Mobile games for schoolchildren. Subject outdoor games for younger students

The education of physical abilities should be aimed at developing physical qualities (strength, agility, endurance, flexibility, speed) in children of primary school age. One of the means of education is outdoor games. They must be used in accordance with certain rules: change the speed, pace and spatial boundaries of movements; complicate the game.

After analyzing the literary sources, we selected outdoor games for younger students and systematized them according to the sections of the school curriculum. We offer outdoor games for the development of physical qualities, which can be included in physical education lessons in primary grades.

Section "Athletics":

“Two-round tagging”, “Through bumps and stumps”, “Calling numbers”, “Head and tail”, “Catching in pairs”, “Talking”, “Cosmonauts”, “Sharp on target”, “Carp and pike”, "Hares in the garden", "Through bumps and stumps", "Quickly in places", "Third Extra", "Polar Bears", "Geese Swans".

Section "Sports games":

"Passing the ball on the move", "Two hands", "Say what color", "Race the balls in a circle", "Passing the ball in columns overhead", "Ball traps", "Hunters and ducks", "Shootout" , “Four balls”, “Calls by numbers”, “Climbers”, “Who will overtake?”, “Paratroopers”, “Hares, watchman, Bug”, “Rope under your feet”, “Catch, run away”, “Motorcyclists”, "Ball to neighbor", "Moving target", "Pass-sit down", "Ball over the net"

Section "Gymnastics":

"Hoop on yourself", "Friendly threes", "Hold the hoop", "Rope walker", "Penguins with a ball", "Needle and thread", "Relay races with hoops", "Don't drop the bag", "Forbidden movement"

Section "Ski training":

“Fast Skier”, “Simple Fifteens”, “Get in the Gate”, “Relay - Biathlon”, “Marching Salki”, “Circular Bast Shoes”, “Slalom”, “Pick up the object”

"Cosmonauts"

Purpose of the game: helps to improve orientation in running with a change in direction and the ability to maintain balance after a sudden stop, brings up dexterity, speed of reaction, quick wits.

Preparation: 4-6 triangles are drawn along the edges of the site - “rocket launchers”. Inside each of them draw circles - “rockets”, but always a few circles less than the players. All the guys stand in a circle in the center of the site.

Inventory: not required.

Game progress:

At the signal of the leader, the children walk in a circle, holding hands, and say in unison:

Fast rockets are waiting for us to walk around the planets,

Whatever we want, we'll fly to such!

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

After these words, everyone runs to the “rocket sites” and takes their places in the “rockets”. Those who did not have time to take a place go to the center of the site. After that, the game is repeated.

You can start running only after the word "no". There cannot be two “cosmonauts” in the “rocket”, and the one who first got inside the circle gets the right to stay in it.

"Carp and pike"

Purpose: promotes the education of dexterity, speed, orientation, courage, collectivism.

Preparation: two lines are drawn on opposite sides of the site - this is the “house of crucians”. The driver - "pike" - stands in the middle of the site, the rest of the players - "carp" - are located in one of the "houses".

Inventory: not required.

Game progress:

At the command of the leader, the “carp” begin to run across to the opposite “house”. "Pike" is trying to catch them. The stained step aside, and then, when there are 5-6 of them, they join hands, depicting a network. "Pike" stands behind the "net". Now, when crossing, "carp" are required to run through the network. Those caught later form a circle - a “basket”, and then “I top” - two lines facing each other. The one who is caught last wins.

  • 1. Crossing is allowed only on command.
  • 2. "Karasi" are obliged to run through all the "nets" of fishermen.
  • 3. Players forming a "net" should not interfere with running crucians.
  • 4. The pike cannot run into the "net" (the players can catch it).

Third wheel

Purpose: development of coordination of movements, attentiveness, speed qualities, improvement of the ability to navigate the terrain.

Preparation: Players line up in pairs inside the court. The distance between pairs is 2-3 meters. The driver and one of the players (running away) are located behind the line.

Inventory: not required.

Game progress:

At the signal of the leader, the driver seeks to tarnish the evader, and the evader can stand in front of one of the pairs, then the last player of the pair becomes the “third wheel” and runs away from the driver. If the driver manages to tarnish the player, then they change roles.

The evader can only take his place in the pair if he has run a full circle. Crossing the circle line is not allowed. Staining is possible only while running.

"Head and tail"

Purpose: development of speed qualities, flexibility, coordination of movements; fostering a sense of community.

Preparation: all participants in the game (10-20 people) line up in a column one by one. Each player takes his hands on the belt of the previous one. The first player is the "head" and the last one is the "tail".

Inventory: not required.

Game progress:

At the signal of the teacher, the “head” tries to catch up with the “tail”. After a certain time, the players (teams) change places.

If the “head” manages to catch up with the “tail” in the agreed time, then both players move to the middle of the chain, if not, then only the “head” moves.

The team that manages to catch up with the other team more times wins. Participants can move in various predetermined ways, as long as they don't break the chain.

"Absolutely on target"

Purpose: promotes the improvement of skills in throwing, develops accuracy and dexterity of movements, teaches discipline, collective action.

Preparation: two parallel lines are drawn at a distance of 12 - 15 m. In the center of the site, 10 towns painted in two colors (5 each) are interspersed in one row. Each team is assigned to the towns of a certain color. The players are divided into two teams and placed on opposite sides of the site. The players of one of the teams (by lot) are given a small ball.

Inventory: towns 10 pieces, small balls according to the number of players.

Game progress:

At the signal of the leader, the players of one team “volley” throw the balls into the towns. Each downed town of the throwing team is moved one step further. The other team's downed town moves one step closer.

After that, the other team throws. The sequence changes four times.

  • 1. Downed towns are put in a new place after all the balls have been thrown.
  • 2. The players collect the balls after the towns have been established.
  • 3. The team that manages to move their towns further away wins.

Hunters and ducks

Purpose of the game: to learn how to pass the ball in an attack, to consolidate the skills of catching the ball and how to pass. Helps to develop dexterity, speed of reaction, ingenuity, collectivism.

Preparation: the players are divided into two teams, one of which - "ducks", are located inside the circle ("lake"), and the second - "hunters" - stand outside the circle. Hunters have one (two) balls.

Inventory: volleyball (1-2 pcs.).

Game progress:

At the signal of the leader, the "hunters" begin to knock the "ducks" out of the circle with the ball. Each "hunter" can throw the ball himself or pass it to a teammate for a throw. "Ducks", running inside the circle, escape from the ball, dodging and bouncing. The padded "duck" leaves the circle. The game continues until all the "ducks" are "knocked out". After that, the players change roles.

  • 1. It is forbidden, when throwing the ball, to step inside the circle, otherwise the throw is not counted.
  • 2. "Ducks" do not have the right to leave the circle; whoever breaks this rule is out of the game.
  • 3. A hit is scored if the ball touches any part of the body other than the head and does not bounce off the floor or another partner.
  • 4. The player who is hit by the ball is out of the game until the change of teams.
  • 5. The team that spends less time or "knocks out" more players from the other team wins.

"Moving Target"

Purpose of the game: to teach children to pass, catch the ball, coordinate their actions with the actions of other players, develop dexterity, cultivate respect for a playmate.

Preparation: the players are divided into several groups, which become a circle. In the center of the circle is the driver. One of the players has a ball.

Equipment: volleyballs.

Game progress:

On a signal, those standing in the circle throw the ball to each other, trying to hit the driver. The one who has fallen becomes the driver, and the driver stands in a circle.

Options: you can throw the ball at the driver only after passing (or two, the sin of passing the ball) to each other.

  • 1. The ball can only be thrown at the feet of the driver.
  • 2. Hitting a player after the ball bounces off the ground does not count.
  • 3. If the driver managed to catch the ball, he is not out of the game, if the attempt was not successful, he leaves the circle.

"Tell me what color"

Purpose of the game: to improve dribbling on the spot and in motion, to teach to see the court, to develop dexterity, coordination of movements. Preparation: Students take balls (except for the driver) and spread out. The driver has 3 flags of different colors in his hands.

Inventory: basketballs, 3 flags of different colors.

Game progress:

Children lead the balls around the court in a step (on the run). The child, near whom the driver stops and shows a flag of any color, must, while driving the ball in place, say what color the flag is.

Options: 1. The role of the driver is performed by 3 children. 2. The driver shows the sticks, and the player must say how many of them.

Naming a color, do not stop working with the ball.

"Fast Skier"

Purpose of the game: helps to improve the ability to maintain balance when sliding on one ski, contributes to the development of agility and speed.

Preparation: the start line is marked and the finish line is 30m from it. The players are on the start line, standing on one ski (without sticks).

Inventory: skis.

Game progress:

At the command of the teacher, the players, pushing off with one foot, move on skis to the finish line.

  • 1. The first player to cross the finish line wins.
  • 2. Movement to start only on a signal.
  • 3. A player who has lost a ski must attach it to the place where he lost it.

"Behind me!"

The purpose of the game: the development of speed qualities, agility, coordination of movements, spatial orientation, ingenuity.

Preparation: students are located in a circle (diameter 50 - 70 m) on a laid track. The teacher is outside the circle on skis without poles.

Inventory: skis and sticks according to the number of participants.

Game progress:

All players slowly move on skis in a circle one after another. The teacher, approaching any of the players, says: “Follow me!”, After which the guest sticks ski poles in the snow and follows him. So the teacher gathers many or all of them, takes them away from the circle where the ski poles remained, and suddenly gives the command: “To the places!”. Participants strive to return to the circle as soon as possible and take places at any sticks.

The player left without sticks becomes the leader. The winner is the one who was the least leading. Monitor compliance with safety regulations.

"Friendly Threes"

Purpose of the game: development of group interactions; strengthening the skill of handling gymnastic equipment; development of dexterity, coordination of movements.

Preparation: players are divided into threes (4 - 6) and line up in front of a common starting line. In front of each trio at a distance of 8 - 10 m, a turning point is indicated.

Equipment: gymnastic hoops.

Game progress:

At the command of the teacher, the players leading the threes put on a hoop, run to the turning point, run around it and come back.

Another member of the trio crawls into the hoop, and now the two players are doing the same task together. They then return for the third member.

The three players who are the first to return to their original position in full force win.

"Climbers"

Purpose of the game: to improve the technique of climbing the gymnastic wall, the development of dexterity, coordination of movements.

Preparation: two teams of "alpinists" line up facing the gymnastic wall 6 - 7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down with slats. Gymnastic mats are laid at the extreme spans of the wall.

Inventory: gymnastic bench - 2 pcs., gymnastic wall pcs.

Game progress:

At the signal of the teacher, the first players begin to move along the rail of the gymnastic bench, go to the gymnastic wall, climb it, move along the wall to the last span and go down. The height of the rise to the wall is indicated in advance by the teacher. When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of not more than 70 - 75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players start moving on the gymnastic bench immediately after the landing of the previous "alpinist".

  • 1. It is forbidden to prematurely move along the rail of the bench.
  • 2. The player must not lose balance.
  • 3. You can not jump from a height higher than indicated by the teacher.
  • 4. Inaccurate landing is also prohibited. For each mistake, the player is penalized with a penalty point. The team that manages to finish the relay race faster than others and makes fewer mistakes than the other team wins.

Children love to run, jump, compete.

Outdoor games develop not only dexterity, endurance, reaction speed, but also many of the games we offer develop attention, logical thinking, and the ability to quickly switch.

Swan geese

The game develops reaction and endurance of your child.

On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2-3 meters wide. On the other side of the site, 2 benches are placed - this is a "mountain". All players are in the "goose house" - "geese". Behind the mountain, a circle “lair” is outlined, in which 2 “wolves” are placed.

On a signal - “Geese-swans, in the field”, “geese” go to the “field” and walk there. At the signal “Geese-swans home, the wolf behind the distant mountain”, the “geese” run to the benches in the “goose house”. Because of the "mountain" the "wolves" run out and catch up with the "geese".

Players who are never caught win.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, thinking, reaction

Number of players: 4 or more

Place of play: street

alphabetically

In order to better remember the names, in order to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.

The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:

- so that all names are arranged alphabetically;

- so that everyone stands by the color of their hair (brunets on the left, blondes on the right);

- so that everyone stands in height (left - small, right - large).

Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.

Age: from six years old

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoor

Hurry up to pick up

With this game you can have fun in a team.

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.

On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.

The participant who managed to pick up more balls wins.

Age: from six years old

The game develops: attention, coordination, agility, reaction

Number of players: 2

Place of play: street

Items needed: balls

Cones, acorns, nuts

A mobile game that children really like.

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 host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.

If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Age: from six years old

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in a line in the center of the hall, face each other with a gesture denoting the chosen animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.

Age: from six years old

Purpose of the game: relaxation, concentration

Number of players: 10 - 30

Place of play: spacious safe room

Target

This is an interesting game that develops dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has a ball. Those outside the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend to make a throw.

The leader runs around dodging the ball. The player who did not hit the leader with the ball takes his place.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, accuracy, reaction

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me a hand

Before the game, children choose a territory beyond which they cannot run out.

One leader is selected - a tag, the rest of the players freely move around the site.

Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.

Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.

If the tag caught up with a single player, they switch roles.

Age: from six years old

The game develops: alertness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumpers - sparrows

Great children's game. First, a circle is drawn on the asphalt with chalk.

In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".

They jump into the circle and jump inside it. Then they also jump out of it.

The "crow" tries to catch the "sparrow" when it jumps inside the circle.

If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Age: from six years old

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

british bulldog

Playing affects the stamina and reaction of the child.

Children assign two catchers ("bulldogs"). The Bulldogs stand on one side of the court, and everyone else on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".

The game continues until all the runners turn into bulldogs.

Age: from six years old

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

homeless hare

An interesting game for children of primary school age. 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.

The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

Age: from six years old

The game develops: mindfulness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

Polar bears is an outdoor collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

On the edge of the site, which is the sea, a small place is outlined - an ice floe, on which the driver stands - the "polar bear". The rest of the "bears" are randomly placed throughout the site.

"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.

Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.

"Bear" runs up, taunts the one he has caught and takes him to the ice floe.

The next two caught also join hands and catch the rest of the cubs.

When all the "bears" are caught, the game ends.

The last player caught wins and becomes the polar bear.

Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.

Age: from six years old

Game development t: dexterity, reaction, fantasy

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops the attention and quick reaction of children well. It can be used at school for physical education minutes for elementary school students.

The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.

If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate moves.

Age: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Fighting cocks

A circle with a diameter of 2 m is drawn. Two teams become lines opposite each other. Choose captains who send one of their players to the circle. Each of them arches one leg, puts his hands behind his back, and on a signal, the participants in the duel begin to push each other out of the circle with their shoulders and torso, trying not to stand on the other leg. You can't take your hands off your back either. The game continues until everyone is in the role of roosters, the captains are the last to fight. The team with the most winners wins. The fight ends in a draw if both players (in a pair) are outside the circle.

You can also play while sitting. The belt (braid) is connected by a ring. The players squat and put the ring on their knees so that the legs cannot be straightened. The hands are tucked under the knees. Jumping in this position on their toes, the players try to push each other with their shoulders. The one who does not keep the balance loses.

The game must take place within a small area, beyond which it is impossible to go.

Hunters and foxes

A basketball-sized court is limited by lines. The players choose the driver - the “hunter”, they give him a small ball in his hands. All other players are "foxes".

"Hunter" goes to the middle of the site, and "foxes" gather around him. The “Hunter” throws the ball up 2 times and catches it, after the third throw, the “Foxes” scatter in different directions. "Hunter", having caught the ball, throws it into one of the "foxes". Each tagged "fox" becomes his assistant, which means that the number of "foxes" will be reduced.

As soon as the “hunter” has the first assistant, the “foxes” can pick up the ball thrown at them and throw it between themselves so that the “hunter” and the assistant do not take it. Now the drivers are trying to intercept the ball in order to continue to salute the "foxes".

The game goes on until all the "foxes" are caught, except for one. This "fox", who proved to be the most dexterous, becomes the new "hunter". The game is repeated.

During the game, it is important to ensure that the “foxes” do not run beyond the boundaries of the site. Otherwise, each of them is considered salted and becomes an assistant to the "hunter". Before the start of the game, you can agree that it is impossible to salve, for example, in the head, chest, etc.

Hunters and ducks

One team is located in a circle with a diameter of 15-20 m. Players of the other team are randomly located in the middle of the circle. "Hunters" try to hit the ball in the "ducks". The tagged players leave the circle. After a certain amount of time, or when all the players inside the circle are eliminated, the teams switch roles. The team that knocks out more opponents or does it first wins.

silent

Before the start of the game, all players say:

Firstborns, worms,

Pigeons flew

By the fresh dew

In a different lane

There are cups, nuts,

Honey, sugar

When the last word is said, everyone must be silent. The host tries to make the players laugh with movements, funny words and nursery rhymes, comic poems. If someone laughs or says one word, he gives the host a forfeit. At the end of the game, the guys redeem their forfeits: at the request of the players, they sing songs, read poetry, dance, and perform interesting movements. You can also play a phantom as soon as you have committed a fine.

Kite

The players choose a "kite" and a "brood hen", the rest - "chickens". The “kite” digs a hole, and the “hen with chickens” walk around him and say the words in a chant:

I walk around the kite

I carry three coins.

By the penny

According to advice.

The "kite" digs the ground, walks around the hole, gets up, flaps its wings, crouches, "The mother hen with chickens" stops, asks the kite:

"Kite, kite, what are you doing?"

- Dig a hole.

- What do you need a hole for?

- I'm looking for a penny.

- What do you need a penny for?

- I'll buy a needle.

- Why do you need a needle?

- Sew a bag.

- Why a bag?

- Place stones.

Why do you need stones?

- Throw at your children.

- For what?

- They climb into my garden.

- You would make the fence higher, If you don’t know how, then catch them.

The “kite” tries to catch the “chickens”, the “hen” protects them, drives the “kite”: “Shi, shi, villain!” The caught "chicken" is out of the game, and the "kite" continues to catch the next ones. The game ends when several "chickens" are caught.

Swan geese

On one side of the site, a line is drawn separating the “goose”, and on the other side, a line separating the “pasture”. Choose "shepherd" and "wolf". The rest of the players are "geese" and "swans", they stand in a row in the "goose house". "Wolf" is located in the middle of the site. The "shepherd" standing on the side of the "geese" says:

Geese-swans, walk,

Until the wolf is seen!

"Geese-swans" fly to the "pasture", imitating birds, walk there. The shepherd speaks loudly:

Geese-swans, home,

Gray wolf over the mountain!

Geese (asked). What is he doing there?

Shepherd. Geese sting!

Geese. What?

Shepherd. Gray and white!

After the last words, the "geese" run into the "goose house". And the "wolf" catches them (to the line of the "goose").

Those caught are counted and sent to the "wolf's lair", where they remain until it is replaced. With one "wolf" they play 2-3 times. Then a new “wolf” and “shepherd” are chosen from those not caught. In conclusion, the best “geese” (not once caught) and the best “wolf” (who caught more “geese”) are noted,

At the bear in the forest

One driver is selected - "bear", he stands in the corner of the site. The rest of the players are children, they are located on the other side of the playground in their “home”. The space between the "lair" and the "home" of the children is the "pine forest". Children go to the forest for "mushrooms" and "berries", gradually approaching the "bear". Children sing:

At the bear in the forest

Mushrooms, I take berries.

And the bear is sitting

And growls at us!

After the last words, the “bear”, pretending to be sleeping, stretches and runs to the children, and they scatter in different directions, trying not to get caught by the “bear” and rather run “home”. "Bear" seeks to catch them. Whoever the "bear" catches, he changes roles with him. If he fails to catch anyone and all the children have time to hide in the house, the "bear" returns to the "lair" and continues to drive.

Kittens and puppies

Children are divided into two subgroups - kittens and puppies. "Kittens" are located near the gymnastic wall, "puppies" - on the other side of the site, in the houses behind the gymnastic benches. The teacher offers the first group of kittens to run easily, gently. To the words of the teacher: “Puppies!” - the second group of children climbs over the benches and runs after the “kittens” barking: “av-av-av”. "Kittens", meowing, quickly climb onto the gymnastic wall. "Puppies" are returning to their houses. After 2-3 repetitions, the children change roles, and the game is repeated.

homeless hare

The hares make houses out of jump ropes folded in a ring. At the signal of the teacher, the "hares" run out of the houses, jump one after another, jumping on one leg. "Hares" are in a hurry to take the house, but one house is not enough. He becomes a homeless "hare". Now he acts as a leader, saying:

Hares run in the field

We jumped across the meadow...

Children run out and frolic on the playground. Game continues.

Fox in the chicken coop

Gymnastic benches are placed in a square - this is a perch. There are children on the benches - these are chickens. A "fox" runs inside the square (chicken coop). "Chickens" then jump off the "perch" and run around the "chicken coop", then climb onto it. The "fox" tries to catch the "chicken" that touches the ground with at least one foot. After the "fox" catches 3-5 "hens", a new "fox" is appointed from among the most dexterous. The game is repeated 4-5 times.

Mail

The game begins with the roll call of the driver with the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the city...

- What are they doing in the city?

The driver can say that they are dancing, singing, jumping, etc. in the city. All players must do what the driver said. And the one who performs the task poorly, gives a phantom. The game ends as soon as the driver collects 5 forfeits. The players, whose forfeits are with the driver, must redeem them. The driver comes up with interesting tasks for them: the guys read poetry, tell funny stories, remember riddles, imitate the movements of animals. Then a new driver is chosen.

Bees and swallow

Playing - bees - fly across the clearing and sing:

The bees are flying

Collecting honey!

Zoom zoom zoom!

Zoom zoom zoom!

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

Sparrows and cat

All players represent sparrows and are outside the circle. The driver - "cat" stands in the middle of the circle. "Sparrows" then jump into the circle, then jump out of it. They collect grain. "Cat" runs in a circle and tries to catch them. The “sparrow”, touched by the “cat”, pours out all the collected grains, then begins to collect them again. At the end of the game, the most agile "sparrows" are noted.

Mouse and two cats

You need to choose two "cats" and one "mouse". The players stand in a circle and hold hands. On opposite sides of the circle, the “gates” are open, the “cats” run into the circle and run out of it only through the open gates. Before the “mouse”, the players open any gate. If one of the "cats" managed to catch the "mouse", it stands in a circle with it, and the second "cat" chooses other "cats" and "mouse" to play.

Woodpecker

The guys gather on the site, choose the driver - "woodpecker". Everyone gets into pairs and forms a circle, the “woodpecker” stands in the middle. The players walk in a circle, and all say the words together:

- A woodpecker walks by the granary,

Looking for a grain of wheat.

The woodpecker answers:

I don't get bored alone

Whoever I want, I'll take.

With these words, he quickly takes one of the players by the hand and stands in a circle. The one left without a pair stands in the middle of the circle, he is a “woodpecker”. The game is repeated.

Fox and birds

Guys (birds) - on benches, logs, stumps (nests). In the corner of the site is a "fox" hole. Birds fly out to peck at harmful insects. On a signal: "Fox!" - all "birds" fly to their "nests". The "fox" runs out of the "burrow" and tries to catch the "birds". Caught she leads to her "burrow". After two repetitions, a new "fox" is chosen.

astronauts

Before holding this game, you can have a short conversation with the guys about space exploration, recall the names of some planets, talk about them.

For the game, it is necessary to draw in advance the contours of the rockets in different parts of the site and mark 3, 4, 5 seats for passengers in each contour, but in such a way that there are not enough seats in the rockets for several participants in the game. You can put signs near the rockets with the inscription: "Earth - Moon - Earth", "Earth - Mars - Earth", "Earth - Neptune - Earth", "Earth - Venus - Earth", "Earth - Saturn - Earth".

Holding hands, the children walk in a circle and say:

Fast rockets are waiting for us

For planet walks.

What we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, the leader blows a whistle and all the guys scatter, trying to take any free place on the rockets (it is impossible to push those who are already standing).

Latecomers gather in the center of the circle.

Hunter and hares

Hoops lie in a different order around the hall - these are the houses of "hares". A leader is chosen who will be the "hunter". At the signal of the teacher: "It's calm in the forest!" - the guys jump in different directions around the hall. At the signal: "Hunter!" - children should quickly jump to the "houses".

Don't stay on the floor

The guys stand in a circle and choose a leader with a counting rhyme. After the driver has been chosen, all the guys scatter. The driver catches only those children who are on the floor, if the child is on any elevation, then he cannot be caught. The one who is caught is out of the game. The game continues until there is only one child left.

Empty place

The guys stand in a circle, choose the driver with a rhyme. The driver follows the circle of children and says the words:

I walk around the house

And I look in the windows

I will go to one

And I'll knock softly.

Knocks on the back of any child:

- Knock-Knock.

The child answers:

- Who's there?

The driver says: “I am Vova, shall we run for the race?”

They stand with their backs to each other and after counting "One, two, three!" - run in a circle in different directions and try to quickly take an empty place. Whoever comes running second is the leader.

Outdoor games for younger students

In the warm season, children of primary school age will enjoy active outdoor games. As a rule, such games do not require any special equipment or inventory. They are easily accessible almost anywhere, be it a clearing in the forest, or just a small area in the yard. Deciding to go out into nature with your children, you will always be able to make the trip interesting and exciting for them. When the children get a little tired, you can arrange a feast for them right on the grass. An excellent appetite is guaranteed!

We bring to your attention a description of some very simple, but very entertaining games for your children. If you yourself take part in them, then a good mood and fun for the whole company is guaranteed.

Zhmurki

Any number of children can take part in the game, but not less than three. It is desirable to have some space to be able to move without bumping into obstacles. The game begins with the choice of the driver. You can use a counting rhyme or just throw lots. The “driver” is blindfolded and taken to the middle of the site, then they turn it several times around its own axis. Then you can read a poem or just run up on command. The task of blind man's blind man is to catch the player.

Rules of the game:

When a blind man approaches a dangerous object, everyone yells "fire" to avoid injury. But you can't use that word to distract a blind man's attention from a player who can't run away.

You can not run far away (it is advisable to discuss the boundaries of the area for the game in advance) and hide behind some objects.

Blind Man's Buff must recognize the caught player without removing the blindfold.

Fifteen or tags

Any number of players can take part in the game, but not less than 3. For the game, it is desirable to have a platform, along the edges of which 2 circles are drawn - at home. First, a driver is selected - a tag or a tag. Then all the players scatter around the court, and the tag catches them.

Rules of the game:

The player who has touched the tag with his hand changes places with him.

If a player stands with two feet on any object, then he "saved" from the tag.

If the player jumped on two legs, then he is safe, the driver cannot stain him.

The player is saved from the tag if he runs into the circle-house.

big ball

To play, you need a fairly flat area (a clearing is suitable) and a large ball. At least 5 players are preferred.

All players, holding hands, stand in a circle, and the driver inside the circle with the ball. His task is to roll the ball out of the circle with his feet.

The one between whose legs the ball slipped becomes the driver, only already outside the circle. All players turn their backs to the center of the circle, and the driver tries to roll the ball into the circle. Then everything repeats.

During the entire game, it is forbidden to take the ball in hands and it should not rise above the knees of the players.

Racing on the hands

An even number of children take part in the game. They are divided into teams of 2 people. One player takes the second member of the team by the legs. So they must reach the finish line. In the middle of the path, the players change places and continue to move on. The team that reaches the finish line first wins.

Any number of players can participate in the game. The leader is selected first. He becomes facing the wall or just with his back to the rest of the players, who are located 10-15 steps behind him. "Drove" utters the phrase "Slower you drive - you will continue" and quickly turns around, carefully examining the players. Players can only move while the driver is saying the phrase. When he turns, everyone must be completely still. If a player moves even a little or even just smiles, he is out of the game. The winner is the one who can come close to the driver and touch him with his hand when he turns away.

Hares in the garden

At least 3 people take part in the game. The game requires a platform on which two circles are drawn, one inside the other. The diameter of the outer circle can be 3-4 m, and the inner one - 1-2 m. Hares jump on two legs - first into the garden, then back. At the signal of the host, the watchman catches the hares that are in the garden, catching up with them within the outer circle. Those who are taunted by the watchman are out of the game. When all the hares are caught, a new guard is chosen and the game starts again.

Outdoor games for preschoolers and younger students

Outdoor games and fun for younger children have no equal competitors. For kids, movement is not only life, but also happiness. Give them the joy of movement more often.

Fisherman and fish

A large circle is drawn on the floor or on the platform. One of the players - the fisherman - is in the center of the circle, he squats down. The rest of the players - fish, surrounded the circle, say in chorus: "Fisherman, fisherman, catch us on a hook."

At the last word, the fisherman jumps up, runs out of the circle and starts chasing the fish, which scatter all over the site. The one who is caught becomes a fisherman and goes to the center of the circle.

owl

The guys become in a circle. One of the players goes into the middle of the circle, he will portray an owl, and all the rest - Bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" The kids run around in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, closing its eyes, bending one leg under itself. When the host commands: “Night is coming, everything freezes!”, The players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who move or laugh, and leads the guilty to her circle. They become owls, and when the game is repeated, they all “fly out” to hunt together.

Hunters

The players run around the playground. Three hunters stand in different places, each with a small ball. At the leader's signal: "Stop!" - all the players stop, and the hunters from the spot aim the ball at one of them. "Killed" replace hunters. The players have the right to dodge the ball, but must not move. If the player after the command "Stop!" left the place, he replaces the hunter.

Seine

All players are fish, except for two fishermen. The fishermen, holding hands, run after the fish. They try to surround her, closing their arms around the fish. Gradually, a whole chain is made up of the caught fish - a “net”. Now the fish are caught with a "net". The last two players not caught are the winners, when the game is repeated they are the fishermen.

Kolobok

Children, squatting down, are placed in a circle. In the center of the circle is the leader - the "fox". The players roll the ball - "kolobok" to each other so that it leaves the "fox". The driver is replaced by the player who rolls the bun so that the "fox" can catch it.

Beware, Pinocchio!

One of the players has a cap on his head. He is Pinocchio. The driver tries to catch up and tarnish the one who runs with a cap. However, this is not so easy to do: the players on the run pass the cap to each other. When the driver stains Pinocchio, they. change roles.

jumping sparrows

A circle of such size is drawn on the floor or playground so that all the players can freely fit around its circumference. One of the players - "cat", he is placed in the center of the circle, the rest of the players - "sparrows" - stand outside the circle at the very line.

At the signal of the leader, the "sparrows" begin to jump inside the circle and jump out of it, and the "cat" tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a "cat", and the "cat" becomes a "sparrow". The game is repeated again.

Burners

The participants of the game become pairs in the back of each other's head. The driver stands in front of all the couples, he says loudly:

Burn, burn bright

To not go out.

Look at the sky

The birds are flying

The bells are ringing.

One, two, three, last pair, run!

After the last word “run”, the players of the last pair run forward (each on their own) to a conditional place, and the driver tries to hold one of the runners with a touch of his hand until the players meet. The one who was detained stands next to the driver in front of the first pair, and the second becomes the driver. Game continues.

Petushki

The players (one from each team) enter a circle with a diameter of 3 meters and take the initial position for the battle, crouching on two legs or standing on one (the right hand holds the left leg, and the left hand is bent in front and pressed to the body or vice versa). Task: push the enemy out of the circle.

The smartest one is you!

Draw two circles on the ground with a diameter of up to a meter. The circles are side by side. In the center of the circle, put the puck, cube, ball, town. Two or two teams of three or four people can play. At the signal of the leader, the children should use a toy sword, saber, gymnastic stick to knock out this object (objects) from the “enemy:” circle, protecting their own. The guys seem to fight with swords and sabers. The winner is the one or those who, having knocked out the object “to the opponents, did not allow it to their own.

Throw in the ring

In a room or in the school yard, a ring is hung at a height of about 1.5 meters. And in the hands of each participant they give a stick up to 50 centimeters long. It is necessary to run to the ring from a distance of 10-15 steps, throw the stick so that it slips through it, and catch it again.

If the player completes the task, he wins two points; if he does not have time to catch the wand and it falls to the floor - one point, but if he throws it so that he misses, the throw simply does not count. The game lasts five minutes. Who scored more points, he won.

Don't fall for the bait

To play, you need a rope 2-3 meters long with a weight tied at the end - a bag of sand.

The players form a circle, in the center of which stands the leader with a rope in his hands. He begins to spin it so that it rotates above the ground itself. The guys jump over the rope. The driver gradually raises the plane of rotation of the rope higher and higher until one of the participants "falls into the bait", that is, is able to jump over the rotating rope. The caught one drives. Game continues.

MOBILE GAMES FOR CHILDREN OF JUNIOR PRESCHOOL AGE

CAT AND MICE (II junior group)

Tasks: To develop in children the ability to perform movement on a signal. Practice running in different directions.

Description: Children - "mice" sit in minks (on chairs along the wall). In one of the corners of the site sits a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, starts catching mice that run into the holes and take their places. When all the mice return to their burrows, the cat once again walks around the room, then returns to its place and falls asleep.

Rules:

  1. The teacher makes sure that all the children run out of the holes.
  2. The teacher can use in the game - a cat - a toy.

Options : Mice jump over a stream, overcome obstacles, walk along the bridge.

art word: The cat did not find mice and went to sleep,

As soon as the cat falls asleep, all the mice run out!

BIRDS AND CAT (II junior group)

Tasks:

Description: A circle is drawn on the ground (diameter - 7 m) or a cord is placed, the ends of which are tied. The teacher chooses one player who becomes in the center of the circle. It's a cat. The rest of the children - birds, are outside the circle. The cat is sleeping. Birds fly into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds are in a hurry to fly out of the circle, the one who was touched by the cat while he was in the circle is considered to be caught, goes to the middle of the circle. When the cat catches 2-3 birds, the teacher chooses a new cat. Birds caught earlier join the players.

Rules:

  1. The cat can only touch the birds, but not grab them.

Options : Birds fly onto the gymnastic wall; the second cat is introduced, the cat crawls under the collars, the arc.

HAT AND CHICKENS (II junior group)

Tasks: To develop in children the ability to perform movements on a signal, exercise in running in different directions and in crawling.

Description: Children depict chickens, and the teacher - a hen. On one side of the site there is a fenced place - a house where chickens with a hen are located (a rope is pulled between the racks at a height of 50 cm from the floor). On the side, to the side, a "big bird" is placed. The mother hen crawls under the rope and goes in search of food. She calls the chickens - "ko-ko-ko." At a signal, all the chickens crawl under the rope, run to the mother hen and walk along the floor with her. The teacher says - "big bird", all the chickens run home.

Rules:

  1. At the call of the mother hen, all the chickens run out of the house, crawling under the rope.
  2. At the signal "big bird" chickens should return home

Options : The chickens climb onto a perch - a bench, 2 cords are pulled at a distance from each other, the role of the hen is entrusted to the children themselves.

Catch a mosquito (II junior group)

Tasks: To develop in children the ability to coordinate movements with a visual signal, to exercise children in jumping (jumping in place).

Description: The players stand in a circle, at arm's length, facing the center. The teacher is in the middle of the circle. He holds in his hands a rod 1-1.2 meters long with a cardboard mosquito tied on a cord. The length of the cord is 50 cm. The teacher circles with a rod, “circles a mosquito”, slightly above the heads of the players. When a mosquito flies overhead, the child jumps up trying to catch it. The one who grabs the mosquito says "I caught it!". Then the teacher circles the circle again with a rod.

Rules:

  1. You can catch a mosquito only with both hands and bouncing on two legs.
  2. You need to catch a mosquito on the spot.

Options : You can run ahead, holding a rod with a mosquito in your hands, the children run to catch up with him.

BRING THE BALL (II junior group)

Tasks: To develop in children the ability to perform movement on a signal (according to the teacher), observation, quick wit (choose the ball that is more convenient to take). Exercise children in running in a certain direction.

Description: Children sit on chairs along the wall. At a distance of 3-4 steps from those sitting, a line is drawn, beyond which, according to the appointment of the teacher, 5-6 children stand with their backs to those sitting. The teacher is standing next to them. In his hands is a box with small balls, according to the number of standing children. "One, two, three - run!" - the teacher says and throws forward all the balls from the box. The standing children run after the balls, each one catches up with one of the balls, runs with it to the teacher and puts it in a box. Then the children sit down in their places, and another group becomes behind the line. The game ends when all the children run after the ball.

Rules:

  1. You can run after the ball only after the word "run".
  2. Only one ball needs to be lifted and placed in the box.

Options: Who will bring the ball faster, overcoming the obstacle through the stuffed log.

MICE IN THE PANTRY (II junior group)

Tasks: To develop in children the ability to perform movements on a signal. Practice climbing, running.

Description: Children - mice sit in minks, on benches. On the opposite side of the site, a rope is stretched at a height of 50 cm. This is a pantry. To the side of the players sits a cat - a teacher. The cat falls asleep, the mice run to the pantry. Penetrating into it, they bend down so as not to touch the rope. There they sit down and seem to gnaw crackers or other products. The cat wakes up, meows and runs after the mice. Mice run into burrows. Returning to the place, the cat falls asleep and the game resumes.

Rules:

  1. Mice can run to the pantry only when the cat is asleep.
  2. Mice can return to their burrows only after the cat wakes up and meows.

Options : The mice crawl under the arc, running away into the minks, the second cat is introduced.

SPROWS AND A CAR (II junior group)

Tasks: To develop in children the ability to perform movements on a signal. Practice running in different directions and jumping.

Description: The boundaries of the site are marked with flags. At one end of the site on the benches are sparrows. At the other end is a place for a car - a garage. The car is a teacher. "Sparrows are flying out of the nest!" - the teacher says, and the children begin to run in different directions, raising their hands to the sides. A car appears. Sparrows are frightened and fly away to their nests. The car is returned to the garage.

Rules:

  1. Can't run out of bounds
  2. Fly out of the nest only at the signal of the educator.
  3. Return to the nests when the car appears.

Options : For children depicting cars in the game, give the steering wheel or flags in their hands. Sparrows can be placed in nests - circles drawn on the ground. Sparrows can stand on benches and jump off them.

MY Merry, sonorous ball (II junior group)

Tasks: To develop in children the ability to jump rhythmically, in accordance with the text of the poem, to perform movements on a signal. Exercise in running, in bouncing on 2 legs.

Description: Children sit on chairs placed in different places in the room. The teacher is in the center. He takes a big ball and begins to beat it with his hand on the ground, saying: "My cheerful, sonorous ball ...". The teacher calls the children to him and invites them to jump like balls. Children jump at the same pace. The teacher puts the ball down and repeats the poem, making a movement with his hand, as if hitting the ball, and the children are jumping. Having finished the poem, the teacher says: "I'll catch up!". The children run away.

Rules:

  1. You can run away only after the words: "I'll catch up!"

Options : The teacher imitates the beating movement of the ball, showing on the children (they are balls, then they roll, run in different directions). You can put several children next to you, who will hit their balls with him, then catch those who run away.

GUESS WHO SCREAMS (II junior group)

Tasks: To develop in children observation, attention, activity.

Description: Children sit in a semicircle on chairs, a screen is placed in front of them at a distance of several steps. The teacher calls someone by name, and he goes behind the screen, agree on what animal or bird the child will portray. Behind the screen one hears the lowing of a cow, the barking of a dog, and so on. The teacher invites one of the children to guess who is screaming.

Rules:

  1. Guessing animals or a bird can only be the child pointed out by the teacher.

Artistic word:What a beautiful house this is.

Who lives in the house?

Knock knock, who lives in the house?

Options : Enable animal voice recording.

FIND THE FLAG (II junior group)

Tasks: To develop in children observation, endurance (do not open your eyes until the signal "it's time").

Description: Children sit on chairs, at the word of the teacher, the children stand up and turn to face the wall, the teacher hides the flags according to the number of children. "It's time!" - says the teacher. Children turn to face him and go to look for flags. The one who found the flag sits down in his place. When all checkboxes are found. Children walk along the playground. Holding a flag in hand. Ahead of the column is the one who first found the flag. At the signal "In place!" the children sit on the chairs and the game starts again.

Rules:

  1. You can turn to face the teacher only after the word "it's time!".

Options : Instead of verbal instructions, use a bell. Whoever finds the flag first, hides it. In the summer they hide the flag in the bushes, behind the trees.

RUN TO ME (II junior group)

Tasks: Teach children to act on a signal. Practice walking and running in a straight line.

Description: Children sit on chairs placed against one of the walls of the room. The teacher goes to the opposite wall and says "run to me!". Children run to the teacher. The teacher greets them warmly. Then he crosses to the other side of the court and says "run to me!" To the words of the teacher “Run home!” children sit on chairs and rest.

Rules:

  1. Run to the teacher only after the words "Run to me!"
  2. Children run to the chairs and sit down only after the words “Run home!”

Options : At first, children can take any chair, and then find their own place. Bring in the bell. Call, the signal "Run!".

ON A LEVEL PATH (II junior group)

Tasks: To develop in children the ability to move rhythmically, to coordinate movements with words, to find their place. Exercise in walking, jumping, squatting, running.

Description: Children sit on chairs, the teacher invites them to go for a walk. They get up from their place, freely grouped or built in a column. The teacher says "on a flat path, our legs are walking, one-two, one-two, over pebbles, over pebbles, into the pit - bang." At the words “On a flat path ..” the children walk in steps. "On the pebbles" jump on two legs slightly moving forward. "In the pit boo" - squat down. We got out of the pit - the children rise. After 2-3 repetitions, the teacher says "our legs are tired along the flat path, here is our house - we live there."

Rules:

  1. The movements must match the text.
  2. Get up from your haunches after the words "We got out of the pit."
  3. Run away home only after the words "we live there."

Options : Walk along the benches along the wall. Jumping into the depths on a soft path.

HARE (II junior group)

Tasks: To develop in children the ability to coordinate movement with words. Practice running. In bouncing on two legs, finding your place. Contribute to the development of speech.

Description: On one side of the site, places for hares are marked. Everyone takes their place. At the signal of the teacher "Run in a circle!" all the children gather in a circle, and one of the hares, which the teacher appoints, becomes in the middle. Children with a teacher recite verses and perform movements to the text:

A little white bunny sits and moves its ears, - the children stand in a circle,

That's it, that's how he moves his ears! - move the hands, raising them to the head.

It's cold for a bunny to sit, you need to warm up your paws,

Clap-clap, clap-clap, you need to warm up the paws - clap your hands.

It's cold for a bunny to stand, a bunny needs to jump

Jump-jump, jump-jump, the bunny needs to jump - they jump on 2 legs in place.

Someone scared the bunny, the bunny jumped and galloped away! - the teacher claps his hands, the children scatter to their homes.

Rules:

  1. Children run away only after the words “And rode away!”, And they gather in a circle after the words “Run in a circle!”

Options : Lay out a cord with tied ends on the floor. On a signal, they jump over the cord. You can put several hares in the middle.

BUBBLE (II junior group)

Tasks: To develop in children the ability to coordinate movements with words, to move rhythmically. Exercise children in squatting and building in a circle, running in different directions.

Description: Children stand close in a circle, holding hands. Together with the teacher, they say: “Inflate the bubble! Blow up big! Stay like that, but don't burst." While reciting verses, the children gradually expand the circle. When the teacher says - “The bubble has burst”, all the children lower their hands and say in chorus “Clap!” and squat down. The teacher offers to inflate a new bubble: the children get up, form a small circle again, the game resumes.

Rules:

Say in chorus "Hop!" and squat down only after the words "The bubble burst."

Options : Perform swinging movements with your hands, first the ball is small, then large - wide swings of your hands. After the words "Don't burst!" the teacher says “Bubbles flew!”, the children scatter wherever they want.

RUN TO THE FLAG (II junior group)

Tasks: To develop in children attention, the ability to distinguish colors. Learn to act on a visual signal. Practice running and walking.

Description: Children receive flags of two colors - one red, the other blue. The teacher stands on one side of the site and holds a blue flag in one hand and a red flag in the other. Children with blue flags are grouped near blue, those with red flags are grouped near red. Then the teacher invites the children to take a walk. Children walk and run around the playground. The teacher goes to the other side and says: "One, two, three - run here as soon as possible!". He stretches his arms to the sides, the children run to the teacher and are grouped near the flag of the corresponding color. When all the children have gathered, he offers to wave the flags.

Rules:

  1. You can disperse around the site only at the word of the teacher "Go for a walk!".
  2. You can gather near the teacher only after the words "One, two, three - run here as soon as possible!".

Options : Take a ribbon or handkerchief instead of a flag, then dance with it. Enter 2 red and blue flags. The teacher can change flags by moving them from one hand to another. Turn on the additional signal "Stop!" (everyone closes their eyes).

SUN AND RAIN (II junior group)

Tasks: To develop in children the ability to perform movements at the signal of the teacher, to find their place on the site. Practice walking and running.

Description: Children sit on chairs along the room, this is their "home". The teacher looks out the window and says "What a nice weather, go for a walk!". Children get up and go in any direction. "It's raining, run home!" - says the teacher. Children run to the chairs and take their places. The teacher says "Drip - drop - drop!". Gradually, the rain subsides and the teacher says, “Go for a walk. Rain stopped!".

Rules:

  1. Children leave the house at the signal "Go for a walk!".
  2. They run home at the signal "it's raining!".

Options : Children first take any chair, then only their own. Instead of a house, arrange a portable canopy - hide from the rain. During the walk, they can pick "mushrooms and berries." Walking can be replaced by dancing.

TRAIN (II junior group)

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running after each other.

Description: Children are built in a column on one side of the playground. The first is a steam locomotive, the rest are wagons. The teacher gives a beep, the children begin to move forward (without clutch). At first slowly, then faster, gradually moving to a run, they say “Chu-choo-choo!”. “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher again gives a whistle, the movement of the train resumes.

Rules:

  1. You can move only after the beep, i.e. at the direction of the teacher.

Options : Enter a stop. The children run out into the field. Gather "mushrooms and berries", dance.

SPARROW AND CAT (II junior group)

Tasks: To develop in children the ability to accommodate in space and move in a team without touching each other. Act on a signal, exercise in deep jumps, from a place in length, in fast running.

Description: Children along the walls: on benches, on large cubes or in hoops. These are sparrows on the roof or in nests. A cat is sitting at a distance - the tutor. "The sparrows have flown!" - says the teacher. Sparrows jump off the roof, spreading their wings - arms to the sides. They run loose all over the room. "The cat is sleeping." He wakes up, says “meow - meow!”, Runs to catch up with the sparrows, who are hiding, having taken their places. The cat takes the caught sparrows to her house.

Rules:

  1. Sparrows jump off at the signal of the teacher "Sparrows, fly!".
  2. Sparrows return to their places. When a cat says "Meow!"

Options : Enter the second cat. Sparrows peck at grains.

Catch up with me (II junior group)

Tasks: To develop in children the ability to perform movements at the signal of the teacher, to move in a team without pushing. Exercise children in running in a straight line.

Description: Children sit on chairs on one side of the playground. "Catch me!" - the teacher offers and runs to the opposite side of the site. Children run after the teacher, trying to catch him. Then the teacher says “catch up with me!”, And runs in the opposite direction. The kids are chasing him again. After two times, the children sit on chairs and rest, then continue the game.

Rules:

  1. Run after the teacher only after the signal "Catch up with me!".

Options : Bring in a soft toy and catch up with it. Run away from toys.

WHAT IS HIDDEN? (II junior group)

Tasks: Develop children's visual memory, attention.

Description: Children sit on chairs, on the floor, in one line. The teacher puts three to five objects in the center of the circle and offers to remember them. Then the players stand up and turn their backs to the center or to the wall and close their eyes. The teacher hides one object lying in the center of the circle and says "Look." Children open their eyes, turn to face the cent and remember which object is missing. The teacher approaches the children and each of them tells him in his ear what is hidden. When the majority of the players give the correct answer, the teacher loudly calls the hidden object. After that, the game resumes.

Rules:

  1. When the teacher hides the object, the players turn their backs and close their eyes.
  2. At the signal “Look!”, the players open their eyes and again turn to face the center of the circle.

Options : Consolidate knowledge of primary colors, take cubes or flags. Call one player. Remove 2 items.

BIRDS AND CHICKS (II junior group)

Tasks: To develop in children the ability to perform movements at the signal of the teacher, remember their place, exercise in running in different directions without hitting each other.

Description: Children are divided into 3-4 groups of 5-6 people, each group has its own house - a nest. Children pretend to be chicks. Each group has a mother bird. According to the teacher, "Let's fly!" - Chicks fly out of the nest. They fly around the house, waving their arms - wings. Birds - mothers fly away for food. According to the teacher "Home!" - birds - mothers return and call the chicks home. In the nest, the chicks sit in a circle and the bird - the mother feeds them with imaginary worms.

Rules:

  1. Birds and chicks fly out at the word of the teacher "Fly!".
  2. The chicks return home at the call of the mother bird.
  3. Birds - mothers return home at the word of the teacher "Home!".

Options : Invite the birds to take off to a hill. Each bird has its own color of the house - nests. You can change houses.

FIND YOUR COLOR (II junior group)

Tasks: To develop in children attention, the ability to distinguish colors, act on a signal. Practice running and walking.

Description: Children receive flags of 3-4 colors and are grouped by 4-6 people in different corners of the room, in each corner the teacher puts a colored flag on a stand. At the signal of the teacher "Go for a walk!" the children disperse around the playground. To the words "Find your color!" - children gather near the flag of the corresponding color. The teacher notes which group gathered faster.

Rules:

  1. You can leave the houses at the signal of the teacher “Go for a walk!”.
  2. Run and gather near the flag of the corresponding color only after the words "Find your color!"

Options : Offer to close your eyes, rearrange the flags in the corners of the room.

TROLLEYBUS (II junior group)

Tasks: To develop in children the ability to distinguish the colors of a traffic light and act on a visual signal. Exercise in running and walking in a column. Familiarize yourself with traffic rules.

Description: Children stand along the wall in a column in pairs, holding each other's hands, with their free hands holding on to a cord, the ends of which are tied. The teacher is in one of the corners of the room, in his hand are three colored flags (red, yellow, green). Raises a green flag - the children are running (the trolleybus is moving). Having reached the teacher, the children look to see if the color of the flag has changed. If green - the movement continues, yellow or red - the children stop and wait for the green to appear.

Rules:

You can only run to the green flag.

When yellow or red appears, the column stops.

Options : Arrange a stop where the children sit and wait for the arrival of the trolleybus. When a trolleybus approaches a stop, it slows down, some passengers get off, others get on.

MOBILE GAMES FOR CHILDREN OF THE MIDDLE PRESCHOOL AGE

FOX IN THE CHICKEN COOP (middle group)

Tasks: To develop children's dexterity and ability to perform movement on a signal, exercise in dodging, catching, climbing, deep jumping.

Description: A chicken coop is outlined on one side of the site. In the chicken coop on the perch (on the benches) there are chickens, the children stand on the benches. On the other side of the site is a fox hole. The rest of the place is a yard. One of the players is appointed as a fox, the rest of the chickens - they walk and run around the yard, peck grains, flap their wings. At the signal of the “Fox”, the chickens run away into the chicken coop, climb onto the perch, and the fox tries to drag the chicken that did not have time to climb the perch. He takes her to his hole. The hens jump off the perch and play resumes.

Rules:

Options

HARE AND WOLF (middle group)

Tasks: To develop in children the ability to perform movements on a signal, exercise in running, jumping on both legs, squatting, catching.

Description: One of the players is appointed as a wolf, the rest depict hares. On one side of the site, hares mark their places with cones, pebbles, from which circles or squares are laid out. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies are jumping, hop - hop - hop, onto a green meadow. They pinch the grass, listen to see if the wolf is coming. Hares jump out of the circles and scatter around the site. They jump on 2 legs, sit down, nibble grass and look around in search of a wolf. The teacher pronounces the word "Wolf", the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares run each to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf catches 2-3 hares, another wolf is selected.

Rules:

Hares run out at the words - hares jump.

You can return to your places only after the word "Wolf!".

Options : You can’t catch those hares that the hare-mother gave a paw to. Put cubes on the way - stumps, hares run around them. Choose 2 wolves. A wolf to jump over an obstacle - a stream.

AT THE BEAR IN THE BOR (middle group)

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Exercise in running in a certain direction, with dodging, develop speech.

Description: A line is drawn on one side of the site - this is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints a bear, the rest of the children are at home. The teacher says: "Go for a walk!". Children go to the edge of the forest, picking berries, mushrooms, imitating movements and say in chorus: “I take mushrooms and berries from a bear in a forest. And the bear sits and growls at us. The bear at this time sits in his place. When the players say "Growls!" the bear gets up, the children run home. The bear tries to catch them - to touch them. The captured bear takes to itself. After 2-3 caught, a new bear is selected.

Rules:

The bear has the right to get up and catch, and the players - to run home only after the word "growls!".

The bear cannot catch children behind the house line.

Options : Enter 2 bears. Put obstacles in the way.

BIRDS AND CAT (middle group)

Tasks: To develop determination in children, to exercise in running with dodging.

Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that becomes in the center of the circle. It's a cat. The rest - birds, are outside the circle. The cat is sleeping, the birds fly into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. The one touched by the cat is considered to be caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is selected.

Rules:

The cat catches birds only in a circle.

The cat can touch the birds, but not grab them.

Options : If the cat can't catch anyone for a long time, add another cat.

THROUGH THE STREAK (middle group)

Tasks: To develop dexterity in children, exercise in jumping on both legs, in balance.

Description: All the players sit on chairs, 2 cords are placed 6 steps from them, the distance between them is 2 meters - this is a stream. Children must cross the pebbles - planks to the other side without getting their feet wet. The planks are placed in such a way that children can jump with both feet from one pebble to another. By the word "Let's go!" 5 children climb over a stream. The one who stumbled steps aside - "dry shoes." All children must cross the stream.

Rules:

The loser is the one who stepped foot into the stream.

You can only move on a signal.

Options : Increase the distance between the cords, bypass objects, moving to the other side. Jump on one leg.

CAT AND MOUSE (middle group)

Tasks: To develop in children the ability to act quickly on a signal, to walk, keeping the shape of a circle. Practice running and catching.

Description: All players, except for 2, stand in a circle, at arm's length, and join hands. In one place the circle does not close. This passage is called the gate. Two players are behind the circle, depicting a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows it, trying to catch it. The mouse can run into the circle through the gate and crawl under the arms of those standing in the circle. The cat is only at the gate. Children walk in a circle and say: “Vaska is gray, his tail is fluffy - white. Vaska is walking - a cat. He sits, washes, wipes himself with his paw, sings songs. The house will inaudibly go around, Vaska, the cat, is hiding. Gray mice are waiting. After the words, the cat begins to catch the mouse.

Rules:

Those standing in a circle should not let the cat pass under the clasped hands.

The cat can catch the mouse around the circle and in the circle.

The cat can catch, and the mouse can run away after the word "waits."

Options : Arrange additional gates, introduce 2 mice, increase the number of cats.

HORSES (middle group)

Tasks: To develop in children the ability to act on a signal, coordinate movements with each other, exercise in running, walking.

Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is outlined on one side. On the other - a room for grooms, between them a meadow. The teacher says: “Grooms, get up quickly, harness the horses!”. Grooms with reins in their hands, run to the stables and harness the horses. When all the horses are harnessed, they line up one after another and, at the direction of the teacher, walk or run. According to the teacher "Arrived!" grooms stop horses. The teacher says "Go to rest!". Grooms unharness the horses and let them graze in the meadow. They return to their places to rest. Horses calmly walk around the site, graze, nibble grass. At the signal of the teacher, “Grooms, harness the horses!” the groom catches his horse, which runs away from him. When all the horses are caught and harnessed, everyone lines up one after the other. After 2-3 repetitions, the teacher says: “Take the horses to the stable!”. The grooms take the horses to the stable, unharness them and give the reins to the teacher.

Rules:

The players change movements at the signal of the teacher. At the signal "Go to rest" - the grooms return to their places.

Options : Include walking on a bridge - a board laid horizontally or obliquely, suggest different trip goals.

RABBITS (middle group)

Tasks: To develop in children the ability to move in a team, to find their place on the site. Exercise in crawling, running, jumping on 2 legs.

Description: Circles are drawn on one side of the site - rabbit cages. Chairs are placed in front of them, hoops are tied vertically to them or a cord is pulled. A chair is placed on the opposite side - the watchman's house. Between the house and the cages of the rabbits is a meadow. The teacher divides the children into small groups of 3-4 people. Each group stands in a circle. "Rabbits are in cages!" - says the teacher. Children squat down - these are rabbits in cages. The teacher alternately approaches the cages and releases the rabbits onto the grass. The rabbits crawl into the hoop and start running and jumping. The teacher says "Run into the cells!". The rabbits run home and return to their cage, crawling back into the hoop. Then the watchman releases them again.

Rules:

The rabbits do not run out until the keeper opens the cages.

The rabbits return after the teacher's signal "Hurry to the cages!".

Options : In each cage, put a bench or chair according to the number of rabbits.

WHERE YOU CALLED (middle group)

Tasks: To develop in children hearing, attention and endurance.

Description: Children sit in a circle or along a wall. One of the educators playing as directed becomes in the center of the circle or in front of those sitting. At the signal of the teacher, he closes his eyes. The teacher gives one of the children a bell and offers to call. The child in the center of the circle should, without opening his eyes, indicate with his hand the direction from which the sound comes. If he points correctly, the teacher says “It's time!”, The player opens his eyes. And the one who called - picks up and shows the call. If the driver made a mistake, he closes his eyes again and guesses again. Then the teacher appoints another driver.

Rules:

The driver opens his eyes only after the word of the educator "It's time!"

Options : Unwind the driver; instead of a bell, enter a pipe or other musical instrument.

HIT THE SACK IN THE CIRCLE (middle group)

Tasks: To develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Description: Children stand in a circle. In the center of the circle a circle is laid out of the rope, the ends of the rope are tied, the circle can be drawn. The diameter of the circle is 2 meters. Children are at a distance of 1-2 steps from the circle. Sandbags in hand. At the word of the educator, “Throw it!”, Everyone throws their bags into the circle. "Pick up the bags!" - says the teacher. Children pick up bags, stand in place. The teacher notes whose bag did not hit the circle, the game continues. Children throw with the other hand.

Rules:

You need to throw the bag at the word of the educator “Throw it!”

Raise at the signal "Raise!".

Options : Instead of pouches, throw cones; divide the children into subgroups, each throws into its own circle; increase the distance.

Tasks: To develop in children the ability to act on a signal. Exercise in throwing into the distance with your right and left hands, in running, in color recognition.

Description: Children stand along the wall. Several children, named by the teacher, stand on the same line in front of the rope laid on the floor. Children receive pouches in 3 different colors. According to the teacher, “Drop it!” children throw the bag into the distance. The teacher draws the attention of the children to whose bag fell further and says: “Pick up the bags!”. Children run after their bags, pick them up and sit down. The teacher calls other children who take the places of those who threw the bags. The game ends when all the children have dropped the bags.

Rules:

Throwing and lifting bags is possible only at the word of the teacher.

Options : Set guidelines - who is next. Throw cones, balls, spears.

PLANES (middle group)

Tasks: To develop orientation in space in children, to consolidate the skill of building in a column. Practice running.

Description: Children are built in 3-4 columns in different places of the site, which are marked with flags. The players pretend to be pilots on airplanes. They are preparing to fly. At the signal of the educator, “Get ready for the flight!” children circle with their arms bent at the elbows - they start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly in all directions, in different directions. At the signal of the educator "To land!" - planes find their places and land, build in columns and go down on one knee. The teacher notes which column was built first.

Rules:

The players should fly out after the teacher's signal "Fly!".

At the signal of the educator "To land!" - the players must return to their columns, to the places where their sign is posted (a flag is placed).

Options : While the planes are flying, swap the flags, take them to the opposite side. Change the leaders in the columns.

FIND YOUR PAIR (middle group)

Tasks: To develop in children the ability to perform movements on a signal, according to the word, quickly builds in pairs. Exercise in running, color recognition. Develop initiative and ingenuity.

Description: The players stand along the wall. The teacher gives everyone one flag. At the signal of the teacher, the children scatter around the playground. On another signal, or on the word “Find yourself a pair!”, Children with flags of the same color find a pair for themselves, each pair, using the flags, makes one or another figure. An odd number of children participate in the game, 1 must be left without a pair. The players say: "Vanya, Vanya - do not yawn, quickly choose a couple!".

Rules:

The players get into pairs and scatter at the signal (word) of the educator.

Each time the players must have a pair.

Options : Instead of flags, use handkerchiefs. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

COLORED CARS (middle group)

Tasks: develop in childrenATTENTION, ABILITY TO DIFFERENTIATE COLORS AND ACT ON A VISUAL SIGNAL.Exercise children in running, walking.

Description: Children sit along the wall, they are cars. Each is given a flag of some color. The teacher stands facing the players, in the center. In the hand - 3 colored flags, according to the colors of the traffic light. Raises the flag, children with a flag of this color run around the site in any direction, on the go they buzz, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “Cars are returning!” - go step by step to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.

Rules:

You can leave the garages only at the signal of the teacher, return to the garage also at the signal.

If the flag is omitted, the cars do not move.

Options : Arrange landmarks of different colors in the corners. At the signal “Cars are leaving”, at this time, swap landmarks. Invite children to remember different brands of cars.

SHAggy DOG (middle group)

Tasks: Teach children to listen to the text and quickly respond to the signal.

Description: The child pretends to be a dog, he sits on a chair at one end of the playground, and pretends to be asleep. The rest of the children are at the other end of the room beyond the line - this is the house. They quietly approach the dog, the teacher says: “Here lies a shaggy dog, with his nose buried in his paws. Quietly, quietly, he lies - either dozing, or sleeping. Let's go up to him, wake him up, and see what will happen? The dog wakes up, gets up and starts barking. Children run into the house (stand behind the line). The role is transferred to another child. The game is repeated.

Options : Put up a barrier - benches in the way of children; in the way of the dog.

MOBILE GAMES FOR CHILDREN OF PRESCHOOL AGE

Sly Fox (senior group)

Tasks: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, “Sly fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules:

The fox begins to catch the children only after the players who play 3 times in chorus ask and the fox says "I'm here!"

If the fox gave himself away earlier, the teacher appoints a new fox.

The player who ran out of the area is considered to be caught.

Options : 2 foxes are selected.

MOUSETRAP (senior group)

Tasks: To develop in children endurance, the ability to coordinate movements with words, dexterity. Exercise in running, squatting, building in a circle, walking in a circle. Contribute to the development of speech.

Description: The players are divided into 2 unequal groups. Smaller, forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware of cheating, we will get to you, here we will put a mousetrap - we will catch everyone now. Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher “Clap”, the children standing in a circle lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules:

A fox can catch chickens, and chickens can climb a perch only at the signal of the teacher "Fox!".

Options : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.

Pass - get up(senior group)

Tasks: To instill in children a sense of camaraderie, develop dexterity, attention. The muscles of the shoulders and back are strengthened.

Description: The players are built in two columns, at a distance of two steps from one another. In each stand from each other at arm's length. A line is drawn in front of the columns. Two balls are placed on it. At the signal to “sit down”, everyone sits down cross-legged. At the signal “pass”, the first in the columns take the balls and pass them over their heads behind those sitting, then they stand up and turn to face the column. The one who received the ball passes it back over his head, then gets up and also turns to face the column, etc. The column that passes correctly and does not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

Find the ball (senior group)

Tasks: To develop in children observation, dexterity.

Description: All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying "hands". The player extends both hands forward, palms up. The one who had the ball or who dropped it, becomes in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

Two frosts (senior group)

Tasks: To develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers who stand in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator, “Start,” both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off on the path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

Options: Behind one line are the children of the Blue Frost, behind the other are the children of the Red. At the “blue” signal, the blue ones run, and the Red Frost catches and vice versa. Who will catch more.

Carousel (senior group)

Tasks: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here 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. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Put the cord on the floor, running in a circle after it.

Mousetrap (senior group)

Tasks: To develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting, building in a circle and walking in a circle. Contribute to the development of speech.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest of the “mice” - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware, cheaters, we will get to you. We will put mousetraps for you, we will catch everyone now. Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the word of the teacher: "clap", the children standing in a circle, lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap». After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

"Guess Who Got Caught"(senior group)

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different directions and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

Options: A train ride (sitting on chairs, imitating movements and the sound of wheels with hands and feet).

"We are funny guys"(senior group)

Tasks: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected.

Rules: You can run across to the other side only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught.

Options: Enter the second trap. On the way of the evaders - an obstacle - running between objects.

"The Herd and the Wolf" (senior group)

Tasks: Develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “watering hole” in the game, bend down and, as it were, drink water.

"Geese - Swans" (senior group)

Tasks: To develop in children endurance, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We are not allowed. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options : Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Who will soon take off the tape(senior group)

Tasks: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. Winnings in each column are calculated.

Rules: You can run only after the word "run". Pull off the tape only opposite your column.

Options: Place obstacles in the way. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Faster to places(senior group)

Tasks: Develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Trap, take the tape(senior group)

Tasks: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Description: The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".