Interesting physical education games. Games in physical education classes in elementary school

Antipyretics for children are prescribed by a pediatrician. But there are emergency situations for fever when the child needs to be given medicine immediately. Then the parents take responsibility and use antipyretic drugs. What is allowed to give to infants? How can you bring down the temperature in older children? What medicines are the safest?

Outdoor games are the most accessible and effective method of influencing a child with his active help. Thanks to games, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement mostly in an entertaining, unobtrusive way. The game is a natural companion of the child and therefore meets the laws laid down by nature itself in the developing body of the child - his irrepressible need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The educational value of outdoor games is not limited to the development of such valuable physical qualities as speed, strength, dexterity, endurance, flexibility. Many intellectual qualities develop: observation, memory, logical thinking, ingenuity. In games that have a story form, there is room for imagination and artistry, elements of dance and singing. You can organize musical accompaniment. All this forms an aesthetic worldview. Being carried away by the game, children very directly and vividly show their character and other individual characteristics.

For children with mental retardation, where such motor disorders as coordination disorders, awkwardness, slow reactions, play is a vital need. Due to the fact that sensory disorders in such children are characterized by insufficient understanding of instructions, impaired orientation in space play activity will contribute to the development of these processes. Along with insufficiently formed general motor skills, deviations in the organization of fine motor skills are noted, providing fine, differentiated movements when performing labor processes, when modeling, designing, writing and other motor acts. In mentally retarded children, the ability to develop and consolidate movements, to make them automated, suffers. It takes a long time and a lot of repetitions.

The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially those with elements of competition, are more than other forms. physical education, adequate to the needs of children with mental retardation, contribute to the versatile, physical and mental development, education of moral and volitional qualities. In addition, outdoor games, selected taking into account the age, health status, degree of physical fitness of children, contribute to the improvement, hardening, and strengthening of the child's body.

When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness and temperature of the room and air used. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, the metabolism significantly increases, in the body of the players, gas exchange and heat transfer increase, in this regard, students need to cultivate the habit of systematically washing their hands and feet, wiping their bodies with a damp towel or pouring water over them using generally accepted rules of hygiene and hardening the body with water procedures. The content orientation of the practical use of game material in physical education lessons is, first of all, the following.

If the task of developing strength is being solved in the lesson, then it is very advantageous to include auxiliary and lead-in games associated with short-term speed-strength tensions and the most diverse forms of overcoming the opponent's muscular resistance in direct contact with him. The main content components of such games include various tugs, pushes, holds, pushes, elements of wrestling, weightlifting, etc. Very effective for solving this problem are also motor operations with available playing weights - tilts, squats, push-ups, lifts, turns, rotations, running or jumping with a load that is within their power. This should also include quite useful for the power development of those involved in throwing various objects at a distance.

To develop the quality of speed you should select games that require instant responses to visual, sound or tactile signals. These games should include physical exercises with periodic accelerations, sudden stops, rapid jerks, instantaneous delays, sprinting in the shortest possible time and other motor acts aimed at consciously and purposefully getting ahead of the opponent.

To develop dexterity it is necessary to use games that require the manifestation of precise coordination of movements and the rapid coordination of their actions with teammates, the possession of a certain physical dexterity.

To develop endurance it is necessary to find games associated with a deliberately large expenditure of forces and energy, with frequent repetitions of compound motor operations or with prolonged continuous motor activity, due to the rules of the game used.
Outdoor games are best used in close conjunction with other means of physical education, through complex use with general developmental, lead-up and special exercises.
When planning an outdoor game, you need to take into account the overall load of the lesson and determine the goal, time and place among other exercises and learning tasks used.
The level of difficulty of the games used in the lessons in terms of physical activity and the complexity of the game interaction of the participants should be available to those involved and increase methodically reasonably, smoothly and gradually.
In the process of practical implementation of the planned games, serious attention must be paid to strict observance of the norms and safety rules generally accepted in physical education classes for both the players themselves and the spectators around them.

Gymnastics with the basics of acrobatics

Keep your balance

Target: development of coordination abilities, courage, prudence. It is used as an auxiliary exercise for training tasks on a balance beam or other narrow support.
Organization: the class is divided into equal teams, built in a column one by one behind the common starting line. The distance between the columns is 2-3 m. A gymnastic bench is placed in front of each team, on which 3 stuffed balls are located, and after 10 m a swivel stand is installed behind the bench.
Conduct: On a signal, the first players of each team rush forward, run along the bench, jumping over the balls lying on it, then run to the rack, go around it to the left, and come back, start the next player of their team by touching the outstretched hand, after which they stand at the end of the column. If a player loses his balance during a run and leaves the bench, he must resume movement from the beginning of the bench, knocking the ball down and putting it back in its place. The team that finishes the relay first wins.

Crossing the narrow poles

Target: development of dexterity, vestibular apparatus, attention and prudence.
Organization: the class is divided into equal teams, built in a column one by one behind the common starting line. The distance between the columns is 3 m. After 10 m, 2 inverted benches are placed in front of each team (parallel and close to each other).
Conduct: On a signal, each team, holding hands, runs up to its “crossing” and begins to cross the “river” along the narrow edges of the inverted bench - in a chain, without letting go of the hands of the neighbors. The team that "crosses" faster without losing balance and without breaking the chain wins.

Wrestling on the balance beam

Target: development of coordination abilities, business perseverance and tactical thinking. It is used as a lead-in exercise for training tasks on the balance beam.
Organization: the class is divided into equal teams, built in a column one at a time (boys in front, and girls behind them) from different ends of a log lined with mats.
Conduct: On a signal, one player from each team climbs the log from their end and, converging in the middle, they try to unbalance the opponent with the help of deceptive movements and push them off. The player who pushed the opponent brings his team a point, etc. The team with the most points wins.

Acrobatic relay

Target: development of dexterity, speed, courage. It is used as an auxiliary exercise for training tasks in acrobatics.
Organization: the class is divided into three teams lining up in columns one at a time behind the starting line. At 7 m in front of the columns, 3 benches lined with mats are placed transversely, close to each other. At 15 m, a turntable is placed in front of each column.
Conduct: At a signal, the guides of all the columns run to their turntable, with a long somersault from the run-up overcome three benches standing in the way, go around the turntable and return back, etc. The team that finishes the relay first wins.

Medicine ball medley relay

Target: development of dexterity, speed-strength qualities, flexibility. It is used as a lead-in exercise for training tasks in acrobatics.
Organization: the class is divided into two teams, each of which, divided into 2 groups, line up in opposite columns, legs slightly wider than shoulders. The distance between the opposite columns is 10 m, and between the players in them is 0.7 m. A gymnastic mat is laid in the middle between the columns. Team captains receive a stuffed ball.
Conduct: On a signal, the guides pass the stuffed ball overhead backwards, bending over. The second player, having received the ball, leans forward and gives it back between the legs, etc. The last player, having received the ball, runs forward with it, having reached the mat, does a somersault forward with the ball in his hands, then continues to run and passes the ball to the guide of the oncoming column. They do the same, and he goes to the side. As a result, with each successive cycle, there are fewer and fewer players left. The team whose members finish the game the fastest wins.

Don't let the hoop fall

Target: development of dexterity, prudence, speed. It is used as a lead-in exercise for training tasks with a hoop.
Organization: the class is divided into teams, which, open at arm's length, line up one after another behind the common starting line. Three lines are drawn at 6, 8 and 10 m from the start line. Players of the first line are distributed on a hoop.
Conduct: On a signal, the players of the first line should roll their hoop forward, and when it crosses the 6th mark, run out and catch it before it falls to the floor. A participant who did not have time to catch his hoop or ran out ahead of time is out of the game (1 round). In the 2nd round - 8 m, etc. The team that retains the most players after the final round wins.

Ten rope jumps

Target: development of dexterity, speed, attention. It is used as a lead-in exercise for training tasks with a rope.
Organization: the class is built in a column of four. The interval is 1.5 m, the distance is 3 m. The lines are distributed to the right-flank players on a rope. The method of jumping is discussed.
Conduct: On a signal, the right-flank players of all ranks perform 10 jumps in place (in the agreed way) and pass the rope to the next player, etc. the last player, having completed the task, raises the rope above his head. The team that completes the task first wins.

Catching "frogs"

Target: development of agility, speed, attention, strength. It is used as an auxiliary exercise for training tasks with vaults.
Organization: At a distance of 10-12 m, start and finish lines are marked. At 1.5 m in front of the starting line, a second one is marked. The class is divided into 2 teams, one of which stands behind the starting line and takes emphasis, crouching, relying on hands that are slightly forward. 1.5 m in front of them, the players of the other team take the same position.
Conduct: On a signal, all participants in the game begin to jump forward with a “frog”, pushing off with their hands and feet. The task of the rear players is to catch up and knock down the players of the front team until they reach the finish line. Both teams then return to the starting line and switch places. The team that catches the most frogs wins.

Athletics

Downhill running

Target: development of speed in light conditions and attention. It is used as an auxiliary exercise for training tasks in sprinting.
Organization: on a free glade with a slope of up to 10-12, the class lines up in one line behind the common starting line. Ahead, after 20 and 50 m, two transverse control lines were drawn.
Conduct: On a signal, all players run forward, downhill, and for the first 20 meters they must run evenly, without overtaking each other, but having caught up with the first line, start running for distillation. The winner is the participant who first crosses the 50 m line without violating the rules. The scores for boys and girls are separate.

Relay race with obstacles

Target: development of speed and agility. It is used as an introductory exercise for training sessions with the transfer of the baton.
Organization: the class is divided into 2 teams lining up in a column one by one behind the common starting line. The interval between the columns is 3 m. The guides receive a relay baton. At 15 m there is a turntable, and in the middle of the 15th segment a hoop is placed, in the center of which a small white circle is outlined with chalk.
Conduct: On a signal, the guiding players of the columns run to the turntable, having reached the hoop lying in the way, climb through it, then put the hoop in place, with a white circle in the center, and run further. Having caught up with the turntable, they go around it and return back, climbing through the hoop again, after which, according to the rules of the track and field relay race, they pass the wand to the next player. The team that finishes the relay fastest wins.

Jumping on one leg

Target: development of strength, agility, jumping ability. It is used as an auxiliary exercise for long jump training tasks.
Organization: the class is divided into 2 teams lining up in a column one by one behind the common starting line.
Conduct: On a signal, the guiding players of the columns, standing on one leg, perform five jumps in a row, as far forward as possible, and stop. The second numbers start this task from the place where the previous jumper of their team stopped, and so on. The winner is determined by the total length of jumps of all team players.

Jump across the stream

Target: development of speed, jumping ability, prudence. It is used as an auxiliary exercise for long jump training tasks.
Organization: the class is divided into two teams, lined up in a column one behind the starting line. After 8 m from the start, a conditional stream of two meters wide is indicated by two parallel lines, and after another 8 m, a swivel stand is placed in front of each column.
Conduct: On a signal, the guiding players of the columns run to the turning post, jump over the stream with a run, go around the post and come back, overcoming the stream in the same way, and pass the baton to the next player. For each failure to cross the stream, the team is added 2 penalty seconds. The team that finishes the relay in the shortest time wins.

Accurate throwing

Target: development of dexterity, prudence. It is used as an auxiliary exercise for target throwing training tasks.
Organization: the class is divided into competing pairs, who are given a small ball and a gymnastic mace. The players of each pair stand facing each other at the ends of the 8th line, in the middle of which they put a mace. On the line, transverse marks are made at a distance of 1 m.
Conduct: On a signal, the players in pairs take turns throwing the ball into the mace, trying to knock it over. The player who knocked down the mace moves it one meter closer to him, and the game continues under the same conditions. The one who brings the mace to himself with well-aimed throwing wins.

Dodge the ball

Target: development of speed and dexterity, operational thinking. It is used as a lead-in exercise for training tasks with throwing the ball at the target.
Organization: the participants of the game disperse around the site, in the center of which is the leader with a tennis ball in his hands.
Conduct: On a signal, the players randomly move around the court, dodging the ball thrown at them by the driver. The participant who was hit by the ball enters the support group of the driver and, together with him, the rest of the players are tagged using auxiliary passes of the ball. As a result, the number of stale players increases. The winner is declared the last remaining unfelled player, recognized as the fastest and most dexterous.

Throwing with the ultimate rebound

Target: development of dexterity, prudence, strength. It is used as an auxiliary exercise for training tasks for throwing a ball and a grenade at a target and at a distance.
Organization: At 8 m opposite the basketball backboard, a starting line is drawn. Behind it, parallel lines are drawn through each meter with a digital indication of the footage. The class is divided into 2 teams, and they are built in columns one by one behind the starting line. The guides receive the ball.
Conduct: On a signal, the guiding players of the columns throw the ball at the backboard at a rebound distance, immediately pick it up at a run and give it to the next participant. The further the bounce, the more points. The team whose players score the most points wins.

catch up with the front

Target: development of speed and dexterity, attention. It is used as a lead-in exercise for training tasks with a low or high start.
Organization: The class is divided into 2 teams that line up one behind the other. The distance between the lines is 2-3 m. A control line is drawn 30-40 m in front of the first line.
Conduct: On a signal, both teams from a high (low) start run to the control line. At the same time, the players of the back rank strive to catch up and, by touching their hands, spot the one running in front of them. Players who have been tarnished before the control line must stop and raise their hand. Their number is counted. Then the teams change places.

Long jumps with the penguin ball

Target: development of speed and agility, jumping ability, prudence. It is used as a lead-in exercise for long jump training tasks.
Organization: the class is divided into 2 teams that line up in columns behind the starting line. A turntable is placed at 15 m. The guiding players each take a basketball and hold it between their legs.
Conduct: On a signal, the guiding players of the columns with long jumps with the ball sandwiched between their knees rush to the rack, go around it and come back. The player who lost the ball must pick it up, return to the place of loss and continue from there. The team that finishes the relay first wins.

Throw the ball higher

Target: development of speed, strength, prudence. It is used as an auxiliary exercise for training tasks with running and throwing the ball for a distance.
Organization: participants stand in one line in front of a circle with a diameter of 3 m, in which lies a small ball, and are calculated in order. From the circle there is a marked treadmill. Two judges are appointed: one at the circle, the other at the treadmill (he has flags of different colors in his hands).
Conduct: On a signal from the line, the first player enters the playing circle, takes the ball lying there and throws it up. While the ball is flying, the player runs along the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the judge at the circle says loudly: “stop”, and the judge at the track puts a flag in front of the place where the runner was caught by the landing of the ball. Then the same task is performed alternately by all participants. The winner is the one whose flag will stand next.

Running with obstacles

Target: development of speed, jumping ability, attention. It is used as an auxiliary exercise for training tasks to overcome vertical and horizontal obstacles.
Organization: the class is divided into 2-3 teams, which, with a 5-meter interval, stand on the site behind the starting line in columns one at a time. At 20 m, a turntable is placed, and 2 barriers are installed on the way to it at an equal distance. In the middle of the way back, a checkmate is placed.
Conduct: On a signal, the first players of the columns run to the rack, jumping over 2 barriers along the way, go around the rack and come back, jumping over the mat with a run, then pass the baton with a touch of the hand. For each hurdle or checkmate not jumped, 2 penalty seconds are added. The team that completes the task in the shortest time wins.

"Caterpillar"

Target: development of speed, dexterity, tactics of joint actions.
Organization: the class is divided into 2 teams, lined up in columns one by one behind the starting line. A stuffed ball is placed 10 meters in front of each team.
Conduct: At the signal, the participants sit on the floor with their legs bent. Each participant grabs the partner sitting behind him by the ankles, and the whole column resembles a crawling caterpillar, alternately moving either the legs or the buttocks. Moving, thus, they reach the stuffed ball, go around it and also return back.

Handicap Pursuit

Target: development of speed, dexterity, attention.
Organization: With an interval of 3-4 m, draw 2 parallel lines A and B. finish line FROM carried out at a distance of 8-10 m from the line AT. Players are divided into 2 teams and line up in 2 lines on the lines BUT and AT. Team players AT are in an uncomfortable position.
Conduct: On a signal, the participants rush to the finish line, with the players of the back team trying to catch up and tarnish the players of the front team. One point is awarded for each touched. Then the teams change places. The victory is awarded to the team with the most points.

Sport games

Ten hits with a pass

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks in dribbling and passing the ball in basketball or handball.
Organization: The class lines up in 3 lines. Right flank players of all ranks receive the ball. Distance and interval - 2 m.
Conduct: On a signal, the right flank players start dribbling the ball in place with 10 bounces off the floor, and with 11 strokes they direct the ball bounce to the next player. The last player, having completed the task, raises the ball over his head. The team that completes the task first wins.

ball flight

Target: development of speed, dexterity, prudence. It is used as a lead-in exercise for training tasks on receiving and passing the ball in basketball, volleyball.
Organization: The class is divided into several equal teams, which line up one after the other. One meter in front of the first line between two posts at a height of 2.5 m, a cord with flags is pulled. The players in the first line are dealt a ball.
Conduct: On a signal, the players in the first line must throw the ball over the line and, quickly running under it, catch the ball on the other side. A player who does not have time to catch the ball before it lands is out of the game. Then the second line performs the same task. In the 2nd round, the distance increases to 1.5 m, in the 3rd - up to 2 m, etc. The team that retains the most players after the final round wins.

Race balls in a circle with side steps

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks with receiving, dribbling, passing the ball in basketball.
Organization: the class is divided into 2 teams, which line up in ranks opposite each other behind the front lines of the basketball court. At 2 m in front of each line, a circle with a diameter of 6 m is outlined with chalk, and the ball is given to the guide.
Conduct: On a signal, the players of both ranks begin to dribble the ball with side steps in their circle, making the first turn with their right side forward, and the second player with their left side, after which they pass the ball to the second numbers of their ranks and step aside. The team that finishes the task first wins.

Interception of the ball

Target: development of speed, dexterity, operational thinking. It is used as an auxiliary exercise for training tasks with ball passes in basketball.
Organization: in the participants in the game receive the ball and line up around. A ball interceptor is selected, which goes to the center of the circle.
Conduct: On a signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept the ball in flight, on the floor, or take it away from the hands. Having seized the ball, the interceptor takes the place of the player who lost the ball.

Rapid passes

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks on passing the ball in volleyball, basketball.
Organization: the class is divided into several equal teams that choose captains and stand in columns one at a time behind the starting line. Behind another line, drawn 4-6 m opposite each team, becomes its captain with the ball in his hands. The method of passing the ball is discussed.
Conduct: On a signal, the captains begin to pass the ball to the first player in their column. Having received the ball, the player returns it to the captain and squats, etc. If during these passes the receiving player misses the ball, then he must run to pick it up, return to his place and only then continue the game. The team that finishes the task first wins.

Throws into the basket from the spot

Target: development of dexterity, attention, accuracy. It is used as an auxiliary exercise for training tasks with basket shots in basketball.
Organization: the class is divided into 2 teams, each of which occupies its own half of the basketball court and line up in a column one by one behind the free throw line. The guides receive the ball.
Conduct: On a signal, the captains begin to throw into the ring, then run to the shield to pick up the ball and pass to the next player in their column, and they themselves return and stand at the end of the column. The team with the most balls in the basket wins.

Volleyball pass relay

Target: development of speed, accuracy of movements, attention. It is used as a lead-in exercise for training tasks with aimed passing of the ball in volleyball.
Organization: the class is divided into 2 teams, each of which is given a longitudinal half of the volleyball court. Each team lines up in its area in 2 oncoming columns on opposite sides of the net, behind the attack lines. The captains get the ball.
Conduct: On a signal, the captains pass the ball with both hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed sends it through the net to the next player in the same way. The team that finishes the volleyball relay first wins.

Single combat at the shield

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks with the fight for the ball in basketball.
Organization: the class is divided into 2 teams, which line up in columns one by one behind the middle line of the basketball court and are calculated in order. The distance between the columns is 2-3 m.
Conduct: the teacher throws a basketball at the backboard and calls any serial number of the participants in the game. Players of both teams under this number run out of formation and rush to the backboard, trying to take possession of the ball before the opponent. The one who succeeds brings his team a point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column, from hand to hand, to the last player in the ranks, who, having received ball, lifts it up. The player who lost the ball in single combat at the backboard runs with side steps to his original place in the column, trying to overtake the ball, which is passed over the heads of the players of the rival team. If the runner with side steps is in his place before the finish of the ball, then his team is awarded one point. If not, then the opposing team gets another point. The team whose players score the most points wins.

ski training

Gliding on one ski

Target: development of repulsion force with sticks, balance, attention. It is used as a lead-in exercise for learning tasks of ski movements with a sliding step.
Organization: The class lines up in a line, open at outstretched arms, and, moving forward in a parallel course, each participant in the game lays a ski track for himself, and the teacher marks the starting and finishing lines (from 20 to 50 m). Then all players turn around, come back and line up behind the starting line.
Conduct: On a signal, all participants in the game slide as soon as possible along their ski track to the finish line on one ski, lifting the other top and pushing off with sticks. The player, having touched the snow raised with a ski, is eliminated from the game. The winner is the one who finishes first.

Now on the right, then on the left ski

Target: development of repulsion force with sticks, balance, speed, dexterity. It is used as an auxiliary exercise for training tasks in skiing with a sliding step.
Organization: The class lines up in a line, open at outstretched arms, behind the starting line. After 20-30 m from the start, the turning line is marked.
Conduct: On a signal, the players must, pushing off with sticks, slide to the turning line on the right ski and return back on the left ski. The winner is the one who completes the task first, never stumbling with his free foot in the snow.

Descent down the snow slope

Target: development of dexterity and courage. It is used as an auxiliary exercise for training tasks for descents from the mountain.
Organization: On a hill with a slope of 15-18, the class is divided into two teams.
Conduct: On a signal, the players of both teams alternately ski down the slope in the main stance, trying not to fall over the distance. For each fallen, a penalty point is awarded. The team with the fewest fallen players wins.

Descent together

Target: development of dexterity and courage, attention. Used as a lead-in exercise for downhill training tasks.
Organization: On the slide, the class is divided into two teams, which line up in columns of two behind the starting line. Each pair of players has one pair of skis.
Conduct: On a signal, the players, trying not to fall, alternately slide down the slope, standing together on one pair of skis. The partner standing behind holds on to the front partner's belt. A pair that makes a descent without falling brings their team a point. The team with the most points wins.

summit assault

Target: development of agility, speed, strength and mutual assistance. It is used as a lead-in exercise for training tasks with uphill climbs.
Organization: the class is divided into two teams, lined up in front of the slides.
Conduct: On a signal, all players rush forward, trying to climb to the top of the mountain as quickly as possible. The team wins, all the players of which will gather on top of the snowy mountain first.

Vacancy

Target: development of speed, attention, coordination abilities. It is used as a lead-in exercise for training tasks of fast skiing with turns.

Organization: in a clearing, the class becomes two adjacent circles, open into extended sticks. One circle is girls, the other is boys. The distance between the circles is 10 m. In each circle, a leader is selected.
Conduct: At a signal, each driver begins to detour his circle from the outside and, having chosen one of the players standing in it, touches him with his hand, while he continues to move. The skier called by him immediately turns and runs in the opposite direction, trying to go around the circle as quickly as possible and take his former place (vacant place). The player who did not have time to take a place becomes the driver.

Descent with snowball throwing

Target: development of dexterity, courage, prudence. It is used as an auxiliary exercise for training tasks for descents from the mountain.
Organization: the class is divided into two teams, and stand on a small slope. All players prepare two snowballs and line up behind the starting line in columns. Not far before the finish of the descent, 5 m to the side of the ski track, a portable shield measuring 1 * 1 m is installed longitudinally.
Conduct: On a signal, the players take turns rolling down the slope and, passing by the shield, throw two snowballs at it. For each snowball hitting the target, the team is awarded a point. The team whose players score the most points wins.

Pick up flag while descending

Target: development of attention, courage, coordination abilities. It is used as an auxiliary exercise for training tasks for descents from the mountain.
Organization: the class is divided into two teams standing on skis without poles. The game is played on a small slope. On one of the sections of the descent on the right side, they put a control flag and a judge with spare flags.
Conduct: On a signal, the players of the first team, one by one, with an interval of 10 seconds, start down the hill with the task: crouching, pick up a flag on the descent, without delaying movement. The judge immediately replaces the taken away flag with a new one - for the next participant, and on the way back the flags are returned to the judge. After the first command, the second command performs the same task. The team whose players pick up the most flags wins.

Don't get behind the gate

Target: development of attention, courage, coordination abilities. It is used as a lead-in exercise for training tasks of complicated descent from the mountain.
Organization: the game is played on a long, gentle slope, where gates are placed along the way. Judges are assigned to each gate. The class is divided into two teams lining up in a column one behind the starting line.
Conduct: On a signal, the players alternately go down the slope on skis, trying to pass through all the gates in the way, crouching and not hitting them. For each hit or overturned gate - a penalty point. The team with the fewest penalty points wins.

Mutual Pursuit

Target: development of speed endurance, coordination abilities, tactical prudence. It is used as a training exercise in preparation for passing training standards in cross-country skiing.
Organization: the class is divided into two teams that line up opposite each other in lines open on extended sticks. The distance between the lines is 100 m. A rotary flag is placed next to each player on the left.
Conduct: On a signal, the players rush forward to the flag of the opposing player of the oncoming team, and, bypassing the flag on the right, turn back, trying to catch up with this player and touch him with their hand. After several turns of such a ski race with turns around every 100 m, one of the two competitors in a pair overtakes the other and earns a point for his team.

Collection of outdoor games for children of primary school age. 1-4 grade INTRODUCTION This collection includes outdoor games that can be used in physical education lessons in primary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program. Hunters and ducks

Purpose of the game: development of the eye, dexterity.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).

All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

When all the "ducks" are knocked out, the teams change places.

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out the largest number of "ducks" wins.

Catch - drop!..

Purpose and nature repeats the game Catch the ball».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

The game starts from a small distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

Fishing rod

Purpose of the game: development of dexterity, coordination of movements.

A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.

The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.

Each of the players must jump and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whom the rope has never touched on the legs.

After changing the driver, the game starts over.

Swan geese

Purpose and nature Trap"(salka, tag).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Carp and pike

Purpose and nature reminiscent of the game Trap».

The playing area is divided by two lines at a distance of 10-15 m from one another. From the players, the driver is selected - "pike", and the rest of the participants in the game - "carp". The driver - "pike" is in the center, and "carp" are located on one side of the site behind the line.

On a signal or command from the teacher, the “carp” run across to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 "carp" are caught, they form a net, holding hands. Now, running from line to line, the playing "carp" must run through the seine (under their hands).

When 8-10 people are caught by a pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass twice under the arms).

When 14-16 people are caught, they form two lines, holding hands, between which the rest of the carp must pass, but a pike stands at the exit and catches them.

The winner is the last carp caught.

Lace

Purpose and nature Traps» (« Fifteen»).

Of the playing children, two are chosen: one is a "shuttle", the other is a "weaver". The rest of the children become pairs, facing each other, forming a semicircle. The distance between the pairs is 1-1.5 m. Each pair holds hands and lifts them up, forming a "gate".

Before the start of the game, the “weaver” stands at the first pair, and the “shuttle” at the second, etc. At the signal of the teacher (clap, whistle) or at his command, the “shuttle” begins to run “snake”, without missing a single gate, and the "weaver", following his path, tries to catch up with him.

If the “shuttle” has time to run to the last pair of the semicircle and is not caught, then he, together with the “weaver”, becomes the last pair, and the first pair starts the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “stain” it before it reaches the last pair, then it becomes a “shuttle” itself, and the player who was a “shuttle” goes to the first pair and chooses a pair from the two. With this player, he forms a pair at the end of the semicircle, and the one left without a pair becomes the "weaver".

Rules of the game: The game ends when all pairs have run.

grandpa horn

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.

From among the players, the leader (“tag”) is selected, but he is called the “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.

The driver loudly asks: “Who is afraid of me?”

Playing children answer him in chorus: “No one!”

Immediately after these words, they run from one house to another across the playing field, saying:

"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”

The driver runs out of his house and tries to “tarnish” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

When the children run from house to house and take their places, the game resumes, but there are already two drivers.

Rules of the game: the game continues until there are three or four players not caught.

try catch

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground, behind which are the "houses" of the players. The distance between the lines is approximately 6-10 m. A “trap” (leader) is selected from among the players, who takes a place between the two lines.

The rest of the players stand at the line and rhyme in unison:

We are funny guys
We love to run and play.
Well, try to catch up with us.
One, two, three - catch! ..

After pronouncing the word “catch”, the children run across to the other side of the playground, and the trap seeks to catch up with those who are running and “touch” them (touch with their hand). The player who was touched by the trap before he crossed the line is considered to be caught and steps aside, sits down near the “trap”.

Rules of the game: after two or three runs of children from line to line, the number of players caught is counted, and then a new trap is selected:

    during the game it is desirable to determine the best trap.

Who quickly?

Purpose of the game: learning to ski (in the lower grades) in various ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

squash the mosquito

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Ball in a circle

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Day and night

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Fifteen

Purpose and nature is a kind of game Trap”, but instead of a “trap” of playing children, a “tag” catches.

Boundaries are marked on the playground (lines are drawn or flags are put), beyond which playing children cannot go. Of all the children playing, one is selected - “tag”. He stands in the center of the playground, and the rest of the children run around the playground.

At the signal of the teacher: “Catch! ..” (clap hands, whistle, etc.), the game begins. Children run around the playground, and the “tag” tries to catch up with someone and touch it with his hand (“tarnish”). The child who was “tarnished” leaves the playground. After the “tag” manages to “tarnish” 3-6 playing children, the teacher can stop the game and replace it with a new “tag”.

Game option: the very first child whom the "tag" managed to "tarnish" becomes the "tag", and the "tag" takes its place.

Frog

Purpose of the game: training in long jumps in water, strengthening the musculoskeletal system.

The game is played in shallow water, where the depth reaches the child's knees.

Before the start of the game, the teacher shows the children how the frog jumps, and then offers to repeat.

Standing in the water, the child crouches deeply, then, sharply straightening his legs, pushes them off the bottom and makes a jump, stretching his arms forward. During the jump, the legs are pulled up to the arms. The child falls on both legs.

After mastering the technique of jumping, the teacher can arrange a competition between 3-4 "frogs", which of them will jump further in 3-5 jumps.

Who's next?

Purpose and nature reminiscent of the game Frog».

Children line up in one line at arm's length from each other at the very edge of the water. On a signal (clap hands, whistle, etc.) or the teacher's command, the children take turns or simultaneously, pushing off with both feet, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Game option: from the water's edge, the child makes not one, but three jumps in a row, two of which are already standing in the water.

Who's next?

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Who's next?

Purpose of the game: sliding on ice while maintaining balance, development of accuracy, eye.

An ice track 5-7 m long is “rolled out” on the playground. A cube (puck) is placed at a distance of 1.5 m from the beginning of the track. Children in turn, running up from a distance of 2-3 m, slide along the path on the sole of the shoe and try to move the cube as far as possible when sliding with their foot.

The winner is the player who moved the cube the farthest.

Game option: if after the first attempt the cube is still on the ice track, the players are granted a second attempt. Moreover, the player who did not move the cube in the first attempt is eliminated from further competitions.

White bears

Purpose and nature is a type of game Traps».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players playing with their free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Snake (Swipe the ball)

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

    you can make two identical "snake" lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Relay with balls

Purpose of the game: learning to quickly and accurately pass the ball to another player, developing dexterity and coordination of movement.

A line is drawn on the playground. Playing children are divided into 2-3 teams with an equal number of players. Teams stand at the line in columns at arm's length one after another. The distance between the columns is 1-1.5 m. The legs of the players are spaced shoulder-width apart. The child standing first in the column holds the ball in his hands.

At the signal of the teacher (clap hands, whistle, etc.) or his command: “Up! ..” or “Raise your hands! ..” all children raise their hands up, and the first child passes the ball over the head to the second, the second - to the third, etc., until the last child in the column receives the ball. When the last player receives the ball, he runs and gives the ball to the teacher.

The team whose player first gave the ball to the teacher wins.

Game options:

    first, the ball is passed from the top from front to back, and then in the opposite direction: from back to front, and therefore the player who is standing first gives the ball to the teacher;

    the ball is passed back down between legs wide apart;

Summing up the game, the teacher notes the clarity team play.

Don't drop the ball

Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between their legs.

At the signal or command of the teacher, the children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and themselves stand at the end of the column.

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team, they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Hares in the garden

Variety " Traps”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

Located between the "minks" and the dog's booth, the playground is a garden with beds. If desired, it can be marked with dashes or circles of the beds.

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “burrows”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

cat and mice

Variety of game Trap”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the educator, the “mice” leave their “minks” and begin to run around the playing field, coming close to the “cat”. After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to its place, and the game starts all over again, but without their participation.

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Hunter and hares

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

From among the children playing, two are chosen: a “hunter” and a “homeless hare”. The rest of the "hares" children draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes the hunter, and the hunter becomes the hare.

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. The rest of the game follows the same rules.

Don't get caught...

Purpose of the game: learning in a playful way to walk, run, develop dexterity, coordination of movements.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Burners

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

After the word "run", the children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first couple to join hands.

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

From bump to bump

Purpose and nature it reminds me of a game Through the stream».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

Don't drop the ball

Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball during the movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

caterpillars

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

On the playground, before the start of the game, parallel lines are drawn at the bottom at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the start and finish lines.

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Rivals (Petushki)

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

fish

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

The game involves the competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the enemy's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The team that has more uncaught own fish left, but more "caught" foreign "fish" wins.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Who's next?

Purpose and nature this game is close to the game Bring the pouch».

On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Bring the pouch

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

From hoop to hoop

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

Get to the middle

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The participant who wraps the cord up to the ribbon first wins.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

tug of war

Purpose and nature is a kind of game Pulling in ranks».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

Gobies

Purpose of the game: strengthening of the musculoskeletal system, development of dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Whose ball is next?

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

planting potatoes

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Entangled horses (Tyshauly atlar)

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

A line is drawn on the playground. At a distance from it (no more than 20 m), flags and racks are installed.

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Shepherd

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. Sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

figures

Purpose of the game: development of attention, the ability to respond to a signal.

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Salki

Purpose and nature the game is a kind of traps».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Riders

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Firefighters in training

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice tracks are rolled according to the number of teams playing, 1-1.5 m long. After 2-3 m from the ice tracks, there are snow banks (according to the number of playing teams) 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, having successfully jumped, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Come on, take it!

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Counter relay

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

On a signal or command, the teachers standing first in the columns start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Throw and catch

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

Game option: at the line at a distance of 1-1.5 m from the rope, children stand in columns, divided into 2-3 teams with an equal number of players. The game itself is held in the form of a relay race: the first child throws the ball, catches up, catches it. Then he returns running, passes to the next player, and he himself becomes at the end of the column.

Throw through the rope

Purpose and character reminiscent of the game Throw and catch».

On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Pass silently

Purpose of the game: development of dexterity.

On the playground, 2-3 pairs of children are placed against each other at arm's length, forming a kind of gate. These children are blindfolded.

The rest of the children stand in front of these "gates". The teacher sets the task for them: to pass through these “gates”. You can pass sideways, crouching or bypassing the “gate” by crawling, but you can’t run.

Blindfolded children, forming a “gate”, raise their hands at the slightest rustle, move them from side to side, trying to catch the passerby. The caught child (according to the conditions of the game, he can be grabbed or simply touched with his hand) is eliminated from the further game.

The teacher watches the game and notes those players who have successfully passed through the "gate" more times.

Carp and pike

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Fishing rod

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Cranes

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Wolf in the ditch

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Kite and mother hen

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Pick up an item

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent, there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must lift, crouching and bending over while moving, without losing balance.

Game option: a child can go down this hill on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

Defectors

Purpose of the game: in its tasks and character resembles a game " Keys».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Ball through the hoop

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

Treat a squirrel with a nut

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Birds in nests

Purpose of the game: training in the main types of movement, develops discipline and attentiveness.

On the playground, hoops are laid out or circles with a diameter of 50-60 cm are drawn according to the number of participants in the game. These are bird nests. In each of them becomes a child-"bird". The teacher says: “The sun is shining. The birds have flown out of the nest."

After these words, the “birds” jump out of their nest and scatter around the playground, waving their “wings” arms, moving from walking to running and back.

The teacher gives another signal: “Evening is coming ... The birds are flying home! ..”

After these words, the “birds” rush to take a free or only their nest (depending on the conditions of the game).

Rules of the game: jump out and jump into the nest on only two legs. During the "flight" on the playground, do not collide with each other. When occupying free nests, do not push, do not quarrel, do not use force, pushing out another bird.

The teacher notes the children who were the first to return to the nests, the children who “flew out” better and returned to the nest, who “flyed” around the playground better, not forgetting to praise all the children, creating positive emotions.

Through the stream

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

Train

Purpose of the game: training in the form of a game in the main types of movement (walking, running), development of coordination of movements, strengthening of the musculoskeletal system.

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" makes the movement with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

"Don't get caught"

A circle is drawn, the players are located at a distance of one step from the line. A leader (or two) is chosen, who stands in the center of the circle. Children jump with both feet into the circle and jump back out. The driver runs in a circle, trying to touch the players when they are inside the circle. When the driver approaches, the players jump on two legs back behind the line. The one who was taunted receives a penalty point, but is not eliminated from the game. After a while, the game stops, the number of losers is counted, and new drivers are selected from among those children who have never been tagged. The game is repeated 2-3 times.

"Salki"

The players are located on the court, one of them, leading, raises his hand and says: “I am a tag!”. After that, he runs after one of the players, trying to catch up and touch him with his hand. The player who is touched by the tag becomes a new tag, and the former one is included in the game along with the rest. Each new troll must necessarily raise his hand and announce: “Talk!”; he cannot immediately touch the former driver. The one who ran out of the boundaries of the site is considered to be caught. When calculating the results of the game, when it is determined who was the least tag, the first tag is not taken into account.

"Catch up with your couple"

Students line up in two lines at a distance of 1.5-2 m from one another, with arms outstretched to the sides, having identified their pair. At the signal of the teacher, the students of the first line run to the opposite side beyond the marked line. The children in the second line are catching up with their couples, trying to tag them before they cross the line. When the game is repeated, the children change roles. The game is repeated 3-4 times. After each run, the most dexterous students who managed to knock down their pair are determined.

"Ball over head"

The players line up in 3-4 columns. The players standing first have one ball each (large diameter). At the signal of the teacher, the players standing first in the column pass the ball to those standing behind with straight arms up and back. Players receive the ball and also pass it back. When the last player in the column receives the ball, he runs up to the first player and gives him the ball, and he raises it over his head. The team that completes the task quickly and correctly wins. The game is repeated 2-3 times.

"Cosmonauts"

Rockets are marked on the site (in the hall) in different places. Each has an inscription on the side - the route: "Earth - Moon - Earth", or "Earth - Venus - Earth", or "Earth - Mars - Earth". Each rocket has 8-10 seats. The entire hall (or site) is a rocket launcher. In all rockets there are 2-3 places less than the players in each team. The players form a circle and, holding hands, walk in a circle with the words: “Fast rockets are waiting for us to travel around the planets we want, we’ll fly to such! But there is one secret in the game - there is no place for latecomers! After the word "no" everyone scatters and tries to take a place in one of the rockets. Latecomers stand in the center of the circle. The game is repeated 2-3 times. Those playing who made more flights are noted.

"Class, be quiet!"

The players stand in one line. The teacher, standing facing the players, gives commands. The command must be executed only if the teacher began it with the word "class". The one who made a mistake takes a step forward, but continues to play. Two errors are noted in the game: the first - the player executed the command without the preliminary word "class", the second - the player did not execute the command, although it was given correctly. If the player who made a mistake and took a step forward makes it again, then he takes another step forward. At the end of the game, those students who did not make mistakes are marked.

"Hunters and Beasts"

Children run around the playground and depict forest animals. Hunters - two children stand at opposite ends of the site. Each has two balls in their hands. Children run around the playground, depicting animals. At the signal "hunters" the animals freeze - and the hunters perform two throws at the legs of the animals. Those who are shot are taken to their house. After two or three repetitions, it is calculated which of the hunters has shot more animals, then new hunters are appointed and the game resumes.

"Paratroopers"

The players are divided into two teams of skydivers. According to the number of teams, gymnastic benches are placed - airplanes (at a distance of 1.5 - 2 m from one another). At one end of each bench, a circle with a diameter of 30-40 cm is indicated, this is the landing site. To each of the landing places there is a judge (a student released that day). At the first signal from the teacher, the team players enter the benches one by one - they get on the planes. At the second signal, paratroopers begin to jump from the plane one at a time, trying to land accurately; judges evaluate the accuracy and correctness of the landing. The landing is considered accurate and correct if the skydiver jumped into the designated circle, maintained a stable balance, straightened up in the main stance and left the circle. For each correct landing, the team is awarded one point. The team with the most points is considered the winner.

"Guys have a strict order"

At the signal of the teacher, everyone scatters around the site (hall) and says: “The guys have a strict order, they know all their places. Well, blow more cheerfully: tra-ta-ta, tra-ta-ta! On the next signal, the teachers who play quickly line up in a column one at a time (three columns in total), everyone must find their place. The column wins, the students of which lined up quickly and correctly. The game is repeated twice.

"Absolutely on target"

The players are divided into two teams. One of the teams goes to the designated line and lines up in one line. Each team member receives one small ball. At 5-8 m from those playing in a line parallel to the team, 10-12 towns are placed at a distance of 50 cm from one another. At the teacher's signal, all team players throw balls, trying to knock down as many towns as possible. Downed towns are counted and put in place. The team that threw the balls collects them and passes them to the other team, which goes to the starting line and, at the signal of the teacher, throws the balls at the target. The team that knocks out the most towns wins. The game is repeated several times.

"Hunters and Ducks"

The players are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle, hunters - outside the circle. Hunters, throwing a ball of large diameter, try to hit the ducks with it. Ducks hit by the ball are out of the game. When only a third of the ducks remain, the teams change places. Ducks (playing) in which the ball hit above the waist are considered to be out of the game. The hunter cannot cross the circle line.

"Ball to the neighbor"

The players stand in a circle (3-4 circles), the driver is outside the circle. At the signal of the teacher, the players pass the ball to the neighbor either to the right or to the left. The driver, running around the circle, tries to catch up with the ball and touch it with his hand. If the driver touched the ball, then the player who had the ball becomes the driver.

"Equestrian Athletes"

At a distance of two meters from the wall, stalls are marked one meter apart. They should be 2-3 less than the players. The players stand in a circle with their right (left) side to the center, depicting horses. The dressage of sports horses is staged. At the command "Step the horse!" horses walk, raising their knees high, reaching them with the palms of their arms bent at the elbows. Team Turn! - and the horses turn around, continuing to move in the opposite direction. Team "Rysyu!" - horses run; "Step horse!" - go again. This is repeated 2-3 times. At the command "To the stall!" - everyone is running, trying to take the designated place. Those left without a stall lose. The game is repeated 2-3 times.

"At the bear in the forest"

On one side of the site there is a circle (a bear's lair), on the other side there is a line (a house for children). Children go from home in the direction of the den with the words: “A bear has mushrooms in the forest, I take berries. And the bear is angry and growls at us. After these words, the bear jumps out of the den and begins to catch (salt) the players. Children try to run away as soon as possible back to the house. When 4-5 players are caught, new bears are assigned, and those caught re-enter the game.

"Who quickly?"

The players line up in two columns at the designated line. The first players in the column each have one ball of large diameter. At the signal of the teacher, the players standing first in the column run to the flag (cube, skittles) located at a distance of 8 m from the starting line, go around it, return and pass the ball to the next in the column, and stand at the end of their column. When the ball is again at the leader in the column, he lifts it up over his head. The team that completes the task quickly and correctly wins. The game is repeated 2-3 times.

"Wolf in the Den"

Two parallel lines are drawn in the middle of the hall at a distance of 60-70 cm from one another - a moat. One of the drivers (or two) - the wolf - is in the ditch. Goats are placed on the other side of the hall behind the line - at home. On the opposite side of the hall, a line separating the pasture is indicated. At the signal of the teacher, the goats run to the other side, jumping over the ditch. Wolves, without running out of the moat, catch goats. After each dash, those who are touched are counted. After two runs, the drivers change.

"Two Frosts"

All players on the same side of the court (hall). Two drivers - frosts stand in the middle of the site facing the players and say: “We are two young brothers, two Frosts are remote: I am Frost-Red Nose, I am Frost-Blue Nose. Which of you guys will go on the road?" Children unanimously answer: “We are not afraid of threats and we are not afraid of frost,” and run across to the other side of the playground. Frosts stain those who cross. Frost change after 2-3 runs.

"Cat and Mice"

The players, holding hands, form a circle with 2-3 gates. A cat and 5-6 mice are selected. The mice run away from the cat, and the cat catches them. Mice can run through the gate and under the arms of those standing in a circle, and the cat can only run through the gate. Children help the mice escape from the cat by dropping their hands in front of him and crouching. When the cat catches 3-4 mice, another cat and other mice are selected. The game continues.

"Swan geese"

On one side of the hall, 3-4 m from the wall, a poultry yard is marked with a line, on the opposite side, a circle is a wolf's lair. The driver - the wolf - is in the den, the geese are in the poultry yard. The teacher addresses the players: “Geese, geese!”, They answer: “GA-ha-ha”. The teacher asks: “Do you want to eat?”. Playing "Yes, yes, yes." Teacher: "Geese, in the field!". The children run around the room. After a while, the teacher calls: "Geese-swans, go home, a gray wolf under the mountain." Children ask: “What is he doing there?”. The teacher replies: "The geese are pinching." Children ask: "What?". After the words of the teacher: "Gray and white" - the children run home, and the wolf leaves the den and tries to overpower as many of the players as possible. The teacher counts the tagged ones, and the game is repeated. After a while, a new driver is selected.

"ball around"

The players line up in two semicircles. The first players in each line have one ball. At the signal of the teacher, the ball is passed from hand to hand along the line. The last one in the line, having received the ball, hits it on the floor and passes it back. The team that completes the pass first wins.

"Hurry to run away"

Children form a circle. 7-8 children go to the middle of the circle. Those standing in a circle turn to the right or left and walk in a circle. Those standing in the middle clap their hands. At the teacher's signal "Stop!" children quickly stop and raise their clasped hands up. The teacher counts to three. During this time, the children standing in the center of the circle must have time to run out of the circle. After counting "three", the children quickly lower their hands, those who did not have time to run out are considered losers. When the game is repeated, other children stand in the center of the circle.

"The Fox and the Chickens"

All the players - chickens - are in the chicken coop, the driver - the fox - outside the chicken coop, behind the gymnastic benches. At the signal of the teacher, the fox jumps over the bench and tries to catch (tip) as many chickens as possible. Fleeing from the fox, the chickens jump onto the perch (bench), where the fox cannot taunt them. Staying on the bench for a long time is not allowed. At the signal of the teacher, the game stops, the fox goes to his hole, the caught chickens are counted. Another fox is chosen and the game is repeated.

"To your flags"

At different ends of the site, the teacher puts flags on a stand (or other objects). Children line up in a column, each at their own flag. At the first signal, everyone scatters around the site, at the second - “To their flags!” children should line up in a column one at a time at their flag. The team that quickly and correctly lined up in a column at their flag wins. When repeating the game, the teacher can change the location of the flags. The game is repeated 2-3 times. Rebuilding in a column one at a time, then in two lines.

"We are funny guys"

The players are located on one side of the hall. Two drivers are in the center. Children unanimously say: “We are funny guys, we love to run and play, well, try to catch up with us.” After these words, the children run across to the other side of the playground, and the drivers try to knock them down. After all the players are behind the line, the game stops, the teacher counts the number of those caught. The game is repeated, after 2-3 dashes, other drivers are appointed.

"Through bumps and stumps"

On one side of the hall there is an October camp (4-6 m from the wall). Behind the camp line begins the forest. There are bumps and stumps on the floor. On the opposite side, a tall tree is indicated, in the hollow of which there are wild bees. All the players - the Octobrists - are in the camp. Three - the bees (leaders) - stand behind the tree, at the signal of the Octobrist teacher, raising their knees high, they walk along the bumps and stumps, saying the words: “We went out to the forest lawn, raising our legs higher, through bushes and bumps, through branches and stumps. Who walked so high, did not stumble, did not fall? Look at the hollow of a tall Christmas tree, angry bees fly out! The bees begin to circle around the Christmas tree and, imitating the flight with hand movements, say: w-w-w ... The players say: “You can’t catch up with the fast-footed ones! We are not afraid of a swarm of bees, let's run home as soon as possible! After the word “home”, the Octobrists run away over bumps and stumps. The bees sting (stain) those who run away. Those stung are counted, new drivers are selected and the game is repeated.

"Hares, Watchman and Bug"

Of the players, the watchman and the Bug stand out. The rest are rabbits. On the site, on the one hand, burrows of hares are indicated, on the other, a garden, and behind the garden, the watchman's house. In the middle of the site at a height of 40-60 cm, a rope is stretched - a fence. Hares are in holes, and the watchman and the Bug are at home. At the signal of the teacher, the hares jump over the rope, find themselves in the garden and begin to jump from one place to another on two legs (there is cabbage). At the prearranged signal of the teacher, the watchman shoots at the hares (three claps), and they run home into the holes, crawling under the rope without touching it. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). Caught hares remain in place. Hares that ran beyond the line of holes cannot be caught up. The teacher invites those who have been caught to raise their hands, and then they join the players. The game is repeated. The watchman and the bug switch roles. After a few repetitions, new drivers are assigned.

"Be smart"

The players sit in a circle. In front of each on the floor is a bag of sand (you can put a bar, a pebble). The driver (or two) is in the center of the circle. At the signal of the teacher, the children jump with both feet through the bag into the circle and back, the driver tries to knock down the children who did not have time to jump out. The one from the players who was touched by the driver receives a penalty point (does not leave the game). After 50 seconds, the game stops and the losers are counted. Another leader is selected from among those who have never been taunted. The game is repeated.

"Who's extra?"

The players are divided into two groups. In each team, the players stand in a circle, two at the back of the head to each other, facing the center. Behind each circle there are two drivers: one runs away, the other catches up. The escaping, escaping from persecution, stands in front of any pair. The player standing in a pair behind runs away, and the one who is catching up rushes after him. If the driver taunted the evader, then the evader becomes the leader.

"Empty place"

The players form a circle. The driver walks in a circle (from the outside) and touches one of the players, after which he runs in any direction in a circle. The player touched by the driver runs in the opposite direction. Each of them tries to run to the formed empty place, whoever comes running earlier becomes in a circle, the latecomer becomes the driver.

"Forbidden Movement"

The players become in a circle. The teacher explains that they will all do different movements together, but one movement cannot be done. The teacher starts doing different movements and all the students repeat them, but suddenly the teacher performs a forbidden movement. Those of the players who performed the forbidden movement take a step forward and then continue to play. After some time, the forbidden movement is replaced by another.

"Homeless Bunny"

A hunter and a homeless hare are chosen. The rest of the players - hares draw circles for themselves, and everyone gets up in his house. The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare, standing in the circle, should immediately run away from there. If the hunter catches up with a homeless hare, then the hunter himself becomes a hare, and the hare becomes a hunter and begins to catch up with a new homeless hare. For houses, you can use hoops.

GENERAL GAMES
The games on this page are recommended for use in physical education classes in primary school. The games are arranged in order of increasing difficulty. Designed for 6-8 year olds.

"Running centipedes"
Play 2-3 teams of 10 people. The host ties each team with a rope, or the players “put on” a gymnastic hoop. On a signal, a group of "centipedes" begin to move to the finish line.
The team that comes first and does not fall along the way wins.

"Sparrows and Crows"
There are two teams of 10 people. The players of one are crows, the other are sparrows. The groups line up in a line, back to back. It is determined where the team has a house, where you can hide, so as not to be stained. The host calls out the name of one of the teams, for example: “V-ro-ny!”. The sparrows run away to their house, and the crows catch them. If the signal “Sparrows!” is given, then the crows run away, and the sparrows catch them. The number of players caught is counted.
The team that catches the most opponents wins.

"DO NOT SPLASH WATER"
A glass of water is placed on tennis rackets. Participants, at the signal of the leader, run to the finish line and return back to the start line.
The player who comes first and does not spill the water wins.

"STEAM LOCOMOTIVE AND CARS"
Play 2-3 teams of 10 people. Each line up at the start in a column, at the back of each other's head. In front of the team, at a distance of 15m, an object is placed - a stone, a stick, a pin, a flag, a tree branch stuck into the ground. At the signal of the leader, the first numbers run forward to the reference point, go around it and again run to their team. The second number joins the first number, grabbing him by the belt, and now they run forward together, then the third numbers join them, the fourth, etc. The team that finishes the competition first wins.

"WE ARE NOT AFRAID OF A CAT"
10-15 people can play. The driver is chosen - a cat, all the rest - mice. The cat sits on the ground and sleeps. Mice surround him and sing a song:
Tra-ta-ta, tra-ta-ta. We are not afraid of goats!
At the signal of the presenter: “The skin woke up!” - the mice run away to their house, and the cat tries to catch them. Those whom the cat stains (touches with his hand) become his prey.
At the second signal of the presenter: “The cat fell asleep!” - the players again approach the driver, who returned to his place and sleeps, and again sing the song of mice. After three exits of the cat to hunt, a new driver is selected.
"CHESS"
Two teams of 5 people play. An open chessboard is placed in the middle of the playing area.
Teams line up in columns one after another on opposite sides. Near one group lie black chess pieces, near the other - white. At the signal of the leader, the first numbers of both teams take one piece each and run to the chessboard, put the piece in its place, come back, touch the next player with their hand, who
takes a piece, runs to the board, etc. The first numbers take place at the end of the column. The team whose players quickly and correctly place the chess pieces wins.

"SEINE"
Two players hold hands and catch other players. Having caught up with someone, they must join their hands so that the person caught is in a circle. Now the three of them catch the rest. Everyone caught becomes part of the seine. The game continues until all participants are caught.

"RUN WITH AN EGG IN A SPOON"
The host gives each of the players a spoon containing an egg, a potato or a tennis ball. At the signal of the facilitator, the participants run, holding the spoons in front of them and trying not to drop the objects in them.
The one who reaches the finish line first wins.
Two teams can also compete. Then the first players of both teams, having reached the finish line, make a turn and run to the start - they pass the spoon to the second numbers, etc. The team whose players are the first to finish the run wins.

"RUNING WITH A BURNING CANDLE"
The leader gives each of the players a plate to which a burning candle is glued. At the signal of the leader, the competitors run to the finish line, making sure that the candle does not go out. If teams participate in the game, then the first numbers, having reached the finish line, return to the start and pass the plate with a burning candle to the second numbers, the second to the third, etc. The team that finished the run first and whose candle did not go out during the run wins.

"CHAMPIONS OF THE RUN RELAY"
The players are divided into two equal teams and line up at the start in a column one after another. At the signal of the leader, the first players of both teams run to the reference point (stone, pin, cube, flag), go around it, return back to the start line and touch the outstretched hand of the next participant, the second numbers also run to the finish line, return and pass the baton to the third numbers , third fourth, etc.
The team that finishes the run before the other team wins.
Then the groups compete with each other in the following types of relay races:
Running together, wearing a single hoop;
Running with the ball;
Running with carrying a partner;
Running with one ski on the leg.
Running in fins;
Running backwards (backward);
Running with jumping rope;
Running with an apple on your head;
Running with arm tuck balloon;
Running with overcoming simple obstacles.
"JUMPS THROUGH ROPES"
The players are divided into two teams, each of which is divided into pairs. The couples become columns facing each other and hold the ends of the rope at knee level.
At the signal of the host, the first pair puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then jump over the ropes of the remaining pairs. Having reached their place, they lift the rope from the ground. Behind them, the second pair puts the rope on the ground, jumps over the first rope and goes all the way to the first pair. Then the third pair comes into play, the fourth, and so on.
The team whose players finish jumping rope first wins.

"CHAMPIONS OF THE BIG BALL"
Players compete against each other in the following contests.
Hitting the ball on target. A target is drawn on the wall with chalk. Strikes are performed with the right and left legs from a place, then from a run.
On the ground, some objects are placed one after another, you need to circle them, driving the ball with your foot (either right or left).
Raise your hands with the ball above your head, release it and catch it on the fly.
Lean with your left hand on the gene, hit the ball with the right hand on the wall from under your arm, catch with both hands.
Hit the ball against the wall, clap your hands on your knees and catch the ball.
Throw the ball under the left, then under the right foot and catch it.
Throw the ball up, sit down, touch the ground with your hands, then straighten up and catch the ball first with both hands, then alternately with your right and left.
Throw the ball to each other with pops, with a turn, with a rebound from the ground.
Throwing the ball into the distance for a distance (who will throw further).
Throwing the ball at an escaping partner.
Throwing the ball into a basketball basket from different distances.
A ball is placed on the ground at a distance of 6 m. Another ball must hit this ball. to make it roll as far as possible.
Pins are placed at a distance of 8 m. With a kick (right, then left) you need to knock it down.
Roll the ball down the hill and catch up with it.
Standing opposite each other, and clasping the ball with your hands, try to take the other ball from the opponent and not give your own.

"CATCH THE BALL"
Players stand with their backs to each other at a distance of 1 m. Each has a ball in their hands. At the leader's signal, the ball is thrown back over the head, and everyone rushes forward after the opponent's ball.
The winner is the one who quickly catches up with the ball and returns to its original position.

"HOLD THE BALL"
The ball must be placed on the book, carefully raised above the head without dropping the ball, and just as carefully lowered. That one wins. who did the right thing.

"HOT BALL"
The players become in a circle. The host gives the ball, and on a signal, the participants pass it clockwise to each other. Neli, the host says: “Stop!”, The transfer of the ball stops, and the player who has it in his hands is out of the game. The host gives the command: “Begin!”, and the game resumes.
The last player left when there is no one to pass the ball wins.
"JUMPING WITH THE BALL"
Players line up at the starting line. Holding the ball between their knees, the participants jump towards the finish line.
The winner is the one who rode first and did not lose the ball.

"HIT WITHOUT LOOKING"
The ball is placed in front of the player at a distance of 5-6 steps. Blindfold the eyes. You have to go to the ball and kick it with your foot.
The winner is the one who successfully completed the task.

"BE ABLE TO HOLD"
Several pairs of players compete with each other, trying to reach the finish line as quickly as possible:
putting the ball on the shoulders, and pressing it with their heads on both sides;
pressing the ball with his shoulders;
holding the ball with their backs;
holding the ball, holding it with their foreheads and moving sideways.
The pair that comes first and does not lose the ball wins.
"NOUN, ADJECTIVE, VERB"
The players take the ball and stand in a circle. The first participant, throwing the ball, calls some noun. The catcher calls the adjective and throws the ball further, the third player calls the verb. For example: “Bird,” says the first; “Black,” says the second; “Flies,” says the third, and, throwing the ball to the next, calls a new noun.

"FISHES, BIRDS, Beasts"
The players stand in a circle. In the center is the leader with the ball in his hands. The host throws the ball to one of the participants and says: "The Beast."
The one who catches the ball must quickly name someone from the animal world and throw the ball back to the leader. If the leader, throwing the ball, says "fish" or "bird", the catcher calls the fish or bird. Anyone who does not answer the host or hesitates to answer is out of the game.

"THE DRAGON"
Two teams of 6-8 people participate. Players line up one after another in a column. Between the participants, it is clamped on the ball with the back and chest. At the signal of the host, the "dragons" run to the finish line.
The team that comes first and does not lose a single ball wins.

"RACE OF BALLS IN A CIRCLE"
PREPARATION
The players stand in a circle at a distance of arms extended to the sides and are calculated for the first and second numbers. The first numbers - one team, the second - another. Two players standing side by side are appointed captains and given the ball to them.
GAME DESCRIPTION
On a signal, the captains begin to transfer (throw) the balls in a circle - one to the right, the other to the left, to their nearest players, that is, through one. The balls are thrown until they return to the captains.
The team that manages to move the ball faster around the circle wins. Having received the ball, the captains raise their hands with the ball up. The game can be played several times in a row.
REGULATIONS
1. The ball must be passed or thrown to your nearest neighbor. Each pass by a player counts as a penalty point. 2. If the balls collided in the air, the players, after the throw of which they collided, must quickly take their balls and, standing in their place, continue the game. 3. The winner is the team that finished passing the ball around the circle earlier and has no penalty points.

"GOOD TO THE GOAL"
PREPARATION
A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. Participants in front of the standing line receive a small ball. A start line is drawn in front of the line.
GAME DESCRIPTION
On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the participants in the second rank (team) also throw balls at the towns. Again, the downed towns are counted. So they play 2-4 times. The team that manages to knock down more towns in several times wins.
REGULATIONS
1. Throwing balls is possible only at the signal of the leader.
2. When throwing, it is impossible to go beyond the starting line - in this case, the throw does not count.

The materials of this article will be useful to elementary school teachers and GPA educators, physical education teachers.

Mobile group games for boys and girls

Game for children "Hide and Seek"

Play from 3 to 10 people. The chosen driver stands in the agreed place with his eyes closed, leaning against a tree or other object. This place is called Kon. The driver loudly counts up to 20-30 (by agreement) or says a counting rhyme. Meanwhile, the rest are hiding in different places.

Having finished the count, the driver opens his eyes and begins to look for the guys. Seeing the player, calls him by name and runs to the horse. The one found runs there, trying to overtake the driver and touch the object at which he was standing. If he does this before the driver, then he is not considered caught and remains at the horse while the driver is looking for others. When all are found, the first player who fails to run to the horse before the driver becomes the driver.

Sometimes a wand is put on the line. Then everyone who ran earlier to the horse should tap the wand on the object and say: “Wand, help me out!” After these words, he is considered rescued.

Those hiding may not wait until the driver finds them, and at a convenient moment run to the horse. Therefore, the driver needs to keep an eye on this.

You can also agree on such a rule: if the last player manages to run to the horse before the driver, he shouts, hitting with a wand: “Wand, save us all!” After these words, everyone is considered rescued and the former player drives again.

Game for children "Twelve sticks"

This is a complicated type of hide and seek. A board 60-70 centimeters long is placed on a stone or bough, 12 sticks 12-14 centimeters long are placed on one end of it. One of the players or the driver kicks the raised free end of the board. The sticks scatter in different directions, and the driver begins to collect them. During this time, everyone is hiding. Having laid all 12 sticks on the end of the board, the driver goes in search. Each one found is out of the game. If one of those hiding managed to run to the board and with the words “Twelve sticks are flying!” kick her, then the driver collects them again, and the rest of the participants in the game (caught and not caught) hide. The last player found becomes the leader.

Game for children "Fast step"

The leader turns to face the wall or tree, covers his face with his hands or elbow and says: “Walk quickly, look around - freeze ... one, two, three, four, five ... Stop!” The driver can, after any number, say the word “stop!” and look around quickly. The rest of the guys, located behind the line 15-20 steps from the driver, during the count, quickly move towards the driver. When the driver shouts "Stop!" and turns to face the players, they freeze in place. A player who did not have time to stop in time or moved after stopping, the driver sends back beyond the line. After that, the driver closes his eyes and repeats the recitative. Everyone again moves forward from their places, including those who start moving from the line. This continues until someone comes close to the driver, touches him with his hand and, turning around, rushes over the line as quickly as possible. All players do the same. The driver runs after them, trying to overpower someone to hell. The salted player becomes the new driver. If it was not possible to catch up with anyone, the driver returns to his original place, the game continues with the same driver.

Game for children "Pyatnashki" ("Salki")

Participants (up to 10 people) scatter around the site, and the driver catches up with them in order to stain (stain) within the stipulated boundaries. The salted player becomes the leader.

Additional rules can be added to the game. Here is some of them:

1. All players, except for the tag, have a ribbon behind their belt. Fifteen, catching up with the runner, pulls out the tape from him, then the evader raises his hand and says: “I’m a tag!”

2. The player can escape from the tag if he joins hands with another player, stands on one leg, assumes the “swallow” position, etc.

3. If the tag is chasing someone, and another player has crossed his path, then he must chase the one who blocked his path.

"Fifteen with a skipping rope"

The players move around the court by jumping rope. Fifteen catches up with them, jumping on one leg.

"Fifteen with houses"

On the site, 1-2 circles with a diameter of 2 steps are outlined - houses where those who run away can escape from persecution. However, you cannot be in such a house for more than 5 seconds.

"Fifteen in a circle"

Players sit in a circle at arm's length. Two drivers are chosen, one of which becomes a tag, and the other becomes a runaway. Before the start of the game, they are located behind the circle from different sides.

On a signal, the tag runs along the circle, trying to pin down the escaping. The latter, when they begin to overtake him, becomes in a circle between the other players in any place. At the same moment, the neighbor on the right becomes the new evader, and the tag continues to pursue him. If the tag managed to touch the fleeing player's hand, they switch roles.

To complicate the game, you can introduce such a rule. If the fleeing player stands in a circle, then the neighbor who is on the right (or on the left - by agreement) becomes a tag, and the former tag, without wasting time, must run away from him. During the game, participants are not allowed to run through the circle.

Game for children "Second Extra"

Just like in the game "Fifteen in a Circle", the runner can at any moment get in front of one of the players, and then the one who is behind becomes the runner.

If there are a lot of players, they become in a circle in pairs in the back of each other's head. In this case, the evader (the third extra) gets ahead of any of the pairs, and who turns out to be third, runs away.

Game for children "The third extra on a walk"

The game differs from the above-described tags in that all its participants are constantly on the move. Having broken up into pairs, the players stand in a circle and slowly walk in one direction, holding hands or arm in arm, free hand on the belt. Two drivers. One of them runs away and the other catches up with him. The one who runs away, when he is in danger, attaches himself to any pair, taking the last one by the arm, and then he cannot be caught. The player who turned out to be third on the other side of the pair must run away from the driver and, also, fleeing from persecution, joins any pair on the right or left, grabbing the last one by the arm.

The game continues until the driver catches one of the runaways. Then the caught player changes roles with the driver. In this game, the driver and the evader are allowed to run through the circle, but it is forbidden to needlessly touch the players in pairs while running past.

Game for children "Empty place"

These are peculiar tags with a challenge. The players form a circle. The driver runs along the outside of the circle, touches one of the players, and then runs in the opposite direction. The called player rushes in the opposite direction. Having met, the players stop, give each other both hands, after which they squat, and having risen, they continue to run in the same direction. Everyone strives to take a free place in the circle. The player who came running second continues to drive.

The winner is the player who did not play the role of a driver during the game, that is, he took the first place all the time.

Game for children "Hurry up to take a seat"

The players form a circle and are calculated in numerical order. The driver becomes the center of the circle. He loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. The player left without a seat goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

Game for children "Golden Gate"

The game is played by 6 to 20 people. They choose two stronger players, they step aside and agree which of them will be the “sun” and which one will be the “moon”. Then they stand facing each other, join hands and raise them, forming a "gate". The rest of the players join hands and go through the “gate” in a string. In doing so, they can sing a song. When the last one passes through the “gate”, they “close” - the raised hands fall and the last one is between them. The detainee is quietly asked which side he would like to take: the “moon” or the “sun”. He chooses and stands behind the respective player. The rest go through the "gates" again, and again the last player falls into the "moon" or "sun" group. When all the players are distributed, a constriction is arranged between the two groups. In this case, a rope, a stick or players are used to take each other by the belt.

Game for children "Falling Stick"

Everyone stands in a circle and counts in numerical order. The first number stands in the middle of the circle, holding a gymnastic stick in his hands. He puts one end of it on the ground, and holds the other end with his hand from above so that the stick stands vertically. Then he loudly calls a number and releases the stick. The player with the named number must have time to catch the falling stick. The driver at this time runs back. If the called player managed to grab the stick and it did not fall to the ground, then he returns to his place, and the driver continues to drive. If he does not catch the stick, then he becomes the leader, and the one who drove goes in a circle to his place.

They play for a set time, after which it will become clear who was the driver the least number of times. He is considered the winner.

If there are more than 10 people who want to play, then it is better to organize two circles for the game.

Game for children "Compass"

On the ground, draw a circle with a diameter of 2-3 meters. At a distance of about 3 meters from the circle, they write (mark) the cardinal points, checking with the compass: C (north), S (south), 3 (west) and B (east). The players stand with their backs to the center and listen to the leader’s command: “South!”, “North!”, “West!”, “East!” Hearing, for example, the command “North!”, Everyone should turn towards the north. Players facing south turn 180 degrees, others only need to make half a turn to the right or left.

Various commands are given, and the players take the appropriate positions. The one who made a mistake (turned in the wrong direction) receives penalty points. The winner is the player with the fewest penalty points.

Game for children "Jump rope" ("Fishermen and fish")

The players stand in a circle, in the middle - the leader with a rope in his hands. Holding the rope by one end, he begins to rotate it so that its other end sweeps above the ground under the feet of the players, who bounce at the moment when the handle of the rope is under their feet. The one whom the rope touches above the foot is out of the game. The driver spins the rope again. He himself does not rotate with her, but sits down and intercepts her behind his back.

Another version of the game involves changing the driver every time one of those standing in a circle touches her foot. He replaces the driver, who takes his place.

Everyone should learn how to spin the rope well (in a squat with an interception in front and behind). The rope can be replaced with a rope 2.5 meters long, to the end of which is attached a bag of sand weighing 150-200 grams.

Game for children "Wheel"

The players are divided into 3-4 groups of 5-7 people each and choose a driver. A circle with a diameter of 1.5-2 meters is drawn on the ground. Each group lines up in a column one by one behind the guide, which approaches the circle) ". The columns stand on different sides of the circle in a radiant manner, like spokes in a wheel. The leader stands aside.

On a signal, he runs in any direction around the “wheel”, stands in the back of the head of the last player in any “spoke” and touches him. This player passes the signal to the one in front, and he - further, and so on until the first player of the “spoke”. After that, he shouts: “Yes!”, Runs out behind the “wheel” and runs around it in a circle outside, returning to his place. All the players in this column (and the driver) run after him, trying to overtake each other. The player who is the last in the column becomes the leader. It may also be the former driver, who continues to drive, standing near another “spoke” and running around the “wheel” with it. If the driver three times in a row failed to get ahead of the runners and take a place in the "spoke", he is replaced by a new player, and he stands at the head of one of the columns.

Game for children "Counting in circles"

Participants (6-8 people) stand in a circle and, on a signal, begin to count from 1 to 70 (from left to right). In this case, no one skips their turn. There is a rule that the number, which includes the number 7 or which is divisible by 7, cannot be pronounced, but the word “past” must be said. After that, the counting (without delay) continues. The one who named the forbidden number is eliminated, the player standing to his right continues the score. Gradually the circle gets smaller.

The winners are the guys remaining in the circle after the last participant says the number 70.

Game for children "Take the town"

For the game, towns (tennis balls, pebbles of the same size) are needed in the amount of one unit less than the number of participants in the game. For example, 6 towns are placed in a circle (1 meter from one another), and 7 players stand on the outside one step away from them. On a signal, everyone goes, then runs around the towns (to the right or left) until the whistle or the command “Take it!”. Then each player seeks to capture the town. Whoever does not get the item is out. There is one less player left, so one town is also removed from the circle. When 1 town and 2 participants remain at stake, they play for the first place among themselves.

Game for children "Catching in pairs"

A court (volleyball or smaller), bounded by lines, serves as a place where the players are located. The driver is selected, who stands outside the court before the game.

On a signal, he runs inside the court and pursues one of the players. Having salted him, he makes the one who is caught his assistant. Holding hands, they run to catch a new player, trying to surround him with free hands. The caught player steps aside and waits for a couple of players to catch another running around the court. After that, a second pair is made, which also catches the rest of the players. Each time, a new pair is made from the two caught by the catchers.

The game continues until there is only one uncaught player left on the court.

The rules of the game forbid players to run outside the area and break out after the catchers close their arms around the caught. It is impossible to grab clothes and hands, in this case the caught player is released. If running players break the rules, they are considered caught.

Fifteen

Fifteen is one of the most popular games. The players scatter around the site, and the tag (leader) catches them. The one he tarnishes becomes the "tag". A number of additional rules and complications can be introduced into this game, then it will become even more interesting. Here is some of them:

1. If the tag is chasing one of the players, and another player crosses the road, then he must chase the one who crossed the road.

2. Fifteen can only tarnish a running player. It is worth the escaping to sit down - and he is already safe.

3. The player can escape from the tag if he stands near the tree and hugs him with his arms.

4. Fifteen cannot tarnish the player who, in a moment of danger, joins hands with another player.

5. Fifteen cannot spot players who are standing on one foot and holding the other foot back with both hands.

6. All players, except for the tag, have a ribbon behind their belt. Fifteen, catching up with the escaping, pulls out a ribbon from him and plugs it into his belt. The one left without a ribbon becomes a tag, raises his hand and says: “I’m a tag!”

7. Two players hold a rope in their hands (by the ends) and run together. Stained replaces tag.

8. Fifteen gets the ball and throws it at the runner. The one he hits becomes a tag, but if the driver misses, any player can pick up the ball from the ground and start tossing with other players. To regain possession of the ball, the tag must take it away (intercept) or stain the player at the moment when he holds the ball.

9. The site is divided into two, three and even four sections. Each site has its own tag (they must have decals). The rest of the players can run around the entire court. One circle is drawn on each site, this is a rest house for players tired of running. The player touched by the tag becomes the driver only in the area where he was overtaken.

10. If there are few players, you can offer this version of the game. Of the players, one is chosen as a shepherd, two as wolves, and 4-5 as sheep. The wolves try to tag the sheep, and the shepherd - the wolves. The salted ones are out of the game. The shepherd wins if he tagged two wolves, the wolves - if they tagged all the sheep.

Salki in two circles

The participants of the game form two circles: one is internal, the other is external. Both circles move in opposite directions. On a signal from the leader, they stop, and all the players in the inner circle try to touch the players in the outer circle (i.e., touch someone with their hand) before they have time to sit down. Those caught stand in the inner circle, and the game starts over. The game ends when there are few players left in the outer circle (5-6 people).

Trap

The children form three large circles. Everyone standing in the inner circle is given paper hats (visors, kokoshniks). Holding hands, the guys with the song move in a circle, the outer circles in one direction, and the inner one in the other. Suddenly, a whistle is heard, according to which the players of the two outer circles join hands in pairs, trying to take one of the players from the inner circle into the ring. If a player from the inner circle managed to sit down, they do not touch him. Those who fell into the trap are taken away the cap. So the game is played several times. All the guys who managed to keep their hats are considered winners.

Kite and mother hen

10-12 children participate in the game. One of the players is chosen as a kite, the other as a mother hen. All the rest are chickens, they stand behind the hen, forming a column. Everyone holds on to a friend, and the one in front - to a hen.

The kite becomes three or four steps from the column. On a signal from the leader, he tries to grab the last standing chicken. To do this, he needs to go around the column and attach himself behind. But this is not easy to do, since the mother hen constantly turns to face him and blocks the way, stretching her arms out to the sides, and the whole column deviates in the opposite direction from him.

The game continues for several minutes. If during this time the kite does not manage to grab the chicken, a new kite is chosen, and the game is repeated.

Hunter and watchman

A hunter and a watchman are selected from among the players. The watchman stands in the middle of the platform. A circle with a diameter of 2 m is drawn near it. The rest of the players (animals) scatter around the site in different directions. The hunter is chasing them, trying to tarnish someone. Those caught are taken to the circle under the protection of the watchman. They can be rescued. To do this, it is enough to hit the person standing in the circle on the outstretched hand (those caught cannot cross the line of the circle). But if the watchman or the hunter stains the rescuer, he himself goes into the circle.

The rescued animals run away and join the rest. The game is terminated at the discretion of the leader.

At the bear in the forest

All players stand, freely grouped on one side of the site, a line is drawn on the opposite side - the edge of the forest. Behind the line, two or three paces away, is the bear's lair.

The players approach the bear's lair and begin to make movements that imitate picking berries and mushrooms, and at the same time they all say together:

At the bear in the forest

Mushrooms, I take berries,

And the bear is sitting

And growls at us.

When the children say the last word - “growls”, the bear jumps out of the den with a growl and tries to catch someone. Caught he takes to the lair. The game ends when three or five have been caught.

naughty

Lines are drawn on two opposite sides of the site, several chairs are placed on the side. This is the house of the leader. The players gather behind the line on one side of the court and say:

We, the naughty kids,

We love to run and jump.

Well, try to catch us!

One, two, three - catch!

After the word "catch" everyone runs to the opposite side of the site. The driver must catch one of the runners before he crosses the second line. Caught sits on a chair in the driver's house. Then the children read the verses again and run across the playground in the opposite direction. After two or three times, they count how many children are caught, choose a new driver and the game is repeated.

jumping sparrows

A circle of such size is drawn on the floor or on the court so that all the players can freely fit around its circumference. One of the players is a cat, he is placed in the center of the circle, the rest of the players - sparrows stand behind 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, and the game is repeated.

In the future, you can establish a rule: jump in and jump out only on one leg.

Second extra

The players form a circle, standing at a distance of two steps from each other. Two players are outside the circle, one of them catches the other. The evader can at any time move ahead of any of the players, and then the one who is behind becomes the evader. You can run both inside and outside the circle. If the pursuer spots the evader, they change roles.

If there are a lot of players, they become in a circle in pairs, in the back of each other's head. In this case, the evader becomes ahead of any of the pairs, and the third one runs away (in this version, the game is called "Extra Third").

Another rule can be set in the game. The one who turns out to be superfluous does not run away, but becomes a catcher, and the one who catches up becomes a runaway.

Better get a seat

The players form a circle and are calculated in numerical order. The driver takes a place in the center of the circle. He loudly calls any two numbers. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. If he succeeds, then the one who is left without a place goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

Find yourself a mate

The players stand in pairs in one common circle. The driver is in the middle of the circle. At the command of the head "Face to face!" the players in each pair turn to face each other, then the command “In place!” Follows. At the command "Back to back!" they turn their backs on each other. At the command "Change in pairs!" everyone is looking for a different partner. At this time, the driver tries to become a couple with someone. The one who is left without a pair becomes the leader.

Shuttle

Before the start of the game, all participants must stand in a circle. In one place the circle is open. This is where the game starts. Two of the players stand out: one is a catch-up, the other is a shuttle. The rest of the participants in the game raise their hands, forming a gate. By the beginning of the game, there is a catch-up in the first gate, and a shuttle in the second. At the whistle of the leader, the game begins. The shuttle runs like a snake in a circle, not missing a single gate, and a catch-up with a tourniquet in its hands pursues it relentlessly. If the catch-up has time to catch up with the shuttle before it reaches the end of the circle, then it becomes a shuttle itself, and the former shuttle, salted by it, goes to the end of the circle and forms a new gate. If the shuttle is not overtaken before the last gate slips through, then he receives a tourniquet and becomes a catch-up, and the next player from the circle becomes the shuttle.

Wheel

The players are divided into several groups of 6-8 people each and choose a driver. A circle with a diameter of 2 m is drawn on the ground. Each group lines up one at a time in the back of each other's head. The groups become radiant, like spokes in a wheel, facing the center of the circle, at the same distance from each other. The first player in each chain stands on the line of the circle. The driver stands aside.

The driver runs around the wheel, stands in the back of the head of the last player in any spoke and salutes him. He passes the blow to the one in front of him, etc. When the first player in the spoke receives a hit, he shouts: “Yes!”, runs along his column, runs out of the wheel, runs around it outside and returns to his place. All the players of his spokes (and the driver) run after him, trying to overtake each other. The player who is last in the spoke becomes the leader.

labyrinth

Two players are selected from among the players: the one who runs away and the one who catches up. The rest stand in a column of five people and open to the length of outstretched arms. Then everyone turns to the right and opens again, spreading their arms to the sides. Thus, parallel corridors are formed between the players, the direction of which changes and depends on which way they are turned.

In one of the corridors there is an evader, he is pursued by a chasing one. They can only move along the corridors, they cannot crawl under their arms.

The leader agrees with the participants in the game that whenever he gives a signal, everyone turns to the right and again stretches their arms to the sides. Due to this, the escaping and chasing can suddenly find themselves in different corridors. If the pursuer succeeds in overpowering the evader, they switch roles. After that, a new pair is selected and the game continues.

Animals, prick up your ears

The children stand in a circle, holding hands. The leader goes around the circle and disconnects it in several places. Small circles (houses) of bunnies, squirrels, foxes, bears are created from the formed links.

To the music, the leader passes by the animals standing in the houses, and invites them to follow him. Squirrels move quickly, scurrying with their feet, hares with small jumps, bears with heavy steps, shifting from foot to foot, fox cubs with a soft, insinuating gait. Having formed a common circle, everyone dances.

Suddenly, the leader gives the command "Hunters are coming!". The animals rush to their places and try to form circles (houses) as quickly as possible. The group that does it faster than the others wins.

The guys stand in a circle, in the middle of which the driver enters. He is blindfolded. The players walk in a circle after the leader, repeating his movements (gymnastic or dance), then stop and say:

We played a little

Now we are in a circle.

You solve the riddle

Who called you - find out!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the recognized one becomes the driver, if he made a mistake, the game is repeated. When the guys begin to distinguish the voices of their comrades, you can allow them to change their voice to complicate the game.

Catch and hit

Participants of the game (15-20 people) stand in a circle at arm's length. One of the players receives a volleyball and beats it back to another player. He passes the ball further in the same way, and so on until someone clumsily hits or receives the ball. This player becomes the leader. All players run around the court. The driver must pick up the ball as soon as possible and shout: “Stop!” Everyone should immediately stop and stand still where the team found them. From the place where the ball was raised, the driver throws it at one of the players. The one who is being targeted does not have the right to leave the place, but can dodge the blow (crouch, crouch, etc.). If the driver manages to hit someone, it is considered that he has won back. Everyone returns to their seats and the game continues.

If the driver misses, then he runs after the ball again, and everyone scatters. Taking the ball, the driver again shouts: “Stop!”, And tries to knock down one of the players. The salted player becomes the new driver. The game is repeated.

Ball in the air

The players form a circle, stand at a distance of arms extended to the sides, the driver is in the middle of the circle. Those standing in a circle begin to throw the ball to each other, preventing the driver from touching it. The driver, running in the middle of the circle, seeks to touch the ball when it is in the air, on the ground or in the hands of one of the players. If he succeeded, the player takes his place, after the throw of which the ball was touched.

Fortress defense

Draw a big circle on the ground. All players stand behind the circle line, facing the center. Only one driver remains in the circle. Five maces or pins are placed in the middle of the circle. This is a fortress that the driver must protect.

The game requires a volleyball. The players, throwing the ball between themselves, try to catch a convenient moment when the defender of the fortress gapes, and knock down the maces with a ball.

The defender has the right to hit the ball in any way. The one who manages to destroy the fortress becomes the new defender.

The fortress can also be made in the form of a tripod from sticks tied at the top. A ball is placed on the tripod.

Bumblebee

The game can be played by 10 to 20 people. The players are located in a circle at arm's length, facing the center. The ball rolls inside the circle on the ground. Those who play with their hands beat the ball away from themselves, trying to hit the other with it. The ball is a bumblebee. If someone does not have time to hit the ball and will be touched by it (not above the knees), then it is considered stung. He turns his back to the center of the circle and does not take part in the game until the next one is touched. Then the first one stung again comes into play, and the second one turns his back to the center. You cannot catch the ball and beat it with your feet.

Walker competition

A line is drawn on the ground, behind which all the players become. At 40 m from it, a second line is drawn. At the signal of the leader, everyone starts walking, trying to reach the finish line as quickly as possible. It is necessary to ensure that no one’s step turns into running or jumping.

The winner is the one who, without violating the rules, reaches the finish line first.

Carousel

The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely

The carousels are spinning

And then around and around.

All run, run, run.

The players move slowly at first, and after the words "run" they run. At the command of the head "Turn!" they quickly take the rope with the other hand and run in the opposite direction.

Hush, hush, don't rush!

Stop the carousel.

One and two, one and two

So the game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to sit on the carousel again, that is, take hold of the rope with their hands, and the game resumes. You can take seats on the carousel only until the third bell (clap). A latecomer does not ride the carousel.

owl

The guys become in a circle. One of the players goes to 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!” all the bugs, butterflies, birds run in a circle, flapping their wings, the owl is sleeping at this time, i.e. stands in the middle of the circle with his eyes closed. When the host commands: “The night is coming - everything freezes!”, Birds, bugs and butterflies 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 takes the guilty to her nest - the middle of the circle; they also become owls and when the game is repeated, they all fly out to hunt together.

Lifesaver

This is one of the most common and favorite games among kids.

All the players, with the exception of one, hide. When they hid, the driver comes out with a lifesaver, His task is to find everyone who hid. He announces his arrival by hitting a stick on a tree, bench or other object near which it will lie (the place should be known to everyone). At the same time, he says: “A lifesaver, our game is ahead, a lifesaver, whoever misses - drive!” - and, leaving the wand in place, he goes to look for the hidden ones. Noticing someone, he runs to the stick, hits it and shouts that such and such has been found, he is there. Then again, putting the wand in place, he goes to look for the others, but he himself is afraid to move far from the wand, since each of those not found can come running, knock with a wand and say: “Wand, help me out!” After that, everyone (and those who were found) should hide again, and the driver should look. Seeing that one of the players that he did not find runs to the stick, he should try to get ahead of him, run up to the stick and, before it is grabbed, hit it and say that such and such has been found.

Team games for children 6-8 years old

Better get a skittle

The players line up in two lines and stand facing each other. The distance between them is 10 m. The players of each of the lines are calculated in numerical order. Between the lines (at an equal distance from them) they put a pin. The leader calls a number. Players with this number run out. Everyone strives to be the first to grab the skittle. The one who manages to do this runs away into his line, and the enemy tries to tarnish him. If the bowler returns to the line without being spotted, his team gets two points, and if he gets spotted, one point. Then the leader calls another number and other players run. The team with the most points wins.

knock down the ball

The players line up in two lines and stand facing each other at a distance of 10-15 m. Both teams are calculated in numerical order. A line is drawn in front of the socks of the players in each line. A chair is placed between the lines at an equal distance from them and a ball is placed on it. The leader calls a number. Players with this number run out. They must run to the opposite line, step on the line with their foot and knock the ball off the chair on the way back. The team whose representative does this, ahead of the opponent, is given a point. The team with the most points wins.

Running for flags

The players are divided into two equal teams and line up opposite each other at opposite ends of the court. Parallel to these lines, in the middle of the site, a strip 1.5-2 m wide is indicated, on which flags are laid out. At the signal of the leader, the players of both teams quickly run out to the transverse strip and try to collect as many flags as possible, and then with the flags they return behind their lines and line up. Team captains collect and count the flags brought by their players. For each flag the team is given one point. The team with the most points wins. Each player can collect any number of flags. Flags cannot be taken away: for each violation of this rule, the team receives a penalty point. You can't run into the lane with flags.

Drag in a circle

The players are divided into two equal teams and are located one outside and the other inside the line of the circle facing each other. The task of the players in the circle is to drag their rivals into the circle, and the players standing outside the circle are to pull the opponent out of the circle. The game is played in the form of short fights, lasting 1-2 minutes. Drawn into the circle and pulled out of the circle are out of the game. You can pull only by grabbing a partner by the hands or by the belt. The team with the most players left after 4 bouts wins.

Shootout

A line is drawn in the middle of the site dividing it into unequal parts. At 20-30 paces from this line, one more line is drawn on each side - captivity.

The players are divided into two teams. Each team is freely placed on its field. The leader, standing in the middle of the court, tosses the ball. The first team to enter the game is the one on whose side the ball falls. A shootout begins. Each team aims to hit the team players with the ball. Salted go beyond the line of captivity (on the side of the enemy).

Players do not have the right to cross the middle line of the opponent's field. A player is not considered tagged if he catches the ball on the fly, and also if the ball hits him after bouncing off the ground. Running with the ball and holding it in your hands is not allowed. In case of violation of the rules, the ball is transferred to the other team. Prisoners can be rescued. To do this, you need to throw the ball to the prisoner (through the opponent's field) so that he catches it without crossing the line of captivity. The one who succeeds is considered liberated and returns to his place. If the ball hits the line of captivity, it is thrown out from there by prisoners and the side of their team (and if they are not there, any participant in the game who is nearby).

You can also play against the clock. In this case, by the end of the game (after 10-15 minutes), the number of players in each team is counted. The team with the most of them wins.

Race with the ball in a circle

10-12 people play. They stand in a circle at arm's length from one another, and then they count on the first and second numbers. This is how two teams are formed: one with even numbers, the other with odd numbers.

The leader gives volleyballs to two players standing side by side, i.e., the first and second numbers. On a signal, they run in opposite directions, going around the circle from the outside. Each of this pair, returning to their place, immediately throws the ball to the nearest teammate. This player, having caught the ball, immediately runs around the circle, takes his place and from here throws the ball further through one person, etc.

The winner is the team in which all players run the ball around the circle first.

Passing the ball around

The two teams line up behind each other's heads in two separate circles. Each team chooses a captain. Captains receive a volleyball. On a signal, each captain raises the ball over his head, passes it to the one standing behind, and then the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he directs it to the one in front (ie, in the opposite direction). After that, at the command of the captain, everyone turns their backs to the center of the circle and passes the ball from hand to hand to the right, then everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it over his head. The team that gets the ball back to the captain the fastest wins.

The leader first conducts the game, building everyone in one common circle. When the players learn the rules of the game (how to pass the ball, when and where to turn), he divides the players into two teams and holds a competition between them.

Ball average

The players form 3-4 circles. They should have an equal number of guys. Inside each circle is a leader. He receives the ball and must throw it in turn to each of the players standing in the circle, without missing anyone, and catch it back. The game is played at a fast pace.

If the ball is not caught, the one who missed runs after it and throws the ball a second time.

The team that ends the game first (i.e. the one with the fewest misses) wins.



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