Outdoor games with jumping elements. Outdoor games, including running, jumping, throwing

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Irina Ovchinnikova
Outdoor games with jumps (second junior group)

Z A I K A B E L E N K I Y S I D I T

Target. Teach children to listen to the text and perform movements in accordance with

text teach them to jump, clap their hands, run away after hearing the last words

text. Bring joy to children.

Description: Children sit on chairs or benches on one side.

rooms or areas. The teacher says that they are all bunnies, and offers them

run out into the clearing. Children go to the middle of the room, stand near the upbringing

body and squat down.

The teacher says text:

Little white bunny sits

And wiggles his ears.

Like this, like this

He moves his ears.

Children move their hands, raising them to their heads.

It's cold for a bunny to sit

You need to warm up your paws.

Clap, clap, clap, clap,

You need to warm up your paws.

From the word "clap" and until the end of the phrase, the children clap their hands.

It's cold for a bunny to stand

Bunny needs to jump

Jump-jump, jump-jump,

Bunny needs to jump.

The words "skok-skok" and until the end of the phrase, the children bounce on both legs on

Somebody (or bear) scared the bunny

Bunny jump. and jumped off.

The teacher shows a toy bear - and the children run away to their places.

Target. Teach children to move together one by one, coordinate

move, do not push the one running in front, even if he is moving

it doesn't go very fast.

Description. Children are divided into pairs according to desire: one -

horse, the other is the coachman who harnesses the horse (puts on reins) and

rides on the site from one side of it to the other and back. Then by

at the suggestion of the teacher, the children change roles and play repeats.

Target: exercise in bouncing in place, landing softly on the floor

bent legs, perform movements in accordance with the text.

Description. Children stand in a circle, holding hands, and perform movements

in accordance with the text:

A little white snow fell, we are going in a circle.

We are sinking, we are sinking! (stomp)

We will dance merrily, we will warm our hands,

We clap, we clap! (clapping)

Let's jump more fun to be warmer

We'll jump, we'll jump! (jump).

GRAY BUNNY WASHES

Target: exercise in the ability to perform movements in accordance with the current

stoma, jump on two legs moving forward, landing softly on

half-bent legs.

Description. Children stand in a semicircle in front of the teacher, and together they

ste pronounce:

Gray bunny washes

Bunny is going to visit

I washed my nose, I washed my tail,

I washed my ear, wiped it dry!

In accordance with the text, the children perform movements and then jump

on two legs, moving forward - heading towards "guests".

Target: to consolidate the ability to easily jump on two legs, moving forward

ed and in place. Develop rhythm.

Description. Children stand in a line, the teacher is opposite at a distance

15-20 steps. The teacher pronounces the text of the nursery rhyme, the children, approaching, perform

nyat corresponding movements.

Legs, legs, ran along the path. (run)

We ran through the woods, jumped over bumps (jump forward on two legs).

They ran to the meadow

Lost a shoe. (jump on two legs in place, stop)

We found a shoe. (everyone runs back to the starting line.

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Didactic games. Emotions. (first junior group)“Ryaba Hen” (1st junior) Purpose: To introduce basic emotions and feelings. Express them through facial expressions and gestures. Game rule:

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Games during the adaptation period (younger group) At the age of 2-3 years, many children start attending kindergarten. The first days are some of the most exciting in the life of every family. Cozy group.

Sensory education games (first junior group) Didactic game"Birthday of dolls" Purpose: to teach to select objects by color;

Synopsis of the game-lesson "Petrushka and his friends" (first junior group) Program content: Clarify and concretize children's knowledge of pets (highlight the features of the appearance of a cat, dog, cow;.

Training. The players, divided into several groups (5-6 people in each), become circles. In the center of each circle is a duty officer with a flag that differs in color from the others.

Description of the game. All players, except for those who stand with flags, at the signal of the leader, scatter around the site and stand facing the wall (if they are playing indoors) or close their eyes. At this time, the attendants with flags quietly change places. The leader gives a signal: "Everyone to their flags!". The players open their eyes, quickly run to their flag and again form a circle around the attendant with the flag. The first group to form a circle wins. You can build in the back of the head to the duty officer in a column one at a time. In this case, everyone gathers in a column behind their attendant.

Rules. 1. The players must not open their eyes until the signal “Everyone to their flags!”. If a player opens his eyes prematurely, then his group loses. 2. Players with flags must necessarily change their places. If they do not do this, then the victory of their group does not count.

Game options. 1. When the players scatter, they can be asked to stand in one line in front of the teacher and perform different movements behind him. At this time, the duty officers with flags, being behind them, change places. At the signal "To your flags!" everyone runs to their guards. 2. Those who play to music or singing move after the teacher and repeat different movements after him on the go. At the signal, everyone takes their places near their flags.

If there are no different flags, you can orient the players to their attendants, who stand in the center of the circles or in front of the columns (if they are built in columns). In this case, the command "To your duty!" is given.

    "Swan geese".

Training. On one side of the site (hall) a line is drawn separating the "goose". In the middle of the hall (platform) 4 benches are placed, forming corridors (“the road between the mountains”) 2-3 m wide. Mats are placed on the other side of the site - this is a “mountain”. All the players, except for two, become in the goose house - these are “geese”. A circle is drawn behind the mountain - a "lair", in which two "wolves" are placed.

Description of the game. The leader says: “Geese-swans, in the field!” Geese pass along the mountain road to the "field", where they walk. Then the leader says: “Geese-swans, go home, the wolf is behind the distant mountain!”. The geese run back to their goose house, running between the benches - "along the mountain road." Wolves run out from behind a distant mountain and catch up with geese. The salted ones stop.

Those caught are counted and released into their flock of geese. They play twice, after which they choose from not caught new wolves. So, the game is played 2-3 times, after which the never caught geese and wolves are noted, who managed to catch more geese.

Rules. 1. Wolves catch geese to the goose house. 2. Wolves can catch geese only after the words "over the distant mountain." 3. You can not jump over the benches or run on them.

    "Two frosts".

Training. At opposite ends of the hall, the sites at a distance of 10-20 m mark “home” and “school” with lines. Two drivers are selected - “frosts”, the rest of the players are “guys”. The guys are located in one line behind the line of the house, and in the middle of the site - "on the street" there are two frosts.

Description of the game. Frosts address the guys with the words: "We are two young brothers, two frosts are remote." One of them, pointing to himself, says: "I am frost - blue nose." Another: "I am frost - red nose." And together: “Which of you will dare to set off on the path?” All the guys answer: “We are not afraid of threats and we are not afraid of frost!”.

After these words, the guys run from home to school (over the line on the other side). Frosts catch and “freeze” those who cross. The salted ones immediately stop and stand motionless in the place where the frost has frozen them.

Then the frosts again turn to the guys with the same words, and the guys, having answered, run back to the house, helping out the “frozen” guys on the way: they touch them with their hands, and they join the other players. Frosts freeze the running guys and thus prevent them from helping out the "frozen". The second time, the frosts do not speak the entire recitative, but only the last phrases: “Which of you decides to set off on a journey?”

After two dashes, new frosts are chosen from the guys who were not caught, and the caught ones are counted and released. The game starts over.

Drivers are changed 3-4 times. At the end of the game, the guys who have never been frostbitten are noted, as well as the best pair of drivers.

Rules. 1. The players run out of the house only after the words: “And the frost is not terrible for us.” 2. Having run out of the house, you can not run back or linger in the house. In both cases, the player is considered caught. 3. Caught remains in the place where he was caught - "frozen".

    "Empty place"

Training. All players, with the exception of the leader, stand in a circle no more than half a step from one another and put their hands behind their backs. The driver is around the circle.

Description of the game. The driver runs around the circle, touches one of the players and then runs in the other direction in a circle. The player he touched runs in the opposite direction, trying to run to his place faster than the driver. Meeting on the way, the players greet each other: they give each other hands, squat in front of each other, etc. The one who did not have time to take an empty seat drives.

Rules. 1. The driver must touch the hands of the player, calling him to a running competition. 2. When the players run around the circle, no one should interfere with them. 3. When meeting, the players must perform a conditional task; the one who does not complete the task becomes the driver.

    "Swift Team".

Training. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front of the columns and a start line is drawn at a distance of 2 m from it. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in columns stand on the starting line.

Description of the game. At the command of the leader, “Get ready, attention, march!” (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins.

Sticks can be used in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

Rules. 1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. When running with a stick, be sure to hit it 3 times on an object or on the floor, counting loudly. 3. Returning, you need to stand at the end of your column.

    "Relay of animals"

Training. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the name of the animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column, at a distance of about 1-20 m, a mace or a stand is placed. A finish line is drawn at a distance of 2 m from the start.

Description of the game. The leader loudly calls any beast. Players bearing the name of this animal run forward, run around the object in front of them and return back. Whoever runs back to their team first wins a point for their team. The leader calls the animals randomly, at his discretion. Some he calls and 2 times. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are calculated. The team that earns the most points wins.

Rules. 1. If both players come running at the same time, no point is awarded to either team. 2. If a player does not reach the final destination, then his partner from the other team earns a point.

    "Calling Numbers"

Description of the game. The location, inventory and preparation are the same as in the previous game. If the room allows and there are few players, you can build them in two lines facing the same direction on the same line. At a distance of 2 m from the building line of the players (start line), a finish line is drawn parallel to it.

Instead of the name of the animals, the players are calculated in the order of the numbers in each column - the team.

The head calls the players by numbers, alternating them at his discretion. Each time the first to reach the finish line, a winning point is recorded.

If the players stand in lines, then they can be put in a high or low start position, and from this position they must run out when called by the leader. In this case, the player who violated this provision loses a point.

SALKI

    Simple salki.

The players scatter around the site, and the driver catches them. The player whom the driver has touched with his hand changes role with him.

    Salka - give me your hand.

Those who run away, fleeing from the persecution of the driver, can, having shouted to one of the partners “Give me your hand!”, Take his hand. Two players holding hands cannot be touched. However, it is possible to salute any extreme player if not two, but three escaping people hold hands.

    Transshipments

The game is similar to the previous ones. But the driver does not have the right to pursue the player if, saving his comrade from taunting, any other player crossed his path. The driver in this case can pursue any other participant in the game.

In all variants of the game, each new driver, before starting to catch the runaways, must loudly announce: “I am a tag!”. The new driver is not allowed to immediately run after the player who just drove in front of him.

    "Circle hunting".

Players, divided into two teams, form two circles. On a signal, they move with side steps or jumps in different directions. On the second signal, the players of the outer circle scatter, and the players of the inner circle try to overpower them, chasing them all over the court. When all players are caught, the teams switch roles and the game is repeated. The team that manages to knock down the players of the other team in the shortest time wins. Salting is allowed only for the player who stood against the catching up player at the beginning of the game.

    "Runners"

Two teams participate, one of which is in a 10 * 10 m square. Players standing outside the square are settled in order. The leader calls the number, the player who has it runs into the square and tries to knock down the members of the opposing team who have scattered along it. At the signal "Home!" (after 15 sec.) the player leaves the square, and his place is taken by a teammate. The tagged players do not leave the square, but remain in it until all the players of the opposing team have been there at the end of the game. It is calculated how many students are tagged in the allotted time. The teams then switch roles and the game is repeated. Those players who taunted their opponents more are noted, while they themselves were tagged a smaller number of times. The escaping players cannot go beyond the boundaries of the square, and the catching players cannot be in it at the same time.

    "Rush for the ball"

The leader with the ball in his hands stands between the teams, whose players are calculated in order. Throwing the ball forward, the leader calls a number. Both players with this number rush forward for the ball. The one who first masters it brings his team a point. The team with the most points scored wins.

    "Bring Down the Town"

Players of two teams are located in ranks facing each other on opposite sides of the site and are calculated in order. At a distance of one step, a line is drawn in front of them. A stool is installed in the middle of the site, on which they put the town or put the ball. The head calls the number, and the players of both teams with this number rush into the field. They run to the boundary line of the opposite city, step on it with their foot and, turning, rush to the stool. Each player tries to knock down the town (ball) with his hand first, for which the team is awarded 1 point. The team with the most points wins.

    "Catch a stick" (for speed)

The players stand in a circle 3-4 steps from the leader, who holds a gymnastic stick placed vertically on the floor with his hand (covering it with his palm on top). All players have serial numbers, including the driver, who calls out a number and runs back. The called player must have time to grab the stick without letting it fall. If he failed to do this, then he goes to the place of the driver, and he takes his place in the circle. And if he did, then the driver remains the same. Players may be positioned facing, back or sideways to the center of the circle. The winner (after 3-5 minutes of the game) is the player who has never been in the role of a driver

    "Day and night"

Players in two lines are located in the middle of the court at a distance of 1 step with their backs to each other. Teams are given the names "Day" and "Night". The leader, standing on the side, calls one of the teams. Its players must run as quickly as possible behind a line drawn 10 (or more steps) in front of them. The players of the other team, turning around, rush after. How many players they manage to knock down to the “home” line, they will get points. No one is eliminated from the game, and all participants again stand in ranks. The leader calls commands in random order. The team that manages to

the same number of runs to knock down more opponent players.

    "Four balls" (for speed)

Two teams are located on the volleyball court on opposite sides of the net (instead of it, you can pull a rope with flags at a height of two meters). Each team has two volleyballs or basketballs. On the leader's signal, the players throw balls from different angles to the opponent's side. The objective is to pick up or catch these balls and toss them back to the other side of the court as soon as possible. A team plays a point if there are 3 balls on its side at the same time (while the balls must touch the floor, the player’s hands or the net) or the ball passes under the net or lands outside the court.

The game consists of 2-3 games that last up to 10 points. After each point played, the balls introduce new pairs of players into the game. During the game, students move clockwise on the court (as in volleyball).

    "Counter Starts"

Players are divided into two teams, each of which, in turn, is divided in half into two opposite columns. The first players take the high (low) start position. Between the columns on each side stands an assistant referee. On a signal, the first numbers rush forward. As soon as they reach the second half of their team, the assistant referee, touching the shoulder of the second team number, gives him the start. The running player stands at the end of the column, and everyone who is ahead of it takes the position of a high (low) start for the subsequent run. The relay race continues until all players return to their original positions. For each false start, the team is deducted 1 point from among those 20 that are given to the teams before the start of the game. The team that finishes the relay first gets 2 bonus points.

The game can be made more difficult by extending a rope in front of the starters, under which the players must run during the starting acceleration.

    "Be the leader"

Players walk (run) in pairs on the court or treadmill, and the players in each pair represent different teams. Those involved are pre-calculated in order, and each has its own number. During the movement, the leader can loudly call any number. Players in pairs under this number must make a dash in order to quickly be at the head of the runners. A point for the team is earned by the one who did it faster. Then running (walking or moving exercises) continues until the next challenge. The team whose players have become leaders more times wins.

    "Start with the pursuit of an opponent"

Two lines of players are located in front of the starting lines at a distance of 5 steps one after the other. All players take a high start position (it is possible to use any starting position or even perform any movement). At the signal, both ranks rush forward. The task of the players who are behind is to overpower those running in front. The line of the house is drawn 20-30 steps from the starting line. After counting the tagged ones, a reverse run is held, and the teams change roles.

21. "Crows and Sparrows"

Players line up in a column (one step apart) in the middle of the court. The first numbers - one team, the second - another. On both sides of the players, 15-20 steps away from them, on the drawn lines, there are various objects (towns, tennis balls) half as many as all the participants in the game. The objects lying on the right are “ravens”, on the left are “sparrows”. The leader announces the initial position of the players (emphasis crouching, standing, sitting, etc.), and then pronounces one of the words in syllables. If the ending of the word is “ny” (“in-ro-ny”), then all players rush to the right side, trying to grab the object lying on the line, but if the ending of the word is “byi”, then all players run to the left. Since there are half as many items as players, only the most attentive and fast get them. The game is played several times, after which the number of successful starts of each team is counted and the winner is declared.

    "Collect the flags"

In a circle of a 400-meter track (or on a football field, a clearing), groups of flags are placed every few tens of meters. In the first row there should be two fewer flags than the participants in the race starting the game, in the second row (for example, after 30 m) - two more flags less, etc. Thus, if ten people take the start, then the flags should be consecutively 8, 6, 4, 2 and 1.

Players start running on a signal. Everyone tries to take possession of the flag in the first row. The two who fail to do so are out of the game. After the second stage, 6 participants remain, then 4 and, finally, only the two strongest compete. The player who takes possession of the last flag is declared the winner. Accordingly, the players who took 2nd and 3rd places are identified.

If a player drops a flag on the ground while running, he must first pick it up and only then continue running.

    "Best Leader"

A group of runners is given the task to run 8 times 100 meters (or 8 times 200), while setting the (feasible) time for which each of the indicated segments must be overcome. They also agree in advance on the procedure for changing leaders. After each passed segment, the leader changes. The best score is given to the leader who more accurately fulfilled the coach's task, that is, who showed the time close to the specified one.

In a team competition, players count on the first and second. In this case, the error is more than 3 sec. entails 1 penalty point for the team.

    "Determine Your Time"

On a signal, everyone starts running along the track (or in the field) with a flag (twig or other object) in hand. After a specified time, for example 30 seconds. Or 1 minute, the runner must stick his flag into the ground. The one with the best timing wins. You can play the game without items. Then each participant after the agreed time stops (running in place).

In another version, the participant, before the start of his race (the distance is the same for everyone), aloud announces the time that he intends to spend on passing the segment. The player who manages to complete the task more accurately wins. In the team version of the game, scoring occurs by accruing penalty points for deviation from the schedule.

    "Talking in a circle" (to consolidate the skill of running in a turn)

The players are located 8-10 steps apart, forming a large circle, and are calculated on the first or second. The first numbers - one team, the second - another. On a signal, all players start running in one direction, keeping their distance. On the second signal, the competition begins. The task of each player is to overpower the one running in front and not let the opponent behind him catch up with him. The salted ones leave the circle, the rest run on. The team whose players are all out of the game loses.

    "Circular relay".

The participants in the game are divided into three or four teams and line up in lines with their left side to the center of the circle, forming, as it were, the spokes of a wheel. On a signal, the outermost players in the columns begin to run in a circle. Having reached his column, the player touches the shoulder of the second player, and he quickly (without interfering with the run of the others) stands in the column from the inside of the circle. The rest of the players move one step to the right. After all the players run in a circle, the students who started running first, once again being extreme in the columns, raise their hands.

Instead of touching the shoulder, you can pass the baton. Then each player standing on the outside of the column takes his right hand back, preparing to take over.

    "Struggle for the edge"

10-20 steps before the turn of the athletics track, two players belonging to different teams start. The player who managed to take the curb first gets 1 point.

If there are four players in the game (two from each team), points are awarded in order of placement at the end of the turn. The smallest sum of points scored after the end of all races determines the winner.

    Two lines are drawn at a distance of 25 m. The players of the teams are built on these lines against each other in ranks. At the starting command, all participants run forward, trying to cross the line as quickly as possible. The team, all the members of which will be behind the line earlier than others, becomes the winner.

    At a distance of 20 m, two lines are drawn, between which 6 flags are placed for each team. The members of each team are divided into two equal groups. According to the starting command, the first participants run forward, bending around each flag, at the end of the stage they touch a teammate who runs in the same way in the opposite direction.

    At a distance of 25-30 m, two lines are drawn, on which balls are placed according to the number of participants. Between these lines, a third line is drawn - the starting line, on which the participants are located facing in one direction at a distance of 3 m. Depending on the starter's command, the participants must run in one direction or the other (not knowing in advance which one), take the ball and return to the start line. The player who first brings his ball to the finish line receives 1 point. The winner is the one who scores the most points.

    Three lines are drawn at a distance of 15-20 m from each other, along the edges of which there are flags. Participants stand on the middle line, turning their faces in opposite directions through one. At the starter's signal, they run forward, run around the flag and return to their original position. The winner is the team whose members line up faster in the middle lane.

Outdoor games for older preschoolers

Butova Yuliya Viktorovna, physical education instructor, educator of MKDOU kindergarten No. 6 "Yagodka", Kirov, Kaluga region.
Description: This material will be useful to kindergarten teachers, physical education instructors, primary school teachers.
- Stimulation of physical activity of children.

physical education of preschoolers:
Teach children when running to coordinate their movements with the movements of other children.
Perform actions in accordance with the display or verbal instructions.
Observe the specified direction of movement.
Correctly coordinate the work of arms and legs while running.
Learn how to run easily.
Improve running with objects.
To form the ability to maintain the correct posture when running.
Develop endurance in children during a long run
Promote the development of respiratory organs, enrich the body with oxygen with the help of natural inputs of walking, running movements.
Develop children's interest in sports.
To form the desire to achieve the goal (result) - "run", "jump", "jump".
Awaken the desire to achieve certain results.
Practice running combined with jumping.


Running games are designed for well-trained children: senior and preparatory groups.
The starting positions of children during games: standing, walking, running for a period of 1.5 to 2 minutes, running at short intervals to complete a particular task in the game.
Classes are held in the winter in the gym, in the summer outdoors, because these games are intense - they are not recommended to be held outdoors in the winter.
Games are held with a large range of motion, with the inclusion of running, require quick reaction, speed, and some endurance.
It is advisable to stimulate the motor activity of children with toys: play games with balls, balls, hoops, use special equipment (log, slide, board, fence).
Outdoor games with running (team, relay races) with a tonic and training load are held in the air, which contributes to the hardening of children.

Game description: The instructor draws lines on the ground - these are tracks. Players run on them one after another, make turns, while maintaining balance. You need to walk and run (as directed by the instructor) exactly stepping on the lines, not to interfere with each other. The game can be played with any number of children. The length of the tracks can be arbitrary, but not less than 3 meters. This game can be played as a competition for two teams.
Rules of the game: You need to run along the path, exactly stepping on the lines, not interfere with each other and not bump into the running player in front.

Children take each other's hands, forming a chain. In front of the chain stands the instructor. She runs, dragging all the participants of the game along with her, describes various figures on the run: in a circle, around trees, making sharp turns, jumping over obstacles. Players left behind are out of the game. You can play this game at any time of the year.
Rules of the game: Players must hold each other's hands or belt (but not clothing) firmly so that the snake does not break. Players must repeat the movements of the driver (instructor). The instructor must not run fast.
Game option: At the signal of the instructor, the players can scatter, and then gather, returning to their places.

baby dragon

Game description: Children take each other by the belt, forming a chain - this is the dragon's tail. An instructor stands in front of the chain - this is the head of a dragon. She runs, dragging all the participants of the game along with her, describes various figures on the run: in a circle, around trees, making sharp turns to catch her tail. Players who fall into the hands of the driver - instructor are considered to be caught. Players left behind are out of the game. You can play this game at any time of the year.
Rules of the game: Players must hold each other tightly by the belt (but not clothing) so that the dragon does not burst. Players must repeat the movements of the driver (instructor). The instructor must not run fast.

Shuttle

Game description: All participants in the game stand in pairs facing each other and hold hands - this is the gate. Children from the last pair run or pass (by agreement at the beginning of the game) under the gate and stand in front of the column, followed by the next pair. The game ends when all the players have passed under the gate.
Rules of the game: You need to run or pass so as not to hit the gate. Running through the gate, the children hold each other's hands.
Game option: Gate height can be different: at shoulder level, at waist level. The lower the gate, the harder it is to run under it. A more difficult option is when children, running through the gate, carry objects.

Empty place

Game description: Players stand in a circle at a step distance from each other and choose a leader with a counting rhyme. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The spotted player quickly runs in the opposite direction from the driver. Whoever of them runs first to a free place in the circle takes it, and the late one becomes the driver.
Rules of the game: Players run only around the circle, not running into the circle. Players standing in a circle must not delay running players. If the children at the same time resort to a free place, then they both stand in a circle and a new leader is chosen by a counting rhyme.

Third wheel

Game description: Players stand in pairs one after another, facing the center of the circle. The driver, chosen by the rhyme, runs around the circle and stands in front of one of the pairs. The player who is third in this pair is superfluous and runs away to take a place in another pair.
Rules of the game: During the game you can not run through the circle. A player in a pair may become ahead of the same pair and the driver will have to take a different place.
Game option: Introduce a second driver into the game, who catches third, extra players.

Horses and coachman

Game description: All participants in the game are divided into threes, in each three there is one coachman and two horses. During the game, the instructor gives various commands, the horses carry them out, and the coachman manages and carefully watches whether the horses perform all the movements exactly. The horses walk, gallop in a circle, turn right, left. To the words: “Horses, in different directions!” - the coachman releases the reins, and the horses quickly scatter around the site. To the words: “Find your coachman!” - they find their coachman as quickly as possible. The trio that gets together the fastest wins. When the game is repeated in each triple, the coachman changes. As soon as all the players in the top three have been coachmen, the game ends.
Game description: On one side of the site, a circle is drawn (about one meter in diameter) - this is a place for the driver. At a distance of 20 - 30 meters from the circle, at the opposite end of the site, a line is drawn, behind it are the players. The driver, standing with his back to the players, says loudly: “Step fast, look, don’t yawn, ... Stop!” When he says these words, the players quickly go forward to the driver, to the word "Stop!" - freeze in place. The driver quickly looks around and, noticing the one who did not stop in time and did after the word “Stop!” movement, returns to the place behind the line. The driver turns again and says the words of the game, the players go forward. The game continues until one of the participants stands with both feet in the circle of the driver, before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.
Rules of the game: The driver is not allowed to look back before he says the word "Stop!". All words must be spoken loudly and at any pace. Players can start the movement at the same time with words and only step. Players who break the rules are out of the game.
Game description: Children choose two drivers, one of them is a shuttle, the other is a weaver. The rest of the children stand in pairs in a circle or in a semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle player stands at the second pair, and the weaver player at the first pair. At the signal of the player - the weaver player - the shuttle begins to run like a snake, without missing the gate, and the weaver catches up with him. If the weaver player catches up with the shuttle player before he reaches the end of the semicircle, then he becomes a shuttle. The child, who was a shuttle, goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle. The player left without a pair becomes a weaver. If the shuttle player runs to the last gate and is not caught, then he and the weaver player stand at the last gate, and the first pair starts the game. One of the players of the pair is a shuttle, and the second is a weaver.
Rules of the game: The shuttle player starts the game only at the signal of the weaver. Drivers should not, running under the gate, touch the children with their hands and push them.

cat and mouse

Game description: A cat and a mouse are chosen as a rhyme. The rest of the players take each other's hands and make a circle. The cat stands behind the circle, and the mouse stands in the circle. The cat player tries to enter the circle and catch the mouse player, but the players close the entrances in front of it. She (he) tries to crawl under the gate, the players squat and do not let her (him) into the circle. When, finally, the cat player gets into the circle, the players immediately open the gate and give the mouse player the opportunity to run out of the circle. And the player - a cat, on the contrary, is not allowed out of the circle. If the cat catches the mouse, then they stand in a circle, and the players choose other drivers with a counting rhyme.
Rules of the game: The cat player can catch the mouse player, both in the circle and outside the circle. Players can open the gate only to the mouse player.
Game options:
During the game, the children in a circle slowly move in one direction or the other, everyone's hands are lowered. Driving players run freely, the children do not close the gate.
Two pairs can play at the same time, but in this case the player - the cat catches only one player - the mouse.

Mouse and two cats

Game description: For this game you need to choose two cats and one mouse. Players stand in a circle and hold hands. On opposite sides of the circle, the gates are open, the players - cats run into the circle and run out of it only through the open gates. In front of the player - the mouse, the players open any gate. If one of the players - the cats succeeded the player - the mouse, they stand in a circle, and the second player continues the game with other players - the drivers.
Rules of the game: Players - cats can only run into open gates. You can not break the gate and push the children.

Maslova Valentina
Outdoor games with running and walking

Take it fast, put it down fast

Children run one after another, reaching the corners of the playground or room. In one corner is a basket with flags, on the opposite side is an empty basket. Each of the children must, on the run, without delaying the one running behind, quickly take the flag from the basket and, having reached the false side, put it in an empty basket.

Change subject

At one end of the playground there are 5-6 children, each has a rattle in their hands. At the other end there are chairs on which lies one cube. At the signal of the teacher « running children quickly run to the chairs, put down the rattle, take the cube and quickly return to their place. The child who came running first is noted. Then the next 5-6 children run.

The teacher appoints a driver - a trap. The trap goes to the middle of the site and loudly He speaks: "I'm a trap!", catches up with the children running away from him. The one whom the trap touches with his hand becomes the trap. He must stop, raise his hand and to tell: "I'm a trap!" The new trap is not allowed to immediately touch the former driver's hand.

In one of the corners of the site, a nest of an owl is outlined by a circle. All children depict butterflies, beetles. The teacher appoints one of the players "owl". At the signal of the teacher "Day!" children run, waving their arms, imitating the movement of wings. On signal "Night!" an owl flies out of the nest. Butterflies and beetles freeze, stopping at the place where the signal caught them, and the owl, slowly flapping its wings, looks to see if anyone is moving. The one who moved, the owl takes to his nest. caregiver again He speaks: "Day" The owl flies to its nest, and butterflies and beetles begin to fly again (run). The departure of the owl is repeated 2-3 times. After that, the number of those caught is counted, the teacher chooses a new owl, and the game resumes.

Who is more likely to roll the hoop to the flag?

Lines are drawn on opposite sides of the site. On one line are children with hoops. Opposite, on the other line, there are flags, the distance between them is at least 50 cm. At the signal of the teacher, the children roll the hoops to their flag. The child who is the first to reach the flag is marked.

Option games. Children are divided into 3-4 links. One child from each link goes to the starting line with hoops. The rolling hoop is the first to receive a flag or badge. Then the next kids come out (again, one from each link). Link wins, which received the most flags (icons).

The teacher appoints a driver - blind man's blind man. He stands in the middle of the room (the platform, they blindfold him and offer to turn around several times. Then all the children scatter around the room, and the blind man's blind man tries to catch someone. When they see any danger, the players must warn the blind man's blind man with a word "Fire!". If the game takes place in the open air, then they choose a flat area and outline the boundaries beyond which the players have no right to go.

Rules games. Having caught someone, the blind man passes his role to the one who is caught. The player who crossed the agreed border is considered burnt out, he is obliged to replace the blind man's blind man's blind. So that the blind man's blind man does not go abroad, he is warned with a word "Fire!".

Two Frosts

On opposite sides of the site (rooms) mark two houses with lines. The distance between the houses is 12-15 m. The players are located in the same house. The teacher singles out two drivers who stand in the middle of the site between the houses, facing the children. One is Frost Red Nose and the other is Frost Blue Nose. At the signal of the educator, both Frosts they say:

We are two young brothers

Two Frosts removed:

I am Frost - Red nose,

I am Frost - Blue nose.

Which one of you decides

To go on a path?

All the chorus players answer: “We are not afraid of threats and we are not afraid of frost!”

After the word "freezing" all the players run into the house on the opposite side of the site, and the Frosts try to freeze them, that is, touch them with their hands. The frozen ones stop and continue to stand until the end of the run of all the other players. The two Frosts count who they have frozen, after which the children join the rest of the players. The runs are repeated 2-3 times. Then new drivers are appointed, and the game resumes.

Option games. After the end of the run, the children who were frozen continue to stand. When repeating the runs, the players, running past, can touch with their hands and help them out. Those join the fleeing; but if one of the Frosts does it earlier, then the frozen one remains in place.

Catch up with your couple

Children stand in pairs on one side sites: one in front, one behind (stepping back 2-3 steps). At the signal of the teacher, the first ones quickly run across to the other side of the site, the second ones catch them. (each to their own pair). On repeat games children change roles.

The players line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - catching - stands on this line. All children they say:

Burn, burn brightly, so that it does not go out. Look at the sky - the birds are flying, the bells are ringing!

After the word "ringing" the children standing in the last pair run along the column (one on the right, the other on the left, trying to grab the hands in front of the catcher. The catcher tries to catch one of the pair before the children have time to meet and join hands. If this can be done, then he forms with the caught new pair and stands in front of the column, and the one left without a pair becomes the catcher. If the catcher fails to catch one of the pair, he remains in the same role. The game ends when all players run through once. The game can be repeated, the number of participants should not exceed 15-17 people, otherwise the children will have to stand motionless for a long time.

Sly Fox

The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is outlined. The teacher asks the players to close their eyes. Children close their eyes, and the teacher goes around the circle (behind the children) and touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look at which of them is cunning. Fox: Will she give herself away as something. The players ask in chorus three times (at short intervals, first quietly, and then louder: "Cunning fox, where are you?" While everyone is looking at each other. After pronouncing these words three times, the cunning fox quickly goes to the middle of the circle, raises his hand and He speaks: "I'm here!" All the players scatter around the site, and the fox catches them. Caught, that is, the player whom she touched with her hand, the fox takes to her house. After the fox has caught 2-3 children, the teacher He speaks: "In a circle!" All players again form a circle, and the game resumes with a new fox.

homeless hare

A hunter and a homeless hare are selected from among the players. The rest of the players - hares - draw circles for themselves, and everyone gets up in his own - this is the hare's 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 must immediately run away, because now he becomes homeless and the hunter can catch him. As soon as the hunter caught (stained) hare, they switch roles.

Option games. Instead of a drawn circle, the house is formed by 4-5 children holding hands. In each such circle becomes a hare. The game is played according to the same rules. After 2-3 minutes, at the signal of the teacher, the game is interrupted. One of the children forming the circle changes places with the hare standing inside the circle. The game is resumed again and repeated 4-5 times so that all the children play the role of a hare.

Go (run) to me

Tasks: to exercise children in walking in a straight line without stopping.

Description of the exercise. Children sit on chairs or on a bench. The teacher stands on the opposite side of the room at a distance of 5 m from the children and calls them to him, calling them by name. When repeating the exercise, the teacher moves to the other side of the room.

Bring a toy (subject)

Tasks: exercise children to adhere to the indicated direction, independently navigate in space.

Description of the exercise. Children sit on chairs. In front of them, at a distance of 3-5 m, there is a chair with a toy on it. The teacher calls one of the children to him and invites him to bring toy: “You see Lenochka, how the chicken is sitting, bring it to me, please!” The child goes, takes the toy and brings it. The teacher thanks the child, calls the toy again and asks to take it to its place. This task is then completed by another child.

If the exercise is carried out with children from 1 year to 1 year 6 months, then the whole task is performed together with the child educator: takes the child by the hand, goes with him for a toy and also takes it back.

When the children have mastered this task, the exercise can be carried out with a subgroup. The teacher lays out the toys according to the number of participants at a distance of 4-6 m from the children, after which he invites the children to go and bring one toy at a time, and then take it to the place. The teacher helps only those who find it difficult to complete the task. Each toy is placed on a separate chair.

Catch me

Tasks: to exercise children in walking and run in the indicated direction.

Description of the exercise. The subgroup sits on chairs or on a bench on one side of the room. "Catch me"- says the teacher and runs to the opposite side. Shy and timid children are called by name. When the children run up, the teacher He speaks: "Run away, run away, I'll catch up". Everyone returns to their seats, and the game is repeated.

In order to make the game more interesting, the teacher offers the children (starting from 1 year 6 months) catch up with a dog, doll or other toy that is in his hands. The teacher should not run away too quickly from children: they are interested in catching an adult. When the children take their places, they should be praised, told that they are good at running.

Pass through the stream

Tasks: develop a sense of balance, dexterity, eye.

Description of the exercise. The teacher draws two lines (cord can be used indoors) and tells the kids it's a river, then puts a plank across it (length 2-3 m, width 25-30 cm)- bridge. “Beautiful flowers grow on the other side of the river (multi-colored shreds are scattered on the carpet, let's collect them,” the teacher addresses the children. “But first we will walk along the bridge.” Children one by one go to the other side of the river (stream, pick flowers (squat , bend over, then return to their places. The exercise is performed 2-3 times. The teacher makes sure that the kids walk along the board carefully, without bumping into each other friend: "Be careful. Don't fall into the river.

step over the stick

Tasks: exercise children during walk don't shuffle your feet, raise them; to develop the ability to step over objects encountered on the way and at the same time not lose balance.

Description of the exercise. Put a stick in the middle of the rug. Place a chair at the end of the rug and place a toy on the seat (matryoshka, bunny, etc.).

The teacher invites the child to walk on the rug, step over the stick, go to the chair, take the toy and step back to his place. The task is then completed by another child.

When the children learn to do the exercise on their own, you can repeat the task at once with the entire subgroup (they follow each other). You can also complicate an exercise: put 2-3 sticks parallel on the floor (hoops) at a distance of 1 m. At the same time, it is necessary to ensure that children do not step on a stick (put foot in the center of the hoop).

Where it rings

Tasks: develop attention and orientation in space.

Description of the exercise. The children are facing the wall. Nanny hides at the other end of the room and rings a bell. "Listen carefully where the bell rings, find it", - the teacher addresses the children. When they find the bell, the teacher praises the kids. The game is repeated.

Tasks: exercise in walking on toes in the indicated direction.

Description games. Children go in a crowd along with the teacher. Suddenly he He speaks: "Well, now let's see which of you can walk quietly, on tiptoes" showing how to go. Children follow the teacher. Unnoticed, he steps aside and He speaks: "And now everything run to me» . Children run, the teacher praises the kids, pretends to hug everyone. You can give the task to go quietly to the bear or bunny that are sitting on the chairs, and on a signal, the children should run back.

Some children aged 2-3 walking they unnaturally hold their head on their toes, pulling it into their shoulders. It seems to them that in this case they go quieter. It is necessary to follow this, pointing out the mistakes to the children, and correct them. Walking on socks strengthens the arch of the foot. However, children should not be tired by doing this exercise for an excessively long time. The game is repeated 3-4 times.

shaggy dog

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

Description games. The child pretends to be a dog. He sits on a chair at one end of the platform and pretends to be asleep. The rest of the children are at the other end of the room beyond the line - this is the house. They quietly approach "dog", and educator He speaks:

Here lies the shaggy dog. Having buried his nose in his paws, Quietly, quietly, he lies, Either he is dozing, or he is sleeping. Let's go to him, wake him up let's see: something will happen.

The dog wakes up, gets up and starts barking. Children run into the house, stand behind the line, then the role of the dog is assigned to another child. The game is repeated.

GAMES JUMPING Frogs and Heron

In the middle of the site, a square or rectangle with sides of 4.6 m is outlined. This is a swamp where frogs live. In the corners of the square, pegs are driven in or cubes are placed so that the height of the peg (dice) above the ground was 10-15 cm. A rope is stretched along the sides of the square. A weight is tied to the end of each rope. (sand bag). The ends of the rope are placed on pegs (dice).

A heron's nest is outlined in one of the corners of the site. The teacher appoints one of the playing herons, the rest are frogs that stand or jump in the swamp. When all the players have settled in the areas of the site designated for them, the teacher gives signal: "Heron!" Raising her legs high, she heads for the swamp and steps over the rope to catch the frogs. Frogs, escaping from a heron, jump out of the swamp, jumping over a rope with any way: pushing off with two legs, one leg from a run - just to run away from the heron. Stepping over the rope, the heron catches frogs that did not have time to jump out of the swamp. Caught heron takes to his house, and they temporarily drop out of games(until the heron changes). If all the frogs managed to jump out of the swamp and the heron did not catch anyone, she returns to her house. A new heron is selected after 2-3 frogs have been caught.

Rules games. A heron can only catch frogs in a swamp. Frogs should jump over, not step over the rope. A frog that steps over a rope is considered to be caught.

Note. The game can complicate: introduce the second heron.

Don't get caught

A circle is drawn. All children stand behind him at a distance of half a step. The teacher appoints one of the players as the driver, and he becomes inside the circle anywhere. Children jump across the line into a circle. The driver runs in a circle, trying to touch the players when they are inside the circle. When the driver approaches, everyone returns to the line. The player touched by the driver is considered the loser, but continues to participate in the game. After 30-40 seconds, the teacher stops the game and counts the losers. Then a new leader is selected from those children who have never been tarnished.

Wolf in the ditch

Two parallel lines are drawn in the middle of the site at a distance of 70-100 cm from one another - this is a moat. On one side of the site (rooms) at a distance of one or two steps from it is outlined "goat house". The teacher appoints one of the players "wolf", the rest represent goats. All goats are located in the house, and the wolf becomes in the ditch. At the signal of the teacher "Goats, to the meadow!" goats run to the opposite side of the site, jumping over the moat (the wolf sleeps at this time and does not touch the goats). Then the caregiver He speaks: "Goats, go home!" The goats run across to the other side of the site - into the house, jumping over the ditch, and the wolf tries to catch them (touch). Those caught go to the end of the moat. After 2-3 runs, all captured goats return to their home and another wolf is assigned (but not among those caught).

Sparrows and cats

A circle with a diameter of 3-4 m is drawn on the ground. One of the children is a cat. The cat sits in the middle of the circle. All the rest - sparrows - become beyond the line, outside the circle. Sparrows, at the signal of the teacher, jump in and out of the circle. The cat suddenly jumps up and tries to catch (tarnish) any of the sparrows who did not have time to jump out of the circle. Caught coming out games. When the cat catches 2-3 sparrows, a new cat is selected from among those not caught, and the game resumes. Caught can not be excluded from games but only remember. Finally games mark the most dexterous cat and the best sparrow (who was never caught).

Rules games. The cat catches sparrows only in a circle. Sparrows jump on two legs; if any of them ran through the circle, he is considered to be caught.

Little white bunny sits

Tasks: teach children to listen to the text and perform movements in accordance with content: clap your hands, jump in place.

Description games. Children sit on chairs or a bench on one side of the room (or sites). They are bunnies. "Let's go for a walk", says the educator. Everybody get out (run out) to the middle of the room. The teacher recites poetry, and the children, watching the teacher, perform movements with him in accordance with text:

A white bunny sits And moves its ears. Like this, like this, He moves his ears.

It's cold for a bunny to sit, It's necessary to warm up the paws. Clap, clap, clap! You need to warm up your paws.

It's cold for a bunny to stand, It's necessary for a bunny to jump. Hop-hop, jump-hop! Bunny needs to jump.

Someone scared the bunny, Bunny jumped. and jumped off.

They squat down and shake their heads, arms freely bent at the elbows.

They clap their hands.

They jump on two legs in place.

The teacher claps his hands. The children run to their seats.

The game is repeated.

Do not run quickly after children. At first, babies are not required to sit down in their seats. Everyone takes any free space. The task to take your place is introduced gradually.

After repeated repetitions, the game can be complicate: one child stands in the middle of the circle, the rest of the children around him, the movements remain the same.

GAMES Crawling and climbing

flight of birds

Children stand scattered at one end of the playground (rooms). They are birds. At the other end of the site, an embroidery or a gymnastic wall with several spans is placed. At the signal of the teacher "The birds are flying away!" children raising their hands (wings) to the sides, running around the site. On signal "Storm!" children run to the tower (gymnastic wall) and climb on it "Birds hide from the storm in the trees"). When the caregiver He speaks: "The storm has stopped", - children descend from the tower and run again ( "birds keep flying"). During games the teacher should be near the climbing aids to help the children if necessary.

catching monkeys

The teacher divides the children into two groups: monkeys and monkey catchers. Children pretending to be monkeys are placed on one side of the playground, where there are climbing aids. (gymnastic walls, towers). On the opposite side of the site are the catchers. Monkeys imitate everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them. The catchers agree among themselves about what movements they will make, and show them in the middle of the court. As soon as the catchers go to the middle of the site, the monkeys climb onto the tower and from there observe the movements of the catchers. Having made the movements, the catchers hide, and the monkeys get down from the trees, that is, climbing aids, approach the place where the catchers were, and repeat their movements. On signal "Catchers!" the monkeys run to the trees and climb them. Catchers catch those monkeys that did not have time to climb a tree and take them away. After 2-3 repetitions games the children switch roles and the game resumes.

Rules games. You cannot jump off the gymnastic wall, the monkeys must go down to the last crossbar. A monkey that has stepped with both feet at least on the first crossbar cannot be caught.

Monkey

Tasks: to develop in children the skill of climbing and orientation in space, to cultivate courage.

Description of the exercise. Children sit or stand near the ladder (or gymnastic wall). The teacher says that today they will learn to climb like monkeys, and invites 2-3 children to climb the ladder for a few (4-5) stairs and go down. Then another subgroup goes up the stairs, the rest of the children watch.

You can climb in any way: side and variable pitch. You should not demand from the baby a clear distinction between the method of climbing. It is only necessary to make sure that during climbing, without missing the rails, he leans on the rail with his entire foot, and not with his knee. It is also impossible to hang on your hands without relying on your legs.

Firefighters in training

A line is drawn at a distance of 5-6 steps from the gymnastic wall. The teacher divides the group of children into 3 ^ 4 links (according to the number of spans of the gymnastic wall). On each span of the wall at the top, at the same height, hanging bell. The first of each link are built on the line facing the gymnastic wall. At the signal of the teacher "One, two, three - run!" the children run to the gymnastic wall, climb on it and ring (each in their own bell, then they go down and return to their link. The teacher notes who called first. Then the next children go on the line (one from each link) and do the same as the previous ones. The game continues until all participants complete the task once. That link wins, where there was a larger number of children who managed to call first.

Crawl to the rattle

Tasks: exercise children in crawling; promote the development of independence.

Description of the exercise. Children sit on chairs placed along one of the walls of the room, in front of them is a carpet or carpet, at the end of which there is a rattle on a gymnastic bench or on a chair. The teacher shows how to crawl on all fours to the rattle, then straighten up, take the rattle, ring, put it on a chair and return to its place. Children take turns doing the task.

The teacher, organizing the exercise for the first time, should crawl with some babies to the rattle. When the children have mastered the task, several rattles can be placed on the gymnastic bench (according to the number of participants, and then the entire subgroup of children performs the exercise.

The game task is repeated with children of the third year of life. You should not offer babies to move quickly on all fours, this reduces the quality of movements.

THROWING AND CATCHING GAMES

Stop (ball off the wall)

The players stand in front of the wall at a distance of 4-5 steps. The driver throws the ball at the wall so that it bounces off the wall when it touches the wall. Throwing the ball, the leader calls the one whom he appoints to catch. The latter catches the ball on the fly or picks it up quickly from the ground (all players run away). If he caught the ball, then immediately throws it back into the wall, calling the new catcher, but if he picks it up from the ground, then, taking the ball, shouts "Stop!" and, when everyone stops, he stains the nearest child without moving. He, in turn, quickly takes the ball, screaming: "Stop!"- and stains the other. And so on until the first miss. After a miss, everyone goes back to the wall, but the right to throw the ball and appoint who should catch it belongs to the one who missed.

Rules games. When catching the ball, all the players scatter, but as soon as the ball is caught and an exclamation is heard "Stop!" must stop. The player who is being targeted is allowed to dodge, jump, bend down, but he has no right to leave the place.

Who is the most accurate?

The teacher divides the group of children into 4-5 links. On one side of the room (sites) a line is drawn, and at a distance of 3 m from it there are 4-5 (by number of links) identical targets (shields with drawn circle, rotating target) or a cord is stretched between two posts, to which 4-5 hoops are suspended. Children, one from each link, go to the line and throw a bag of sand, trying to hit the target. The hitter gets a point. When everyone has thrown the bags once, the number of points in each link is calculated. The team with the most points is considered the winner. The game can be continued by offering to identify the most accurate. To do this, all the children who received a point throw the bags at the target again, but from a greater distance (3.5 m, those who did not hit the target go out of games, and the remaining ones can be offered a target of smaller diameter. The game ends when 1-2 of the most accurate children remain.

"Jumping over bumps"

Content: the players are divided into 2-4 teams equal in number of players, which line up in a column one at a time. On the site, 2-4 rows of small circles with a diameter of 50 cm - "bumps" - are indicated at a distance of 40-50 cm from one another. Each row has 5-6 circles. Before the first circles, a common starting line is drawn, from which the jumps begin. The pattern of bumps for each team must be the same. A judge is appointed. At the signal of the leader, the first players jump on one or both legs from one circle to another, trying not to step out of the circles with their foot. The player who most likely and most accurately jumped over all the bumps wins. At the end of the jumps, the players return and stand at the end of their column. Then the second, third, etc. jump in the same order. Each winner wins a point for the team.

Game options:

1. Jumping to one side and the other on one or both legs.

2. Jumping "like a frog" (leaning his hands on the floor).

3. Jump in one direction, run in the opposite direction.

Methodical instructions: you need to jump only in the indicated way - on one or both legs.

It is not allowed to jump into one circle more than once. Jumping over the line of the circle is considered a mistake. Develops jumping ability, coordination of movements, speed, strength.

"Who will overtake"

Content: the players are divided into 2-3 teams, which line up in a column one by one, parallel to one another. The distance between them is 2-3 cm. The first players have the “hands on the belt” position, the rest of the players put their left hand on the left shoulder of the one standing in front, with their right hand they hold the bent right leg of the player standing in front of the ankle joint. After the leader's signal "Attention - march!" playing with jumps on the left foot move behind the line located at the opposite end of the site. The team that first reaches the finish line and stands behind it in the same order as at the beginning of the game is considered the winner.

Game option: everything is the same, but the leg is not bent back, but lifted forward so that the partner standing in front takes it by the ankle joint.

Methodical instructions: players are not allowed to release their hands until the finish line. Do not change legs during the jump. Repeating the game, jumps are performed on the other leg. Develops jumping endurance, coordination of movements, speed, strength.

"Shuttle"

Content: the players are divided into 2-4 teams of 4-8 people each. Teams stand opposite each other in a column one at a time. The distance between the columns is 4 m. The start line is marked. The head appoints 1-2 judges. By lot, the first player of one team, standing behind the start line (without stepping or crossing it), jumps in length from a place, the Referee marks with a line the place to which the first player jumped. The first player of the other team gets behind this line and jumps in the opposite direction, i.e. to the start line. The referee marks the place of his landing with a line. The second player of the first team stands up to this line and jumps towards the second team, and so on.

Methodical instructions: all the players of both teams jump like a "shuttle", first in one direction, then in the other. If the last player of the second team jumped over the start line, then the second team wins. Otherwise, the first team wins. Then the teams change places and the game is repeated.

Improves the technique of jumping from a place, develops power abilities. Cultivates purposefulness and endurance.

Outdoor games with throwing at a distance and at the target

"Absolutely on target"

(tennis, rag) and on a signal, everyone throws balls at the same time so as to hit the towns and knock them down (as many as possible). The other team picks up the balls and knocks down the towns in the same way. Then the first team throws again, and so on four times in turn. The team that knocks down more towns (in total for four throws) wins.

Game option:

The players stand in one line and count on the first - second. The first numbers make up one team, the second - another. If the width of the court does not allow everyone to stand in one line, the players form two lines: one at the back of the other. In this case, each line is a team. The players of one of the teams are given a small ball each, and in front of the line, at a distance of 6 m from the line and parallel to it, ten towns are placed in a row at intervals of one or two steps: five of one color and five of another (alternately). Each team owns the towns of a certain color. At the signal of the leader, the players of the next

teams in one gulp (all at the same time) throw balls at the towns. Then the other team throws. The game ends when all players have made four throws. The players of the team that managed to move their goals further away win.

Each downed town of the color of the throwing team is moved one step further. The downed city of the color of the other team is rearranged one step closer. Each time the thrown balls are collected by the team that is preparing to throw. She does this when the downed towns are installed in their places.

Methodical instructions: the downed town is placed one step closer to the team that threw the balls.

Develops accuracy, accuracy, coordination of movements.

"Long Throws"

Content: the class is divided into two equal teams. One of them lines up along the line at one of the sides of the site. Players of the second team are freely placed throughout the court. At 18-20 m from the starting line, a gate of flags (racks) 1 m wide is set. On a signal, the first player of the team that lined up along the line throws a tennis ball hard into the field, then runs across the field to the goal and returns back. Players standing in the field try to grab the tennis ball and throw it back over the starting line. After all players have thrown and run once, the teams change places and the game is repeated. The team with the most points wins.

Game option:

Throwing bags from behind the line simultaneously by two teams. Each team has bags of its own color, and they try to throw as far as possible. The player then rushes forward with the task of picking up the opponent's pouches (the further they throw them, the longer it takes). The team whose runners are most likely to run over the line with bags wins one point. The game is repeated several times. With a large number of children in the class, each team can be divided into runners and throwers. Then the runners of one team run after the bags of the other team and vice versa.

Methodical instructions: if the thrower comes running before the ball is returned, he brings his team one point. Otherwise, the point goes to the team playing in the field. Develops accuracy, accuracy, coordination of movements.

"Hit the ball"

Content: The game requires one volleyball and tennis balls equal to half the class. The players are divided into two teams and line up on opposite sides of the site so that there is a distance of 18 - 20 m between them. Lines are drawn in front of the players' toes, and a volleyball is placed in the middle of the site. Players of one team (by lot) receive a small ball. On a signal from the leader, the players throw the balls at the volleyball, trying to roll it back to the opposite team. Players from the other team collect the thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So alternately, teams throw balls a set number of times. The team that manages to roll the ball over the line of the opposite team wins.

Game option:

You can throw two volleyballs, and if there are enough balls, then they are distributed to all students in the class. The shelling of volleyballs starts from two sides at the same time. If one ball rolled over the line, and the second is still in the field, then the throwing is carried out on the remaining ball. The game ends when there are no volleyballs left in the field.

Methodical instructions: if during the game the volleyball rolled away from the players, it is placed in the area of ​​the court at the same level. Each ball driven over the opponent's line brings the team one point. Develops accuracy, accuracy, strength.

"Moving Target"

Game variant: The game can be played in two or three circles.

Methodical instructions: during the game, those throwing the ball are not allowed to step over the line with their foot, hitting the player after the ball bounces off the ground is not considered. If the driver managed to catch the ball, he is not out of the game, if the attempt was not successful, he leaves the circle. Develops accuracy, accuracy, strength.

"Snipers"

The participants of the game are built in one line and are calculated on the first or second. The first numbers are one team, the second numbers are the other team. If the width of the court does not allow everyone to stand in one line, then the players form two lines, one at the back of the other. In this case, each line is a team. A line is drawn in front of the toes of the players, beyond which it is impossible to go when throwing the ball. At 6 m from this line and parallel to it, it is placed in a row (one and a half steps from one another) interspersed with five towns of two colors. According to the color of the towns, the teams are given names (for example, blue and white).

At the signal of the team leader, one by one in one gulp (all players at the same time) they throw at the towns from a standing position, from a kneeling position or lying down, according to the rules of the game. The team that manages to push their goals further in the course of several throws wins.

Methodical instructions: each knocked down town of its color is moved one step further, and the knocked down town of the opposing team is moved one step closer. The towns are put in new places after the volley of one of the teams. The thrown balls are picked up by the players of the other team. The downed towns are put in new places by the assistant manager. Develops accuracy, accuracy, strength, dexterity.

"Dimble and sharp"

The leader gives a volleyball to one of the captains. He throws it to his server, who tries to pass the ball back to the captain. The defenders of the opponent try to intercept the ball and pass it to their server. Having received the ball, the captain knocks down one of the towns with it, which is removed from the site. The leader gives the ball to another captain - and the game continues. The team whose captain knocks down four towns first wins.

Guidelines: The captain, defenders and servers must not step outside their circle. You can not pull the ball out of your hands and hold it in your hands for more than 3 seconds. If the defender of one of the teams accidentally touches the town with his foot and knocks it to the ground, the town is considered to be hit by the captain of the other team. Develops accuracy, accuracy, speed-strength abilities.

"Strong Throw"

Content: the players, divided into two teams, become one against the other behind the lines drawn at a distance of 18-20 m from one another. At a distance of 3 m from each line, one more parallel city line is drawn (closer to the middle of the site). A basketball is placed in the middle of the court. Each player is given one tennis ball. At the signal of the leader, those who play from behind their lines throw small balls and strive to hit the basketball and roll it over the enemy's city limits. The team that completes this task wins.

Game options:

Several basketballs are placed in the middle of the court or each player throwing a tennis ball.

Methodical instructions: throwing balls during the game is allowed to be carried out without a certain sequence. Picking up balls, you can not go beyond your city limits. Develops accuracy, accuracy, speed-strength abilities.

Outdoor games with elements of power struggle

"Duck fight"

Content: the leader appoints the judges. The players stand in a line and count on the first and second. The first numbers - one, the second - another team. The players become pairs opposite each other, squat and wrap their arms around their knees. On a signal, the players approach each other by jumping, trying to unbalance the opponent with a push of the shoulder. For each off-balance opposing player receives a point. The referee counts the points. The team with the most points wins.

Methodical instructions: the fight is allowed to start only after the signal. If the player releases his hands from his knees or falls, it is considered that he has lost his balance. The fight ends as soon as one of the players loses his balance. To make it easier for the referees to distinguish the teams, the players of one of them should be tied with colored armbands. When repeating the fight, you need to give the players an exercise to relax the muscles of the legs (shaking). Develops strength, coordination of movements.

"Fight in the Squares"

Content: draw three squares with sides of 1.2.3 meters. The size of the first is 3x3 meters, the second - 2x2 meters, the third - 1x1 meter. In a large square, the captains call 4 players. Each of them bends one leg, hands are placed behind the back. On a signal, the participants begin to push each other out of the square with their shoulders and torso. You can't take your hands off your back either. The winner stays in the square. Three losers move to the next square and also continue in the small square. The player who remains in the first square receives 4 points, in the second - 3, in the third - 2, the player who left - 1 point. After that, a new four players enter the fight, and the winner is also determined.

Game option: You can start the game by calling two players from each team to the first square, who should try to push the opponent out of the square with joint efforts.

Methodical instructions: if you stand on the second leg, you get a penalty point; if you push with your hands, you also get a penalty point. Develops strength, coordination of movements.

"Third extra with resistance"

Content: Players become pairs in a circle. The one standing behind wraps his arms around his partner, clasping his hands with a “lock” at the level of his belt. The distance between the pairs is 2-3 m. The driver and one player are located outside the circle. On a signal, one of the players located outside the circle runs away, and the driver catches up with him, trying to knock him down before the player managed to get ahead, leaving the third one superfluous. The player standing second in a pair, without leaving his place, has the right to tear his partner off the ground and move him in one direction or another, preventing the runner from standing in front of his partner. The player standing in front extends his arms towards the running player, trying, in turn, to capture him in the “castle”. If he succeeds, the player behind him becomes the third wheel. The winners are the players who have never driven.

Methodical instructions: running is allowed both around the circle and through the circle. Develops strength, improves grip technique.

Outdoor games in skiing

"Snowball on the ball"

Content: a middle line is drawn on the site and parallel to it on both sides at a distance of 5 m - the start line. The players are divided into two teams and line up in one line, each behind its own start line. A hill is made of snow in the middle line and a ball is placed on the hill. Each player has a ball of snow (snowball) in his hand. The head appoints two judges. At the signal of the leader, the players simultaneously throw snowballs at the volleyball, trying to knock it down to the opponent's court. The team with the most points wins. The judges count the points.

Methodical instructions: throwing a snowball at a target is allowed only after the teacher's signal and all at the same time. When throwing a snowball at a target, it is not allowed to cross the starting line. For each ball knocked into the opponent's court, the team receives a point. The game ends when one of the teams has scored a certain number of points first. Develops accuracy, accuracy, strength.

Each team prepares a ski track 100 m long. The game starts at the signal of the leader. The first players take four to six steps without the help of sticks and glide on both skis by inertia. On the right side of the players put a flag. The second players start moving from the place where the first one put the flag, and so on. The team whose players, following the rules, have advanced the furthest, wins.

Methodical instructions: sliding on both skis can only be performed without the help of sticks (i.e. without the help of repulsion with sticks). Develops coordination of movements, strength, agility.

"Fast Skier"

Methodical instructions: players are allowed to start moving only after the leader’s signal. If a player loses a ski, then he must attach it to the place where he lost it and continue moving.

"Behind me"

Content: the players stand in a large circle one after another and move forward. The driver is behind the circle. At the signal of the leader, the driver, moving around the circle, touches the skis of any player with a stick, inviting him to follow him. The invited player, having stuck one stick in the snow (deeper so that it does not tip over), leaves the circle and moves after the leader. The driver in the same way invites the next player, then another, and so on. He leads all the invited players in a column between the sticks, then takes the column to the side, away from the circle and says: “To the places!” The players try to quickly return to the circle to their sticks.

Methodical instructions: the player who arrived at his place last becomes the driver. Develops speed of reaction, speed-strength abilities.

"Relay without sticks"

Content: mark the start line. The players are divided into two teams and line up behind the start line in a column one at a time. At a distance of 25 - 30 m from the start line, one ski pole is placed in the snow against each column. At the signal of the leader, two or three players in each column, holding hands, move in a sliding step without sticks to their stick and go around it to the right. Then they return back to their team. After the last player crosses the finish line, the next two or three players start moving.

Methodical instructions: players who play while moving do not have the right to separate their hands. The players who separated their hands return to the starting point and repeat the movement. Develops coordination of movements, speed-strength abilities.

"Who quickly"

Content: mark the middle line, from which, at a distance of 30 m in each direction and parallel to it, the lines of the "house" are drawn. The players are divided into two teams and line up in two lines on the middle line, each team facing their home lines. At the signal of the leader, the players run on skis (without sticks) for their home lines. The team whose player crosses the home line later than all the players of the other team loses.

Game option:

The players line up facing each other. After the leader's signal, they make a turn on their skis by stepping over and only then run behind the line of the house.

Methodical instructions: develops speed-strength abilities,

"Snakes"

Content: at a distance of 40 - 50 m sticks are placed in two rows of five or more in each row at a distance of 5 - 6 m from one another. The players are divided into two teams and line up in a column, one each behind the start line. At the signal of the leader, the players of both teams, one by one, bypass the placed sticks with a snake, without hitting or dropping them, and, having circled the last stick in a straight line, they return to their original places behind the start line. The winner is the team that reaches its place behind the start line faster and without penalty points.

Methodical instructions: for each stick hit or knocked down, the player brings a penalty point to his team. Develops coordination of movements, speed-strength abilities.

"Relay race in pairs"

Content: the players are divided into two teams, which stand in a column of two each behind the start line. At a distance of 50 m from the start line, the place of the turning point is marked - a stick stuck in the snow or a flag. Both players of the first couples hold on to the stick. At the leader’s signal, the first pairs, holding on to the stick (standing side by side), move to the turning point, go around it on the right side and, returning back, pass the stick to the next pair, etc. The team whose players completed the task first wins.

Methodical instructions: develops speed-strength abilities, dexterity, coordination of movements.

"Call number"

Content: the players are divided into two to four teams, which stand behind the start line in a column one at a time. They are calculated in the order of numbers, everyone must remember their number. The head calls one number, for example the third. The third numbers of all teams move on skis to the turning point, bending around a stick stuck in the snow on the right side, and return back. The team with the most points wins.

Game option:

The called numbers move forward, go around a stick standing in the snow on the right side, move on the right side of their column, go around the last player and take their place.

Methodical instructions: the player who crosses the start line first gets a point for the team. If two players cross the start line at the same time, they get a point each.

"Bypass the Last"

Content: The players are divided into two teams. The players of the same team have a colored armband on their arm. Both teams stand behind the start line in a column one by one, the distance between the players is 3 - 4 m. The players of the first and second teams stand mixed: the player of the first team, behind him the player of the second team, again - the first, etc. At a distance of 100 m from the start line, the finish line is marked. At the signal of the leader, the players move forward, trying to bypass those in front. If a player of one team manages to bypass a player of the second team, then the latter leaves the game. The game ends when all players have reached the finish line. The team with the most players that reaches the finish line wins.

Methodical instructions: it is allowed to bypass the players only on the right side. If a player overtakes a player on his own team, they both remain in the game.

Bypassing the player in front, it is not allowed to step on his skis, or interfere with him in any way. For violation of this rule, the player is out of the game.

"Handicap Race"

Content: participants are divided into two teams, strong skiers are selected in one of them, weaker skiers in the other. Their number in the teams is the same. Two parallel tracks are laid in a circle: the distance of the outer track is 350 m, the inner track is 300 m. The weaker team lines up in a column on a small track, and a strong one on a large track. At the signal of the leader, both teams at a slow pace begin to move parallel to each other, without overtaking rivals. At the “march” command, the first numbers in the columns run one circle at full strength and are attached behind the team. At the whistle (flag wave), the second, leading, couples, etc. enter the competition. The team whose player finishes the circle first wins.

Game option: the game can be played as a continuous relay race. Then the one who ran to the end of the column passes the tape, sandwiched between the hand and the stick, to the one in front, and he, in turn, passes it further along the column until it is in the hand of the one walking in front. This is the signal for him to start running.

Methodical instructions: the game ends when the players who started the run are again the first in the columns. Develops endurance, speed and strength abilities.

"Salki march" (on skis)

Content: participants (teams) stand on opposite sides of the site facing each other on skis (with sticks, without sticks). Teams are given names. The leader sends one command towards the one that stands still waiting for the whistle. When the team standing at the start is 5-6 meters away, the leader gives a whistle, according to which the attackers turn around and run away to their city. The players of the opposite team rush after the fleeing, trying to touch the ski in front of the running player with the end of their stick. The number of tagged players is counted, after which the teams line up behind the lines and another team advances. The result of the game is summed up after three or four dashes. The team that knocks down more skiers than its opponent wins.

Game option: the game is played without sticks with ribbons, which are laid behind the collar. The players chasing ahead of the runners must pull out the ribbon before the players have crossed their home line.

Methodical instructions: it is impossible for the advancing team to turn around and run away to their city ahead of time (before the whistle of the leader), and the players of the opposite team cannot stop the fleeing ones.

Behind the lines of your house, you can’t touch the fleeing ones. Develops responsiveness to a moving object.

Outdoor games in swimming lessons

"Diving Circle"

Content: the players are located in a circle in the water. The driver is in the center of the circle. In his hands is a rope with a bag at the end. The number of players is 6 - 10 people. The leader, at the signal of the leader, begins to rotate the rope in a circle above the water, and all the players must dive under the water when the bag approaches them. The player whom the driver hits with a bag takes his place. The winner in this game is the one who will never be in the place of the driver.

Methodical instructions: dive under the water when the rope with the bag approaches so that the driver does not have time to touch it. Develops speed of reaction, dexterity.

"Riders on the Water"

Game options:

The game can be played as a competition between individual pairs or as a team competition, where the points received by the pair go to the team's piggy bank.

Methodical instructions: for each “rider” thrown into the water from the “horse”, the team receives one point. Develops strength, speed, agility.

"Rugby on the water"

Content: playing field on the water 10x10 m, two teams of 4-6 players each participate. Two teams sit in the water opposite each other. The game begins by throwing the ball into the middle of the playing area. The team in possession of the ball can only pass back to their player or move forward with the ball themselves, pushing it with their head or with one hand. The defending team must recover the ball and carry it over the opposite end line. If someone succeeded, then the game starts from the center. The team with the most points wins.

Game variant: you can move with the ball under water and pass it forward there to a partner.

Methodical instructions: the team in possession of the ball must deliver the ball over the opposing team's end line, and in doing so, it receives one point. The ball can only be played over water. Develops speed-strength abilities, endurance, accuracy, speed.

Slalom over the water

Content: two teams with the same number of players. The distance must be prepared before the game by fixing hoops on the bottom at different distances from the surface. The players are located at the starting flags in oncoming columns. The number of hoops and the depth should be chosen in accordance with the preparedness of those involved. At the signal of the leader, the first player dives into the water, snakes through all the hoops and passes the baton to his partner. The team whose players quickly return to their original positions wins.

Game option:

The player covers the distance back and forth without rising to the surface of the water.

Methodical instructions: players do not have the right to emerge from the water while swimming through all the hoops under water, whoever does this receives a penalty point. Develops speed endurance, strength, agility.

"Transportation"

a) One player who is being transported lies on his stomach, hands on the shoulders of the melting swimmer, swimming on his back;

b) The melter swims breaststroke;

c) The first and last swimmers swim breaststroke, and in the middle there is a “load” of two swimmers. The team is considered to have finished the distance when the players

will visit all places and perform all functions.

Methodical instructions: develops speed endurance, strength, agility.

"Divers"

Methodical instructions: 1 minute is given to search for objects. During the game, it is allowed to go to the surface to take a breath. It develops endurance, strength, agility, speed.

"Return the ball"

Content: two teams line up to the right and left of the leader on the shore (the front side of the pool) and are calculated in order. The first numbers pick up a ball of a different color. One player from each team throws the balls as far as possible and rushes into the water after the ball thrown by the opponent. The game ends when all players have made one throw. The team with the most points wins.

Methodical instructions: you need to deliver the ball thrown by the enemy to the shore as soon as possible. The one who does it first gets a point. Points are awarded to the team only after its player gives the ball to the head of the game. It develops speed-strength abilities, agility.

"Ball over the line"

Content: two teams are involved, equal in number of players, located in the water near short lines opposite each other. The leader throws the ball to the middle and blows the whistle. Players quickly swim to the ball, trying to take possession of it and, passing to each other or moving independently with the ball, touch it to the opposite side of the pool. The game lasts 5 minutes, after which the teams change sides. The team that manages to touch the ball to the opposite wall of the pool the most number of times wins.

Methodical instructions: throwing the ball over the home line is prohibited. It is not allowed to drown each other and hold the ball in the hands for more than 3 seconds. For violation of the rules, the ball is transferred to the players of the opposite team. For rudeness (intentional) the player is removed for 2 minutes. Develops speed-strength abilities, agility.

"Goat Jumping"

Content: Jumping over the "goat" is carried out in a deep place for those who are good swimmers. The players are divided into two teams and line up on the shore (the front side of the pool) one at a time. The guide enters the water and depicts a "goat" - it rests vertically on the water. At the signal of the leader, the next player of the team jumps into the water, swims up to the "goat" from behind, puts his hands on his shoulders and jumps over him, plunging the "goat" into the water. Then he swims two strokes further and also assumes the position of the "goat". The next player jumps over two "goats". This continues until one of the teams reaches the opposite side (pole).

Methodical instructions: develops endurance, speed, agility.

"Fish and the Net"

Methodical instructions: develops speed-strength abilities.

"Carps and carp"

Content: the players are divided into two lines and stand with their backs to each other: one is “carp”, the other is “carp”. At the command of the teacher, the "carp" turn and run after the "carp" running to the side. Caught "carps" stop. After all the "carps" are caught, the game resumes from the other side. But now the "carp" are catching, and the "carp" are running away.

Methodical instructions: develops speed-strength abilities.

"The Frogs"

At the signal "Pike!" all the “frogs” jump up, at the signal “Duck!” - hiding in the water. The player who mixed up the team stands in the middle of the circle and continues the game along with everyone else.

Methodical instructions: develops a quick response to a sound signal.

"Catfish"

Methodical instructions: develops speed of reaction, dexterity.

"The train goes into the tunnel"

Content: the players line up in a column one at a time and, putting their hands on the belt of the person in front, form a “train”. Two students, standing facing each other and holding hands, lowered into the water, form a "tunnel". At the signal of the leader, the players, representing the "train", alternately dive under the arms of two partners, forming a "tunnel" - the "train" passes through the "tunnel". After the "train" passes the tunnel, the children representing the "tunnel" change places with the first two "cars".

Game option: the players stand in a column one at a time, spreading their legs apart wider. The distance between the players is 1 meter. P



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