three are awarded.

Cat and mice

Goal: continue to teach how to follow the rules of the game, intensify physical activity.

Objectives: development of general motor skills; visual attention; optical-spatial representations; coordination of speech, movement and music; melodic ear; singing and speech breathing; prosodic components of speech; brake installations; patience and speed of reaction; switchability; development of creative abilities.

Material: cat hat or cat costume, you can use mouse hats.

Progress of the game: Children, with the help of a teacher or independently, choose a cat with a counting rhyme, the rest of the children become mice. The cat “lives” in his house (chair), the mice “live” in their houses (chairs). The houses are located opposite each other, at a distance of 5 - 6 meters.

The cat reads a poem, performing movements according to the text:

I am a beautiful ginger cat

I have a fluffy tail

I love mice very much

I catch them, I catch them, I catch them.

Then the cat sits on a chair (in the house, “falls asleep.”

The “mice,” sitting in the house, sing a lullaby to the cat:

Sleep, sleep, sleep, sleep.

Fluffy cat, go to sleep.

/you can sing to any familiar calm (lullaby) melody or come up with a new one with your children/

Then, the “mice” get up and, with the words “Hush, mice, the cat will hear,” move towards the cat’s house.

Children move to the rhythm of the music.

Suddenly a loud chord sounds (or a tambourine is struck, the “cat” wakes up and begins to catch up with the “mice.” The “mice” try to escape to their houses.

The caught child becomes the cat or is chosen as at the beginning of the game.

Singing can be replaced with speaking.

Corners

Goal: to improve agility and running speed.

For this game you need to draw a quadrilateral. There are 5 participants, one of them is the driver, and four occupy the corners. The driver approaches one of the players and says: “Gossip, give me the keys!” The one standing in the corner replies: “Go, knock over there!” At this time, the remaining players run from corner to corner. If the driver manages to take the corner, then the player who was left without a corner takes his place.

Option

The players stand in a circle, each marking their place with a pebble or drawing a small circle. The driver stands in the center of the large circle. He approaches one of the players and says: “Gossip, give me the keys!” They answer him: “Go, knock there!” While the driver goes to the next player, the children change places.

The driver should not yawn and try to occupy the circle. The player left without a seat becomes the driver.

Instructions for carrying out

The game had different names: “Keys”, “Neighbors”, “Corners”. The game is good to play on a large platform. At first, the corners should be placed close to one another, then it will be easier for the driver to occupy the corner. Then the distance can be increased. If there are trees on the site that are located close to each other, then the players stand near the trees. The driver can also say the following words:

Find where it's hidden

Goal: to teach how to navigate in space.

Children sit on one side of the playground. The teacher shows the children a toy or a flag that he will hide. The teacher invites the children to stand up and turn to the wall. The teacher himself takes a few steps away from the children and hides the flag, after which he says: “Look!” The children begin to search. Whoever finds the flag first has the right to hide it when the game is repeated. The game ends when 3-5 guys find the flag.

Wolf in the ditch

Goal: teach jumping.

Two parallel lines are drawn in the middle of the site at a distance of 1 meter from one another. This is a “ditch”; one or two “wolves” stand in the ditch. All the rest are “goats” and are placed on one side of the site - the “pasture”. At a signal, the “goats” run to the “pasture” and jump over the ditch. The “wolves”, without leaving the ditch, try to kill as many goats as possible. The greasy ones step aside and are counted. Then, at a signal, the goats again run across to the other side, into the house, and the wolves catch them in the ditch.

After 2-4 dashes, new wolves are selected. The goats that are never caught win, and the wolves that catch more goats win.

Obedient leaves

The teacher reads a poem:

Leaves are falling, falling,

In our forest the leaves are falling,

Yellow, red leaves

They curl and fly in the wind...

Then he picks up a light scarf or ring with multi-colored ribbons of different lengths tied to it, waves it over his head and says to the children: “I am the wind, you are the leaves. The wind is sleeping and the leaves are asleep (everyone crouches down and closes their eyes). The wind blew and blew the leaves (the children move in different directions - straight, sideways, backwards), the leaves began to spin in place; the wind has died down, the leaves are resting.”

“What do I hear?” Invite the children to listen, with their eyes closed, to the leaves falling and the wind rustling. Rustle the leaves while walking, without lifting your feet from the ground (“ski step”), spinning in place and moving forward, tossing the leaves up with your feet.

Independent activities: climbing a tree (provide insurance), bird watching, collecting leaves, acorns.

We are the drivers

Goal: to teach to listen carefully to the teacher’s commands, to develop attention.

On one side of the site there are two “garages” (draw two parallel lines at a distance of 5-6 steps from one another). Make space for “cars” on the lines; put the cubes. In one garage there are cars with red steering wheels (red circles on the cubes), and in the other there are cars with green steering wheels (green circles on the cubes). Children - “drivers”, are divided into two equal groups, each stand facing their cars near their steering wheel, which lie on blocks. The teacher, who plays the role of a policeman, stands at the same distance from the two garages and directs the movement of cars. When he moves his left hand to the side, the children - drivers from the garage, standing on the left side, bend down, take the steering wheel with both hands and prepare to leave (in a column). When the green flag is raised, children leave the garage and disperse throughout the entire playground. When the flag is red they stop, when the flag is green they move on. When the teacher says, “To the garage,” the cars return to their places. The teacher notes the attentive driver who returned to the garage before everyone else. Then the teacher moves his hand to the side and the child drivers, who stand on the right side, do the same.

Find a fungus

Goal: to teach to listen carefully to the teacher’s command, to develop attention, and to ensure that the task is completed correctly.

During the mushroom season, one of the adults goes into the forest in advance, to where the children are going to go for a walk, and around this place makes homemade conventional signs every 5-10 steps: arrow - go straight; arrow with a turn - go right or left; two arrows crossed - there is no further passage; image of a fungus on the sign - be careful, the fungus is growing very close. Not far from the last sign, a surprise is prepared for the children - a basket of mushrooms is left in the grass or under a fern leaf.
Children, having learned the conventional signs in advance, come to the forest and, at the suggestion of an adult, go in search of mushrooms. How much joy an unexpected find brings them!

Burners

Goal: to teach to follow the rules of the game, to act on the teacher’s signal, to develop dexterity.

Children, holding hands, become pairs one after another. The driver stands in front, at a distance of 3-4 meters. As soon as the guys finish the sentence, the first pair separates their hands and runs forward to connect again beyond the line, where the driver can no longer catch. He must catch one of the guys, otherwise he will have to drive again. The driver pairs up behind everyone with the child he caught.

The other of this pair becomes the driver.

Oblique, oblique,
Don't go barefoot
And walk around with shoes on,
Wrap up your paws
If you're wearing shoes,
The wolves won't find the hare
The bear won't find you.
Come out, you'll burn!

Kite and hen

Goal: learn to run, holding each other, listen to the teacher’s signal.

Several children participate in the game. One of the players is chosen by the kite, the other by the hen. The rest of the children are chickens, they stand behind the hen, holding on to each other, and the one standing in front stands behind the hen. On the opposite side of the site a circle is outlined - a kite's nest. At the adult’s signal “Kite!” a child kite flies out of the nest and tries to catch the last chicken in the column. The hen, spreading her wings (extending her arms to the sides), protects her chickens and does not allow the kite to grab the chicken. All the chicks follow the movements of the kite and move behind the hen, without looking away from each other, trying to prevent the kite from catching the last one.
The kite takes the caught chick to its nest. When he catches 2 - 3 chickens, other children are chosen to play the roles of kite and hen.
If there are more than 10 people playing, you can play in two groups in turn. You can play simultaneously (if there is enough space) in two groups.
Rules of the game: the hen should not grab the kite with her hands, she can only block his path; the kite flies out of the nest only after a signal from an adult; When catching a chick, the kite should not grab the hen's hands.

Target:learn to run, holding each other, listen to the teacher’s signal.

Additionally: bottle caps according to the number of participants
We blow on the bottle caps so that they fly off as far as possible.

Traffic light

Goal: to consolidate knowledge about the meaning of traffic lights.

Traffic light is a fun, active game for children aged four years and above that develops attentiveness and reaction. It can be played outdoors at any time of the year.

Game description
Two lines are marked on the ground, 4-5 meters from each other, the leader (traffic light) stands between these lines, and all players must stand behind one of them. The presenter, turning away from the players, names a color and all players who have that color in their clothes move to the other line. Those who do not have clothes of this color must run past the “traffic light”, and he, in turn, must slap one of the “violators”. The “violator”, exposed to the “traffic light”, becomes the leader.

Rules of the game

    Draw two lines on the ground.

    A traffic light leader is appointed, he must stand between these lines. Players stand behind one of the lines.

    The “traffic light” turns away from the players and names any color; players with that color of clothing move to the other line.

    All those remaining become “violators” and must run past the “traffic light” to the other line.

    The “violator”, who is insulted by the leader, becomes the next leader.

Gyre

The game begins with the guys playing in pairs. They walk along a forest or field path in pairs, at an even, moderate pace. At the command of an adult, be it a teacher or a parent, the last pair breaks up: one goes to the left, the second to the right of the column. They overtake everyone and stand in front of the column. Important note: overtakers are allowed to walk quickly, but cannot run. The task can be made a little more complicated; it is enough to simply invite the children to perform the same task, but while walking in a column. The last two go around the column. The first person to arrive must stand in front of the column. During the game, children learn to act in concert, in one pair, as a team, not to be late, and vice versa, not to overtake their partner in a pair. The game is very useful for children, as it teaches children to distinguish between right and left.

Cold-hot

Goal: to achieve the correct technique in previously mastered types of walking.

With the help of this game it is good to give a child a surprise/gift hidden in advance, because... During the search process, the child’s interest in the gift increases (just as a delicious smell from the kitchen increases appetite before dinner).

Game description
A surprise/gift is hidden in advance from the child. He must find it according to the presenter's prompts:

    Completely frozen- means that the surprise is very far away and the child is looking in completely the wrong direction

    Cold- means that the child is looking in the wrong place

    Winter is here again- means that the child is walking in the wrong direction after the right one

    It's already warmer- means that the child has turned in the right direction

    Warmer- means that the child continues to walk/search in the right direction

    Hot- the child is already close to a surprise

    Hot- the child is close to a surprise

    There's a fire!- the child is a few centimeters away from his gift

Obviously, the child's reward is the gift he finds.

Rules of the game

    A surprise/gift is hidden in a secluded place (so as not to be immediately guessed).

    The child is looking for a hidden surprise, according to the presenter’s tips described above.

    The child enjoys the found gift. :)

Notes
If there is not one child, but several, then all these children are engaged in the search at once. For this occasion, the gift must be appropriate!

Squat traps

Goal: teach to follow the rules of the game.

In this game you cannot catch the child who managed to sit down.

Catch up with your date

Goal: perform movements at the teacher’s signal, clearly navigate when finding your pair.

Two children stand one after the other at a distance of 2-3 steps at the edge of the playground. At the signal: “One two, three - run!” - the person in front runs to the opposite side of the area, where a line is drawn beyond which you cannot catch. The one standing behind must catch the runner before he reaches the line. If the catcher does not catch the runner, they perform the task again, and if they catch, the children change roles.

Pine-pebble

Goal: to teach how to make turns clearly and quickly without stopping.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader....

Hourly

Goal: learn to walk clearly, rhythmically, with good posture and coordination of movements.

To play, place two rows of chairs with their backs together, one chair less than the number of players. One of the players is appointed as a sentry and is given a sword (gun) - an ordinary stick. The “sentinel” walks around the chairs, followed in single file by the rest of the players.

The “sentinel” with a gun in his hand walks sometimes slowly, sometimes quickly, sometimes even running, deceiving the players, and sits down when least expected. At this moment everyone rushes to their “trenches” - chairs (small holes can be built on the street). Anyone who is left without a place is taken “captive” (to some corner) by the “sentry”. The “sentinel” begins his rounds again, everyone goes after him (and another of the chairs has already been removed). As a result, next time there is not enough space again. Again one of the players is captured by the "sentry". Finally, when only three players remain, they constitute a "court-martial", presided over by a "sentry", who is appointed as a "military prosecutor".

The "court" sits down and begins to call the "prisoners". One of the “members of the court” brings some kind of “accusation” against them - they defend themselves. The "prosecutor" can reduce the punishment, but there is never a complete pardon, and the "court verdict" must be carried out immediately.

In this game there are many opportunities to make jokes, praise, and joke - both for the “judges” and for the “accused”, and especially for the “prosecutor”. “Punishments” should be short and quick so as not to tire the other players.

Do not fall

Goal: to strengthen the ability to pass the ball back and forth with straight arms.

In the walking games “We're Having Fun”, “Couples for a Walk”, “Sunshine and Rain”, short-term slow circling in place is introduced.

Running catch-up

Goal: to learn to coordinate your actions with the actions of your comrades.

On opposite sides of the site, two houses are marked with lines, the distance between them is 10-20 m. The participants of the game are divided into two equal groups and occupy the houses. The driver stands in the middle of the platform. Players need to move from one house to another. The driver does not let them pass, he tries to make people run across. Salenny leaves the game. The group with the most players at the end of the game wins.

Monkeys

Goal: to teach how to confidently climb a rope.

You know that monkeys can grab objects not only with their hands, but also with their legs and tail. Of course we don’t have a tail, but we do have legs.

Place two children's buckets on the floor and scatter small items (clothespins, beans, crumpled pieces of paper, etc.). Whoever gets the most of them into his bucket with his feet wins.

Friendly couples

Goal: to teach when walking to maintain ease of movement and good posture.

The game is played in winter using sleds. Teams line up in pairs in columns. The first pair has a sled. At the command “Attention!” couples prepare for the start: one sits on the sled, the other takes the rope and, pulling it, waits for the command “March!” On this command, the first players carry their partners on a sled to a stand (flag) located at a distance of 10-15 m from the start.

At the counter, partners quickly change places and return to the starting line. There they pass the sled to the second pair, who perform the same task, etc. The team that finishes the relay first becomes the winner. The teacher must ensure that pairs in teams are made up taking into account the physical fitness, height and weight of the players.

Break up - don't fall

Target:teach to maintain ease of movement and good posture when walking.

In the walking games “We're Having Fun”, “Couples for a Walk”, “Sunshine and Rain”, short-term slow circling in place is introduced.

Entertainers

Goal: teach to follow the rules of the game, act quickly, deftly, and practice running.

A modern version of the previous game. According to the counting rhyme, an entertainer is chosen. Holding hands, all other participants move in a circle and chant:
In an even circle one after another
We are going step by step.
Stand still, let's say together
Then we do... like this.
After the words “Stay still,” the guys stop, open their arms and wait for the entertainer to move. The entertainer shows some movement, and everyone repeats it.
After two or three repetitions of the game, the entertainer appoints a replacement for himself. Each subsequent entertainer comes up with something new to show.

We are funny guysA

Purpose: to teach to follow the rules of the game, act quickly, deftly, practice running

Lines are drawn on two opposite sides of the site, and several circles are drawn on the side. This is the driver's house. The players gather behind the line on one side of the court and say in chorus:

We are funny guys
We love to run and jump.
Well, try to catch us!
One, two, three - catch it!

After the word “catch!” everyone runs to the opposite side of the site. The driver must catch one of the runners before he crosses the second line. The caught person stands in a circle - the driver's house. Then the children read the poems again and run across the playground in the opposite direction.

After 2-3 attempts, they count how many children are caught, choose a new driver and the game continues.

Paints

Goal: learn to run in a chain holding each other, and listen to the leader’s signal, develop attention, speed, agility

Children sit in a semicircle in front of the teacher. He tells the content of the game, specifically focusing on the important elements of the game, then invites the children to play this game. For this game you need to choose the owner of the colors and the guesser, the one who will guess the colors, for example Vanya Ivanov. All the rest will be paints.

The name of the paint can be given by the owner or they choose it themselves.

One says: I will be white paint!

Another says: I will paint black!

The third says: I will be red!

The fourth says: I will be green!

In a word, each of the players chooses a color for themselves. If there are more participants in the game than the main colors of paint, you can call it gold, silver, gray, dark blue, light blue - so that there is a name for each participant in the game.

But it is impossible for two colors to be the same. The owner must remember well what color of paint each of the players chose.

When the names are given, the paints and the owner sit down on chairs and pretend to fall asleep.

Here Vanechka Ivanov approaches the colors with jokes and jokes. He comes up, stomps his foot several times or knocks with his right fist on his left palm, as if on the door, and says:

Vanechka Ivanov. Knock Knock!

Master( wakes up, gets up ) Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I'm here for paint!

Master.What kind of paint did you come for, Vanechka?

Vanechka Ivanov. I'm here for red paint!

If there is no such color among the paints, the owner says:

We don't have that kind of paint!

And all the colors clap their hands and say sentences.

Paints.

Walk along the red path

You will find red boots

Diarrhea, diarrhea

And bring it to us!

After this, Vanechka Ivanov leaves to the side, then returns again and continues the same conversation with the owner.

Vanechka Ivanov.Knock Knock!

Master.Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I'm here for paint!

Master.What kind of paint did you come for?

Vanechka Ivanov. I came for blue paint.

If there is blue paint, she gets up, and Vanechka Ivanov takes her to his house, and then returns to the owner again for another paint.

So Vanechka Ivanov takes all the colors away from the owner, and this ends the game.

You can play a little differently. If Vanechka names a paint that is available among the players (for example, gold), the owner tells him:

There is a golden one! Take her!

Vanechka Ivanov must now guess which color is golden.

He will approach one, touch her, and she:

I'm not golden!

He approaches another paint, touches it, and she:

I'm not golden!

He comes up to the third, touches her, and she:

I'm not golden!

So Vanya goes from paint to paint until she comes across the golden one. Then he takes gold paint by the hand and takes her into his house

You can change the end of the game this way. Vanechka Ivanov names some paint. They answer him:

We don't have one!

He calls another one. They answer him again:

We don't have one!

And this continues until Vanechka names the paint that is among the players. The first paint, correctly named by Vanechka, “guessed by him,” goes to lead, become Vanechka Ivanov, and the old Vanechka goes to paint and playbegins at first.

Firefighters in training

Goals:

Introduce children to the work of firefighters;

To consolidate children's knowledge of the rules of behavior in case of a fire;

To consolidate knowledge about fire safety rules and fire extinguishing agents;

Know the fire department telephone number and know how to use it;

Increase personal responsibility for your actions, develop discipline and a sense of duty; develop attention, memory, speech;

Improve physical qualities: agility, speed, endurance, strength, courage; instill respect for the work of fire department workers.

Children stand facing the gymnastic wall at a distance of 4-5 steps from it in 3-5 columns (according to the number of spans). A bell (rattle) is suspended at the top of each flight. At the signal, the children standing first run to the wall, climb on it and ring the bell. Then they get off and go to the end of the column. They mark the one who called first.

The next children are running. It is calculated which column has more winners.

Rules: climb in a prescribed manner (at random or in alternating steps); do not skip the crossbars; go down all the way, don't jump off.

Bird migration

The platform is the “sea”, the stairs are the “fence”. Children - “birds” fly across the sea (run in different directions, Inheriting the movements of birds). In response to the sound “u-u-u!”, which means that a storm is beginning, the birds quickly escape from the storm (climb a gymnastic wall 2 m high). When the storm subsides, the birds fly out (go down the stairs) and begin to run around the site again. The game repeats itself.

Don't get caught

Goal: practice running in different directions, develop slow and fast running.

If you are the crafty type, you will like these games. To prove your superiority, you must be extremely careful not to be caught by your enemy. This could be a school teacher or educator. Make your way without being noticed!

Pair running

Goal: continue to teach running in pairs.

Children stand in columns in pairs on one side of the site outside the line. On the other side of the site, objects (pins, cubes, etc.) are placed according to the number of links. At a signal from an adult, the first pairs of children from the columns, holding hands, run to those standingobjects in front of them, go around them and return to the end of their columns. At the next signal, the second pairs run, etc. The pair that separates their hands is considered the loser.

Hit the hoop

Goal: develop accuracy.

Game description

Rules of the game

Children throw a small ball from behind their back over their shoulder with their right or left hand, trying to hit the hoop (at a distance of 2 m).

A clever couple

Goal: to develop the eye, achieving good results.

Each pair of children receives a large inflatable ball. Standing next to him, they put him on their shoulders and press him with their heads. At the signal, they walk or run to the designated place and back, trying not to drop the ball. Those who successfully completed the task and returned first win.

Rules: do not hold the ball with your hands, only with your head: if the ball is lost, you must return to the place where it fell and continue running from there again.

Hit the target

Goal: to teach to follow the direction of a flying object, calculate and perform movements.

Do you want to test your accuracy and reaction speed? Then a new game from the best games for two category is what you need. This game is sure to please absolutely all players of any age. You can feel like a real helicopter pilot. On a special air field you will have to take part in an air battle. Choose one of your friends as your opponent. It will be much more fun for you to play together. Plus, you'll have a fun time.

Counter dashes

Goal: continue to teach how to run and jump without bumping into a friend.

Two groups of children with an equal number of players stand on opposite sides of the court behind the lines in ranks (the distance between the children in the ranks is at least a step). Each group of children has ribbons of their own color on their hands - blue, yellow. At the adult’s signal: “Blue!” - children with blue ribbons run to the oppositeside. Those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.

Two frosts

Goal: to teach how to perform characteristic movements according to the content of the game, to develop dexterity and speed.

Game description
On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle. “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released. Repeated 3-4 times. The pair that catches the most guys wins.

Rules of the game

    On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle.

    “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!”

    After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released.

    Repeated 3-4 times. The pair that catches the most guys wins.

Horses

Target:learn to perform characteristic movements according to the content of the game, develop dexterity and speed.

Progress of the game. Children pretend to be horses. The teacher gathers them at one end of the room or area and reads the poem:

Hop-hop-hop! You gallop!

You fly, horse, soon, soon

Through rivers, through mountains,

Everyone gallop, gallop!

Hop-hop-hop!

With the last words, the children jump, moving forward. At the teacher’s signal “go home!” “The guys calmly return to their place. The teacher repeats the text, and the “horses” gallop all over the room again.

Instructions for the game. You should strictly ensure that the children do not move from their place until the teacher finishes reading the entire poem.

Skittles

Material. Plastic pins, balls.

Progress of the game. The pins should be placed at intervals of 10-15 cm from each other. Children roll one ball at a time from a distance of 1-1.5 m. The teacher notes which of the children hits the pins; helps those who fail without focusing on failure.

Roll to the target

The goal is to develop coordination of movements.

Material. Multi-colored balls (balls) with a diameter of 6-8 cm; checkbox, basket.

Progress of the game. The teacher gives the children multi-colored balls or small balls and invites them to roll them to the flag (a line located a short distance from the children. The teacher marks those who roll the ball well, encourages those who did not complete the task, and gives the opportunity to roll the ball again and again. When the children roll the balls several times, the teacher offers to collect them all in a basket.

Roll the ball to your flag

Material. 2-3 flags of different colors, balls of corresponding colors (according to the number of participants).

Progress of the game. On one side of the playground or room, a line is drawn behind which the children stand. On the opposite side, at a distance of 1-1.5 m, flags of different colors are placed. The teacher gives the children balls of 2-3 colors corresponding to the color of the flags. Then he offers to see what color each ball is, stand in front of a flag of the same color and roll the ball towards it. When all the children have rolled the balls, the teacher asks them to put them in a basket, and then distributes them to the children again and the game is repeated.

Ball traps

Goal: pass the ball, precisely matching the movements with the rhythm of the spoken words.

The game goes the same way as the previous ones, but the catcher must hit the runners with the ball.

Snow carousel

Purpose: to practice orientation in the area.

Game description: Holding hands, children form a circle, they are snowflakes. At the teacher’s signal, “The snowflakes flew!” children speed up their pace, then run at a moderate pace. Having run in one direction at the signal, the children stop and run in the other direction. At the signal “The wind has died down!” , snowflakes slow down, then stop.

Rules of the game: The circle must be even, All children must run at the same pace. The circle cannot be broken.

Bears and bees

Goal: to teach “pass” climbing over obstacles.

Children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3m from the bees’ house, a forest is outlined where the bears are.

On the opposite side at a distance of 8-10m is a meadow. The bees are located in their home - on an elevation (wall, bench, low log). At the teacher’s signal, they fly to the honey meadow and buzz. At this time, the bears climb into the hive and feast on honey. At the teacher’s signal “Bears! “The bees fly to their hives and sting (touch) those bears that did not have time to escape into the forest. The bees then return to the hive and the game resumes. When repeating the game, children change roles.

Swan geese

Goal: continue to learn how to correlate your own actions with the actions of the participants in the game, strengthen the ability to jump.

Participants in the game choose a wolf and a master, everyone else is a geese-swan. On one side of the site there is a house where the owner and geese live, on the other there is a wolf under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go far from home. After some time, the owner calls the geese:“Geese-swans, go home!” Geese answer:"The old wolf is under the mountain!" - "What is he doing there?" - “It’s nibbling on little gray hazel grouse.” - “Well, run home!” The geese run home, and the wolf catches them. The one caught leaves the game. The game ends when all the geese are caught.

Rules

1. Geese can fly home, and the wolf can catch them only after the words:“Well, run home!”

2. When geese enter the field, they must disperse throughout the entire area.

Who will jump better?

Goal: continue to learn how to correlate your own actions with the actions of the participants in the game, strengthen the ability to jump

Description: Children approach the line drawn on the ground and jump as far as possible. Whoever jumped further wins. Rules: Jump on two legs. Land on your toes. Aids: ball for drawing a line.

Fox in the chicken coop.

Goal: to practice running, the ability to act on the teacher’s signal, and jump off the bench.

The site is bordered on four sides by gymnastic benches, forming a “chicken coop”. They choose a driver - “fox”. Players pretend to be “chickens” who are in a “chicken coop”. The "fox" is outside the "chicken coop".

As instructed by the teacher, begin the game. The “fox” is trying to get into the “chicken coop” and catch and stain the “chicken”. To escape from the “fox”, “chickens jump onto perches” (gymnastic benches).

As soon as the “fox” moves away, the “chickens” jump off of them. “The Fox” tries to tarnish the players at an opportune moment. The spotted one changes places with the “fox”. Game continues.

You can’t stand on the bench for a long time: as soon as the “fox” moves away, you need to jump off it. The only way to escape from the “fox” is by jumping onto a bench.

The game can be played with two drivers. Before the game, land correctly on the floor, then from the bench.

Aircraft

Target:practice running, the ability to act on the teacher’s signal, and jump off the bench.

The game is carried out as a sports activity from a series of exercises, with one child or with a group of children, with the organizing participation of an adult.

An adult is a dispatcher, he gives commands and directs the flight of the flight squadron. Children are airplanes; at the command of the controller, they perform aerobatic maneuvers.

Ex. 1. Let's go on a flight. Run around the court, arms to the sides.

Ex. 2. Flapping your wings - leaning to the right, to the left.

Ex. 3. We are descending. Walking in a semi-squat - arms to the sides. We picked up speed - we got up and ran.

Ex. 4. Maneuvering. Turn right, left - body turns.

Who's faster on the track?

Goal: learn to perform series jumps and sideways jumps.

Lines of different shapes are drawn on the ground - these are paths. The players run along them one after another, make difficult turns, while maintaining balance. You need to run along the track, and the game can be played with any number of participants. The length of the track can be arbitrary, but not less than 3 m. This game can be played as a competition. Draw several lines of the same shape and place colored flags at the end of each. The first of the players to reach the flag must quickly raise it above his head, stepping on the line, without interfering with each other and not bumping into the person running in front.

Jumpers

Goal: to teach jumping on two legs moving forward by 2-3m.

A circle is drawn on the ground. One of the players stands in the middle of the circle - he is a tag. At a signal, children jump over the line of the circle and, if there is no danger of being greased, remain inside the circle for some time. Continue jumping on two legs in place or moving forward to the center of the circle. Participants in the game try to dodge the tag and jump out of the circle in time. The greasy one becomes a tag.

Rules

1. Players are only allowed to jump out of the circle. The one who runs out of the circle leaves the game.

2. Fifteen chases the players, also jumping on two legs.

Instructions for carrying out

The size of the circle depends on the number of players. Before starting the game, you need to agree on how the children will jump over the line of the circle: on one leg (right or left), straight or sideways on two legs.

Game option

The game starts in the same way, but the one who gets dirty does not leave the circle, but becomes an assistant to the tag. As soon as the number of tags increases to 5, four go out of the circle, and the one who was hit last remains a tag. The game repeats itself.

To whom checkbox

Game description:

Children receive flags of two colors: some are blue, others are red.

The teacher stands on one side of the playground and holds a blue flag in one hand and a red flag in the other. Children with blue flags group freely near the teacher opposite the blue flag, children with red flags - opposite the red one. Then the teacher invites everyone to take a walk, and the children begin to walk and run around the playground. At this time, the teacher goes to the other side of the playground and says: “One, two, three, quickly run here” and extends his hands with flags to the sides, the children run to him and gather near the hand with a flag of the corresponding color. When all the children have gathered, the teacher suggests raising the flags up and waving them.

The game is played 4-5 times.

Rules of the game:

1. You can disperse around the playground only when the teacher says, “Go for a walk.”

2. You can run to the teacher and stand opposite the flag of your color only after the words: “One, two, three, quickly run here!” »

Instructions for playing the game:

The teacher can change the flags, moving them from one hand to the other, so that the children gather either to the right or to the left of him.

The teacher includes an additional “Stop” signal in the game. At this signal, the players stop and close their eyes. Meanwhile, the teacher silently moves to another place on the playground and says: “One, two, three, quickly run here!” “Children run to the teacher and stand opposite the flag of their color.

Instead of flags, children can tie a ribbon of the appropriate color on their hand or give them a handkerchief of the same color. Children can dance with handkerchiefs and then, at a signal, gather near the teacher.

Hoop relay

Purpose: to practice jumping forward, climbing through a hoop, to develop agility and determination.

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, go back and pass the hoop to his friend. The team that completes the relay first wins.

Throw it by the stick

Purpose: to practice throwing at a horizontal target and crawling under the cord.

Game description
For this game, take two small identical sticks, each player marks his stick and stands at the starting line. At the signal, you need to throw your stick as far as possible and immediately run after your opponent’s stick. The first one to return with someone else's wand wins.

Rules of the game

    A starting line is drawn on the ground, two small identical sticks are marked for distinction.

    At the signal, players throw their sticks as far as possible (the direction of the throw can be set in advance).

    After the throw, players run after the opponent's sticks, pick them up and return to the starting line.

    The winner is the one who comes running first with the opponent's stick.

Hares and bug

Target:practice throwing at a horizontal target and crawling under a cord.

On one side of the hall (area) there is a dog called Bug, and on the other there are Hares (their houses and holes can be marked with hoops). In the middle of the hall (site) there is a “fence” (indicated by a rope stretched at a height of 30-40 cm from the floor; it can be tied to posts or simply held). Behind the fence there is a vegetable garden, which is guarded by Bug.

Before the game starts, the Hares are in their holes, and the Bug is at home. If there are a lot of Hares, then they sit in holes in pairs (threes). The teacher gives the command “Hares, into the garden!” The hares take turns jumping over the fence (you need to land on both feet), and once in the garden, they eat cabbage (running, jumping).

When the teacher says: “Bug!” or “Woof-woof!” - The bug begins to catch the Hares (you need to touch the Hare with your hand, and he remains in place). The hares run to their holes, where they are safe. The hare should run into its own hole, and not into the neighboring hole. Those running stand behind those waiting in line to run into the garden. The teacher marks the caught Hares and releases them into their holes (later they can visit the garden again). The bug goes to its place. According to the terms of the game, she can: run only to the fence; Jump over the fence and chase the Hares to their holes. The most dexterous are the guys who have never been caught by the Bug.

Empty place

The players stand in a circle and choose a driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules

1. Participants run only in circles.

2. Those standing in a circle should not delay those running.

3. If participants run to an empty seat at the same time, then they both stand in a circle and a new driver is chosen.

Instructions for carrying out

They play this game at any time of the year on a large area where they can run around without interference.

The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are a lot of children, it is better to organize two circles of players.

Make a figure

Goal: learn to perform actions on a signal without bumping into each other

At the teacher’s signal, all children scatter around the hall (playground). At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher notes those whose figures he liked (turned out to be the most successful). The game is repeated 2-3 times (you can assign and select a driver who will determine whose figure is better).

Knock down the flag

Goal: learn to throw snowballs at a target, develop accuracy. Attention.

Children stand in two lines one after another, the first line has balls and bags of sand in their hands. Ahead at a distance of 4-5 m There are several flags on the same level. Children simultaneously throw sandbags from behind their heads with both hands or one, trying to throw them over the line of flags. The teacher counts how many children threw the bags behind the flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, then the results are compared.

Sly Fox

Goal: develop agility, running speed, attention

Children stand in a circle, shoulder to shoulder, with everyone's hands behind their backs. One child leaves the circle. They give him a toy fox. Having run around the circle from the outside, he quietly puts a fox in someone’s hands and stands in the center of the circle, saying along with the players:

“Sly fox, where are you?”

The fox is silent at first, and after repeating the question three times, he jumps into the middle of the circle and shouts: “Here I am!” The children run away and occupy the designated “houses”. Those who didn’t make it in time remain in the middle of the site with the fox. All players join these children, forming a new circle. The toy is passed on to someone else. The game is repeated several times.

Who will do the least jumps?

Goal: continue to teach how to jump with giant steps, start the game at the teacher’s signal.

Description: several children (3-5), depending on the availability of free space, stand behind the line and, at an adult’s signal, jump to the opposite side of the site to the place indicated by the line (5-6 m). Each of the players tries to make the jumps longer. Count jumps. At the end of the jumps, the children say who made how many jumps and determine who has the fewest. The one wins. who did the least number of jumps? Rules: Jump only on two legs. You can diversify the game by giving the task to jump with one foot forward. All children should jump in the same way.

FISHING ROD. Description: Children stand in a circle. The teacher is in the center of the circle. The teacher holds a cord in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle above the ground under the children’s feet, and the children jump up, trying to keep the bag from touching their feet. Rules: Do not step on the rope. Aids: cord and sandbag.

Dog and sparrows

Goal: to practice running in different directions, the ability to navigate in space, quickly run to the sled and sit on it.

Jump jump
Jump jump
The sparrow is jumping and jumping
Calls small children
Chiv, chiv, chiv
Throw crumbs to the sparrow
I'll sing you a song
Tick-tweet!
(Imitate the movements of a sparrow: jumping on two legs, waving your arms.)
Suddenly the dog came running
Scared the sparrows away.

Sledding

Target:practice running in different directions, the ability to navigate in space, quickly run to the sled and sit on it.

The sleds are placed on one side of the court in numbers one less than the number of players. Children run around randomly and spin around on the other side of the playground. As soon as an adult says: “On the sled!”, you must quickly run to the sled and sit on it. A latecomer is left without a seat.

Golden Gate

Goal: develop mindfulness.

Game description
In the Golden Gate game, two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front or simply join hands. The resulting chain should pass under the gate.
"Vorotiki" pronounce:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second one is prohibited
And for the third time
We won't miss you!

After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.” Gradually the number of “gates” increases, and the chain decreases. The game ends when all children become "gates".

Rules of the game

    Two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”.

    The rest of the children stand one after another and put their hands on the shoulders of the person walking in front or simply join hands. The resulting chain should pass under the gate.

    Children who are caught also become “gatekeepers.” Gradually the number of “gates” increases, and the chain decreases.

    The game ends when all children become "gates"

Get into the box

Goal: train accuracy of throws

1st option. At a distance of 2-3 meters from each other, place two boxes filled with different toys (preferably the same size, the number of toys in the boxes is the same). Opposite each box is a team with children (there should be two teams). The distance from boxes to children should be 5 meters. Mark the starting line (with flags, for example). At the signal, children, one at a time (from each team), run as fast as they can to their box, grab any toy and return to their teams. As soon as the child crosses the line, it is the turn of new participants. And so on until all the toys are near the starting line (to do this, place empty boxes).

Pass the ball without hitting the pin

Participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are installed along the line in the center. Team guides hold a volleyball or medicine ball between their legs (above the knees). At the signal, the guides begin to move forward by jumping around the pins in such a way as not to touch them and, having reached the opposite starting line, they pass the balls to the guides of the oncoming columns. This is how all players act. If the ball falls to the floor, you need to pick it up, hold it with your feet, and only then continue the relay race. Participants who have completed the relay race stand at the end of the column. The team whose players finish the relay faster wins.

Knock the ball down

Goal: teach throwing a ball while running, perform tasks on command.

Place a large ball on a stool.

The child, standing in front of a stool at a distance of 1.5-2 m, at the signal “Knock the ball!” throws a small ball (diameter up to 10 cm) at a large one, trying to knock it down.

Tag

Goal: practice running in all directions.

Games of tag take place either in a spacious room or in the air, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children choose one from their midst and give him the nickname tag; His role is that he carefully watches the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The person caught is detained in this way and turns into a “tag”, while his name is pronounced publicly so that his comrades know who they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, joining the group of children fleeing.
This game should be continued until the children maintain a keen interest in it and do not feel tired.
Tag games are primarily based on movement; they can, however, be varied by introducing various elements, for example throwing a ball and the like.

Obstacle course

Goal: to learn to coordinate movements with each other, to develop the eye.

This fun game trains your little one's muscles, dexterity, coordination and independence. At home, you can give your child a “young fighter course”: invite him to go through a road with obstacles. At home, use chairs of different heights, rolled blankets, pillows, boards, boxes. Let your child complete the obstacle course on his own, but support him in difficult places. He will step over something, climb onto something, and then go down, wrap himself in something. Everything in your house will be upside down, but the impressions will be the most unforgettable. By the way, this game can be played outdoors with no less success. Use logs, bushes, branches with which you can build a “path”. Do not forget to secure your child in difficult and dangerous moments to avoid injury.

Hunters and hares

Target:: learn to coordinate movements with each other, develop an eye.

in the center of the playing area, a place is designated (a hoop is placed, the already drawn central circle is used) for the hunter, the remaining hare players scatter throughout the playing area. But they can’t go into the hunter’s house. Whoever steps into the designated circle is eliminated (falls into a trap). The hunter has a ball in his hands. At the signal, the game begins. The hunter's task is to throw the ball at the hares, and the hares' task is to dodge this ball. The hunter himself runs after his “cartridges” (ball). Threw - ran, took, etc.
These were the usual rules of the game, and now let's see how they can be modified or supplemented:
1. You can put several balls (5-10) at once on the player in the center, count how many times the driver hits in all the throws, and then change him. To complicate matters, each ball can be considered to play until the very end, which means that thrown balls remaining on the playing field are considered a hazard that cannot be touched. A player who touches a lying ball is considered to be out.
2. Designate several houses throughout the playing area (3-8 - depending on the size of the playing area). This is especially true when the play area is large. Since in this case the hares can hide in the farthest corner and calmly dodge balls flying from a long distance.
3. Allow the hares to defend themselves. To do this, you can use available equipment: rubber rings, “bumps”, balls, etc. In this case, the “hare” at whom the ball is flying can hit the ball with his defense. If he succeeds, then he remains in the game. In addition, you can think of it as a “candle” that saves one of the already caught players or remains in reserve for the future. If there is nothing interesting at hand, then you can allow yourself to defend yourself with your hands. Managed to hit with the palm or back of the hand - saved, hit the ball higher (in the forearm, shoulder, etc.) - knocked out.

Frost-red nose

Goal: to teach how to deftly and quickly run across the court.

On opposite sides of the site there are two houses, in one of them the players are located. The driver stands in the middle of the platform - Frost-Red Nose. He says:
I am Frost the Red Nose.

Which one of you will decide

Set off on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run across the playground to another house. Frost catches up with them and tries to freeze them (touch them with your hand). The frozen ones stop at the place where the Frost overtook them and stand until the end of the run. After several dashes, another driver is chosen.


Living maze

Goal: to develop a sense of balance, agility, and speed of movement. Train coherence of collective actions, speed of reaction and ingenuity

Finding your way in a labyrinth is always difficult, especially with your eyes closed! This is the problem. But let's still try to deal with it.

Before you are blindfolded, carefully study the path of your labyrinth - it will pass between various objects placed on the floor: toys, buckets, basins, etc. Have you studied it?

Now blindfold yourself and boldly hit the road. Just don't drop a single item! Have you completed your journey successfully? Well done!!!

Who will remain in the circle?

Goal: to develop a sense of balance, agility, and speed of movement. Train coherence of collective actions, speed of reaction and ingenuity.

Draw a circle with a diameter of 2 meters. Players from 3 to 5 people stand in a circle. You need to stand on one leg and, at the leader’s command, start jumping, trying to push out the others. The winner is the one who remains alone in the circle.

Move items

Goal: to learn to carry objects one at a time when given a signal, to develop accuracy, speed, and dexterity.

2–4 circles (50 cm in diameter) are drawn on the ground at a distance of 8–10 m. Several different objects (skittles, cubes, toys) are placed in one circle, the other remains free. The child stands at the free circle and, at a signal from the adult, begins to transfer objects here one at a time from another circle. Two teams can play at the same time.
With older preschoolers, this game can be played with an element of competition: who can move the objects the fastest. In this case, several children or even 2-3 groups take part in the game. Then circles are drawn on the playground according to the number of children or groups playing, and the same number of objects are placed in each circle. If several children are playing, the teacher watches who can carry the objects faster and carefully place them in a free circle. If they play in groups, then the number of children in each group should be the same, and the number of objects in the circles should correspond to the number of children. At the teacher’s signal, the children standing first in their groups begin to run. The second ones can run only when the first ones come running, put the object in a free circle and touch the next player with their hand. In this case, the team that moves the items faster and does not break the rules wins.

Geese-geese

Target:learn to carry objects one at a time when given a signal, develop accuracy, speed, and dexterity.

Just before the start of the game, it is advisable to choose a suitable site on which two houses are marked by a line at a distance of 10 meters. The number of players can be unlimited, as in the outdoor game “Owl,” but there should not be less than 5 participants. One house is needed for the geese, and the other for their owner. A wolf lives between the houses (lines). Children choose it independently or with the help of a teacher, using a counting rhyme. The wolf is the leader. The game begins with the fact that the owner (who is also chosen using a counting rhyme) and the geese must conduct a well-known dialogue among themselves in verse: - Geese, geese! - Ga-ha-ha-ga. - Do you want to eat? - Yes Yes Yes Yes. - So fly, quickly! - But we can’t do it: a terrible wolf is waiting under a big mountain and won’t let us go home! Having finished the dialogue, the geese try with all their might to run from their house to the owner’s house. And at this time the wolf runs out and tries to catch the geese. The game lasts until the wolf is able to catch the first goose.

Crow and sparrow

Goal: continue to teach children to act on a signal and navigate in space

2 teams are selected: “crows” and “sparrows”. Gerasim slowly says “Crows!” and the “crow” children catch “sparrows”, the team “Sparrows!” - vice versa!

Don't get your feet wet

Participants are divided into teams. In front of them is a swamp (the border of the swamp is marked with chalk or a cord). The first players are given two medium-sized timber (you can use bricks from children's building material).

The task of the players is to use the bars, step on them and alternately move them forward, to get to the edge of the swamp and return back, passing the baton to the next participant. It is advisable that your foot does not fall from the improvised hummock into the swamp.

winding path

Goal: learn to jump over obstacles and land on both feet.

All children need to be divided into 2-4 teams depending on the number of group members, so that there are approximately 5-7 people in one team.

This outdoor game is played like a relay race in a spacious room or outdoors. The guys need to be lined up on the starting line one after another. To do this, pyramids or other toys are placed on the starting line, which will be the starting point for each participant.

The field itself, along which the players of this outdoor game will have to run, consists of several stickers (or placed toys) on the floor, which the participant must run past without stepping on them (like along a winding path). At the end of the field there is a finish line, on which soft cubes (or any other toys) are located.

The participant's task is to run along such a winding path, touch a soft cube and stop. After which the next player of the same team can run. Thus, at the end of this outdoor game, all the guys must run from the start line to the finish line.

We are droplets

Goal: learn to form double rows, make a wide circle, train coherence of collective actions, speed of reaction and ingenuity.

Tasks

Educational:

    Develop the ability to run without bumping into each other with coordination of the movements of the arms and legs

    Develop the ability to maintain a stable body position and correct posture

    Improve knowledge of connecting pairs in one line, circle

    Strengthen coordination of movements and orientation in the room

Educational:

    Develop movement of various forms of motor activity

    Develop speed and agility

    Develop auditory attention and the ability to move according to the words of the text

Educational:

    Cultivate discipline and activity

Integration of educational areas: communication, cognition, play activities

Material: hats: Clouds, sun, CD with music.

Progress of the lesson.

Guys, today I want to invite you to play the game “Droplets Are Walking in a Circle.” I will be your mother - Cloud. And you are all my droplets.

(Music turns on and it rains).

Educator: You flew to travel to earth.

Children: Jump, run, play freely throughout the hall.

Educator: But they got bored of jumping alone, they gathered in pairs and flowed in small cheerful streams.

(Change of music. Brook music).

Children: droplets join in pairs and form streams.

Educator: Streams met and became a big river.

(Change music. Music of the river)

Children: The droplets are connected into one chain.

Educator: Droplets are floating in a big river, traveling. The river flowed and flowed and ended up in a big, big ocean.

(Change music. Music of the ocean).

Children: Form a round dance and spin in a circle, then squat.

Educator: They swam, the droplets swam in the ocean, and then they remembered that mother Cloud told them to return home, and just then the sun warmed up (I show the sun). The droplets became light and stretched upward.

Children: Crouched children rise and then stretch their arms up.

Educator: they evaporated under the rays of the sun and returned to their mother, Tuchka.

Children: Droplets come up to their mother, Tuchka, and she hugs them.

Educator: Well done, droplets, they behaved well, they didn’t get into passers-by’s collars, didn’t splash, now stay with me. I miss you.

Catch and throw

Goal: to learn to catch the ball without holding it to the chest, to throw it accurately to the teacher with both hands in accordance with the rhythm of the spoken words.

Move.Children stand in a circle, the adult is in the center. He throws the ball and catches it back, saying: “Catch it, throw it, don’t let it fall!”

The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from 1 to 2 m or more.

Rules:catch the ball without holding it to your chest; throw exactly to an adult with both hands in accordance with the rhythm of the spoken words.

Complication:Children stand in pairs and throw the ball to each other.

Salki

Goal: to teach to move intermittent steps in different directions, to act on a signal.

A trap is selected. At the teacher's signal:

One two Three,

One two Three,

Well, hurry up and catch us!

children scatter around the hall (playground). The trap catches them by touching them with his hand. Those caught move aside. When 2-3 children are caught, another trap is selected. The game is repeated 2-3 times.

Trap, take the tape

Goal: explain the rules of the game, teach how to act on a signal, develop dexterity.

The players stand in a circle and choose a trap. Everyone, except the catcher, takes a colored ribbon and places it in the back of the belt or behind the collar. The trap is placed in the center of the circle. At the teacher’s signal: “Run!” children run around the playground. The trap catches up with them, trying to snatch the tape from someone. The one who has lost his ribbon temporarily moves aside. At the teacher’s signal: “One, two, three, quickly run into the circle!” children gather in a circle. The catcher counts the number of ribbons and returns them to the children. The game resumes with a new trap.

Reach the ball

Goal: continue to practice jumping with a push of both legs, hitting the ball with both hands at the same time.

Attach a rope to the risers 10 - 15 cm above the child’s raised arms. Tie large balls (2 - 3) to the rope in nets at a certain distance from one another. Place the children so that they can see those who will jump. The teacher calls 2 - 3 children, they approach the balls, jump at the signal “one” and take out the ball with both hands, after which they return to their places. The teacher marks the children who got the ball at once. The game ends when all the children get the balls.

Marinefigure

Goal: develop attention, logical thinking

A presenter is selected. He turns away from the others and says this little rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure freeze in place
While he speaks, all the players move chaotically. As soon as he stops talking, all the players freeze, depicting “sea” figures.
The presenter approaches any player, touches him with his hand - the player depicts who exactly he is showing. The presenter's task is to guess what kind of figure this is. If the player depicts differently, he becomes water for the next stage.
There is another complication to the rules: if any player moved or laughed during the “performance” of another, then he became water.
Also riddled:
- animal figure
- bird figure
- clown figure
- working figure
- crazy figure
and so on, as long as your imagination is enough.

Knock down the pin

Goal: to develop coordination of movements, the ability to throw force.

A line is drawn or a string is placed on the floor or ground. At a distance of 1 -1.5 m from
2-3 large pins are placed on it (the distance between the pins is 15-20 cm).
Children take turns approaching the designated place, picking up the ones lying nearby.
balls and roll them, trying to knock down the pin. After rolling 3 balls, the child runs, collects them and
passes to the next player.
To knock down the pin, you have to try
Instructions for carrying out. To perform the exercise, you first need to give the balls
with a diameter of 15-20 cm. Then, when the children learn to roll the ball vigorously, hit
skittles, you can give them smaller balls and increase the distance for them
rolling.

sparrows

Goal: to practice loose running, to develop agility and speed.

A circle with a diameter of 4 m is drawn on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center. When all the “sparrows” are caught, a new cat is chosen.
The winner is the one who has never been caught, and the cat who managed to catch all the “sparrows” faster than others.

Who is braver

One day the mice came out
See what time it is.

One two three four,
The mice pulled the weights.
Suddenly there was a terrible ringing sound!
Bom-bom-bom-bom!
The mice have run away!

(the cat catches up with the mice-children)

Faster than the wind

Goal: develop running speed and climbing skills.

Choose two drivers. The first person is tied with a blue ribbon on his hand - this is the “north wind”, the other - a red one - this is the “south wind”. The rest of the children are running around the playground. “North Wind” tries to “freeze” as many children as possible (touch them with your hand). “Frozen” children take some pose. The “South Wind” “defrosts” them by touching them with his hand, exclaiming: “Free!” After 2–3 minutes. New drivers are appointed, and the game is repeated.

Crucian carp and pike

Before the start of the game, all the crucian carp gather in one hole. At a signal, they swim out of cover and try to move to the opposite side of the river. Pike goes hunting. The caught crucian carp do not leave the game, they take each other by the hands and stand in the middle of the playing area, forming a net. The remaining crucian carp, swimming from one side of the site to the other, pass through the net. There are more and more people caught, the net is getting longer. Then a basket is made from the net, and the players stand in a circle. Participants in the game must run into the basket when running. The game ends when the pike catches all the crucian carp.

Rule

Pike should not swim into the net or into the basket for crucian carp.

Instructions for carrying out

The more players there are, the more interesting the game is. Holes for crucian carp can be marked with a simple line, but it is better to pull a cord under which the crucian carp swim. The places where the pike hides (there can be 3-4 of them) need to be made along the edges of the area.

Excited players can make a network when there are at least 3-4 of them. If at the beginning of the game the pike hit, for example, only one player, then he stands aside and waits for there to be more of them. Players representing the network can be placed in two rows.

Homeless hare

Goal: to practice running and the ability to act on a signal.

A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it will become homeless, and the hunter will hunt for it.

As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

Do not be late

Goal: learn to crawl under a bench in any way (straight or sideways).

It is necessary to place fewer chairs in the circle than the number of players (one, two). The presenter puts on a recording with music of a suitable tempo or plays some rhythmic musical instrument (drum, tambourine, rattle, etc.), and the children run around the chairs. When the music stops, children should have time to occupy

place. A child who does not have time to sit on a chair is eliminated from the game. At the same time, the leader removes one more chair or, if he wants to speed up the game, two chairs. The game continues until one player remains. The presenter needs to vary the time during which the music is played. It is advisable not to place chairs very close to each other.

Don't miss the ball

Goal: to learn to pass the ball without dropping or stopping, to cultivate friendliness.

You need to run, or rather, jump a certain distance, holding a tennis ball or matchbox between your knees. Time is noted. If the ball or box falls to the ground, the runner picks it up, pinches it again with his knees and continues running. The one with the best time wins.

Catch the ball

Purpose: to practice the ability to catch and pass the ball.

Stand at a distance of 1.5-2 m from the child. Throw the ball to your child so that he can catch it and throw it back. During this game you can say the words: “Catch it, throw it, don’t let it fall.” Each word must be accompanied by a ball throw. Pronounce the words slowly so that the baby has time to catch and throw the ball slowly.

As your child masters catching and throwing skills, you can increase the distance.

Rope

Purpose: to teach how to act on a signal. Work smoothly with your hands, run in a certain direction, develop speed and dexterity.

Extras: chairs, rope

Two chairs are placed with their backs facing each other, and a rope is pulled under them. At the leader's command, two participants walk around their chairs. On command, everyone sits down on their own chair and pulls the string out from under it. The game is played up to three times. Whoever wins twice gets a prize.

Forest paths

Goal: to diversify movements depending on conditions.

At the beginning of the game, children draw multi-colored intersecting lines on the asphalt with chalk - these are the paths along which the participants of the game will have to move. But first you need to choose a method of movement: squatting, jumping or backwards. To do this, children pull out folded pieces of paper from a forest basket - this is a lot. Then, on command, they begin to move - who will be the first to reach the finish line.

Penguins with a ball

Goal: to make jumping on two legs more difficult while moving forward with an object clamped between the feet.

Forming children in a circle with the help of a teacher

a) General developmental exercises with a ball:

1. "Show me the ball." Starting position - legs apart, ball lowered. Ball forward – feet together, lower the ball (4 times).

2. "Don't lose the ball." Starting position - sitting on your knees, circle the ball around you to the left, then to the right (2-3 times).

3. "Hit the ball." Starting position - lying on your stomach. Take turns hitting the ball with your left and right hands, arms straight, 5 hits on the ball (4 times).

4. “Touch it with your foot.” Starting position - legs slightly apart, ball on the floor. Raise your leg, carefully touch the ball with it, return to the I.P. Repeat 4 times.

5. "Funny Ball" Starting position - legs slightly apart, ball lowered; 6-8 bounces, raising the ball to chest level. Repeat 2 times.

6. Balance exercises. (with a bag of salt).

Students tell the rules of the games they have already studied (checking homework) and organize the game.

"Owl"

Preparation. An “owl” is selected from among the players. Her nest is to the side of the site. It can be outlined and fenced off with a gymnastic bench. The players on the court are located randomly. "Owl" in the nest.

Contents of the game. At the signal from the presenter: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which the signal caught them. "Owl" go hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit, she can kill two or even three players.

Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.

The winners are the players who have never been caught. You can also note the best driver - the one who caught the most players.

Rules of the game:
1. The “Owl” is prohibited from observing the same player for a long time, and the caught one is prohibited from breaking free. 2. After two or three outings of the “owl” to hunt, she is replaced by new drivers from among those she has never come across.

Stage 1 – “Cross the swamp”

On the straight line from the start line to the turn, three or four hoops (“islands”) are laid out in a checkerboard pattern. Participants, one at a time, must cross the swamps along the “islands”, return back and pass the baton to the next participant. All team members must go through the “swamp”.

Stage 2 – “Roll, little ring, to my porch”

Each team has one hoop. The guys should take turns rolling the hoop, pushing it forward with one hand until it turns around and back. Try not to let the hoop fall on the floor.

Stage 3 – “Grasshoppers”

Each team has one hoop. Each team member, in turn, must jump through the hoop, reach the turnaround point, run back and pass the baton to the next one.

Stage 4 – “Transport the team to the other side”

There is one hoop per team. The first participant with a hoop (holds it at the waist line) stands opposite his team at a distance of 8–10 m from it. At the teacher’s command, the participant with the hoop runs to his team, takes one team member into the hoop and returns with him to “his shore.” The first remains on the “shore”, and the second participant with the hoop runs after the next participant, takes him into the hoop and returns with him to the “shore”. He himself remains on the “shore”, and the third runs after the fourth and so on until the whole team crosses to the opposite “shore”.

Stage 5 – “Tumbleweeds”

A team has one hoop and one ball. Participants take turns moving backwards and using a hoop to dribble the ball to the cone, return back and pass the baton to the next one.