Approximate outdoor games for middle school students. Card file of outdoor games for middle preschool age Outdoor games for elementary school students

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MBOU "Kochevskaya secondary school"

OUTDOOR GAMES

for students in grades 5 - 9

as part of the third (health) lesson

physical culture

physical culture teacher

Vavilin S.S.,

Outdoor games at physical culture lessons are used strictly purposefully, taking into account the specific tasks of each individual lesson, its content, in close connection with all the educational material studied at the lessons. The peculiarity of the technique of conducting outdoor games at physical education lessons is, first of all, that between outdoor games and other exercises included in the lesson, close organizational and methodological continuity and interconnection should be ensured. For example, in the same lesson, it is undesirable to combine the study of new material in gymnastics or athletics with learning new game.

It is necessary to correctly determine the place of the chosen game among other exercises and take into account its possible duration. Outdoor games that are familiar to students and do not take much time can be carried out, for example, to warm up before exercises that are associated with significant muscle tension. After such exercises, it is possible to conduct relatively calm games (for example, with walking, passing the ball).

It should be borne in mind that outdoor games with running, jumping, resistance, which are included before exercises that require great concentration of attention, accuracy of movements, can impede the subsequent successful implementation of such exercises.

When explaining new games (or recalling variants of the rules of a well-known game), one must take into account that adolescents already have a certain game training, sufficient experience in participating in a variety of outdoor games. Therefore, it is recommended to explain less the basic requirements for the players and talk in more detail about the meaning, technique and tactics of this game. In some cases, it is useful to accompany a preliminary explanation of a new game with a demonstration of typical techniques encountered in the game, a demonstration of individual tactical combinations.

When learning a new complex outdoor game, you should start it in a somewhat simplified version, and then gradually add new rules.

When practicing with mixed groups, you need to pay attention to the fact that the number of boys and girls in each team is approximately the same. This achieves the usually known equality of teams in terms of strength. Players who are not physically strong enough, but overestimate their strength, should be restrained by various methods, for example, they should be offered to rest more often, using drawn circles where the participant has the right to be temporarily out of the game. But this, of course, should not offend the vanity of the players, emphasize their temporary lagging behind their comrades in terms of health and physical development. Messages about the results of the game should be accompanied by a brief analysis of it.

Games with elements of general developmental exercises

Drag over the line

The players are divided into two teams, which stand one against the other along the line drawn between them. It is envisaged that players, approximately equal in height and weight, are located one against the other. Behind each team are score counters. At the signal of the teacher, the players join hands and each team tries to pull more players from the other team over the line. The overdrawn must touch his palm to the palm of the score counter of the team that pulled him over, after which he can go back over the line and play for his team again. For each player drawn, the team receives one point. The team with the most points wins. The one who crossed the line with both feet is considered to be overdrawn.

cock fight

Before the start of the game, 3 circles are drawn with a diameter of 3-4 m. Two players become in each circle. At the command of the teacher, each pair starts the game in its own circle. Bouncing on one leg, with their hands behind their backs, the “cockerels” try to force the opponent to stand on both legs or leave the circle with shoulder jerks. Whoever manages to do this wins. Then the next players are called and the game continues. You can change the leg on which they jump, but not more often than after six jumps.

Strong and dexterous

Two teams are arranged in a circle, teammates through one. Inside the circle there are 8 chocks, in the center there is a ball. On a signal, the players, holding hands and not releasing them, try to push the opponent so that he knocks down the chock. The one who knocked down the chock takes the ball, without leaving the place (from the circle), he salutes one of the players of the other team who have scattered in different directions. If he misses, his team receives two penalty points. The team with the fewest penalty points wins.

Relay race with elements of balance

The game is played like a linear relay race with running, but along the path of the runners of each team, one gymnastic bench is placed (rail up). The next players run along the rails of the benches.

Fight in the squares

Three squares are drawn on the site: the dimensions of the first are 3x3, the second 2x2 and the third 1x1 m. Four players are called into the first square. On a signal, they take a position on one leg, hands behind their backs and try to push their rivals out of the circle with shoulder jerks. The winner remains in the square, and the three losers move to the middle square and continue the fight in the same way. Then the remaining two continue to fight in a small square. The player remaining in the first square gets 4 points, the second gets 3, the third gets 2, and the player who leaves the third gets 1 point. Having finished the game, the four go to their place in the line, and another four is called to the first square. At the end of the game of all fours, you can hold the final competition and identify the strongest and most dexterous player.

Pull in a circle

The players stand on the outside of the circle, holding hands tightly. At the teacher's instruction, the children move in a circle to the right or left, then, at a signal (whistle), they stop and try to draw their neighbors beyond the circle without separating their hands. Whoever gets into the circle with at least one foot is out of the game. Then the game continues. Players not drawn into the circle are considered winners.

Pulling in ranks

Two teams line up one against the other. A line is drawn between the lines. On a signal, the players, holding hands in pairs, try to pull one another over the line. The teacher counts the number of players drawn in each line. The line, whose players will pull more opponents, wins.

Pushing out of the circle

Five or six circles with a diameter of 3 m are marked on the site. The class is divided into two teams. Team captains send one player to each circle. Each pair of players in circles is given a gymnastic stick. Both players hold the stick firmly in their hands, clamping its end under the elbow of the right or left hand (depending on the condition). Each circle has dedicated judges. On a signal, the players, pressing the stick, try to push each other out of the circle. The one pushed out of the circle is given the opportunity to return to the circle, after which the game continues until the teacher's signal. For each ejection from the circle, the team whose player turned out to be the winner is awarded one point.

tug of war

The middle is marked on the rope, and on the floor, under the mark on the rope, it is drawn across the line. Each of the two teams takes on their own half of the rope. At the signal, the tug-of-war begins.

The task of each team is to drag all the players of the other team over the cross line.

"Who is stronger?"

Two teams. There are 5-6 circles in the middle of the site. A rope ring with a diameter of 30 cm is placed in each circle. For 2 m on both sides of the circles, a control line is drawn. 5-6 people from each team approach the circles and, making up pairs, take the rope rings with their right (left) hand (by condition). On a signal, each of the players making up a pair tries to pull the opponent over his control line. The one who pulls gets a point for his team. The team with the most points wins.

Speed ​​running games

Fifteen Marching

Two teams are located in lines on opposite sides of the site, behind the lines. One team marches (line) in the direction of the other. When the marchers are at a distance of 3-5 m from the enemy line, the teacher suddenly gives a signal according to which the attackers run away behind their line, and the players of the other team try to knock them down to the line. Then the teams switch roles. The team with the most players from the other team wins.

Running for flags

The players are divided into two equal teams. Each of them is located on opposite sides of the playing area, behind the lines. Parallel to these lines, in the middle of the site, a strip 2-3 m wide is indicated, on which flags are laid out. At the signal of the teacher, the players of both teams quickly run out to the transverse strip and try to collect as many flags as possible, and then with the flags they return to their lines and line up. Team captains collect and count the flags brought by their players. For each flag the team is given one point. The team with the most points wins. Each player can collect any number of flags. Flags cannot be taken away: for each violation of this rule, the team is penalized by one point. You can't run into the lane with flags.

Line relay with running

Three teams are built in lines, which are arranged in the form of the letter P. In front of the team located between the other two, a common start line is drawn. Ahead, for 15-20 m, three towns are placed in a row. The first numbers of each team get to the start and, at the command of the teacher, they run to their towns, run around them, come back and, with a touch of the palm, pass the baton to the next player of their team, who went to the start in advance. The next players repeat the actions of the first numbers, etc. The team that finishes the run before the others wins.

Runs with revenue

The site is divided by a transverse line into two equal sections. At a distance of 2 m from each of the short sides of the site, one "playing" line is drawn. Behind them are placed (along the entire width of the site) at equal distances of 10 chocks. Players, divided into two equal teams; placed in their respective areas in random order. On a signal, the players of both teams, crossing the transverse line, try to carry the chocks of the other team to their side. Players salute passing opponents, who then remain in place. A player of his team can help out those who are touched when he touches them with his hand. The team that has moved more chocks in the set time wins. Salting players of the other team is possible only in their own half of the court. You can only take one chock per run. If a player is tagged with a chock, then the chock is taken away and taken back, the tagged player remains in place until the rescue.

Runaway security

Students are divided into two teams: throwers and defenders. The team of throwers, in turn, is divided in half and is located in ranks behind opposite (horse) lines, the distance between which is 25-30 m. A small ball is given to the right-flank player of one of the ranks of throwers. A circle with a diameter of 1.5 m is drawn in the middle of the site. A jump stand 2.5 m high is installed in the center of the circle. The defending team, having settled in order, is located around the stand on the outside of the circle. The first number becomes at the end of one of the horse lines. On a signal, the throwing team tries to get the ball into the rack as soon as possible. First one, then another group of this team take turns throwing the ball at the goal. The defensive team prevents this. Player No. 1 of this team, with the beginning of the game, runs from the horse line to the opposite end and back; the next player who runs up to the starting place is replaced by the next player, and the first one goes to defend the rack, etc. The dashes continue until the ball hits the rack, after which the game is temporarily interrupted and the number of runs made by the defending team is counted. After that, the teams change roles and places. At the end of the second half of the game, the number of runs made by the defenders is counted. The team with the most runs wins. The ball, which did not hit the post and flew over towards the opposing group, is picked up by the players of this group, for which it is allowed to go beyond the horse line. If the ball, beaten off by the defenders, falls into a circle near the post or near the defenders, then such a ball is picked up by the next player from the group of throwers who has run out of the end line. For each run of a player from one end line to another and back, the defending team is awarded 2 points. The next player, waiting for the arrival of the runner, must be in advance on the horse line and be ready to start running at the moment when the runner touches his hand. Defenders are not allowed to enter the circle with a stance.

Obstacle course relay

The game is played like a linear relay race with running, but a rope is suspended on racks across the path of the runners at a height of 60 cm and a strip 2 m 10 cm wide is marked on the ground behind it. The next players jump over the rope and through the strip.

Relay in a circle

Four - six teams are built like the spokes of a wheel, turning their right or left side to the center of the circle, fan-shaped divergent lines. On a signal, the first numbers, standing extreme from the center of the circle, run around and, having run to their team, pass the baton to the next one, and they themselves stand at the end of their lines (towards the center). The team that finishes the run first wins.

Big relay in a circle

Flags are placed at the four corners of the site, and a large flag is placed in the center. The class is divided into three teams, which are built in columns one at a time near the start line. From each team, one runner is called to the start line. On a signal, they run around four flags and, having reached the finish line (next to the starting line), pass the baton to the second numbers. The team wins, the last player of which finishes running around the flags, the first to run to the central flag and knock on the pole with a baton.

Running in teams

Several teams (10-12 people each) are given a start in turn. The winner is the team that runs the distance (up to 500 m) faster than anyone else, without stretching, and finishes in full force in a “corridor” 10 m wide.

high jump games

Jumping rod

The players are divided into groups of 6-8 people. Leading in each ", the group spins a rope with a bag at the end so that the bag slides along the floor. The rest of the players stand two steps away from the circle along which the bag slides. When the bag is close, the player takes a step forward, With another step, it pushes off from the ground and jumps over the bag with a rope "stepping over" and then quickly moves back to its original place. The one who hurts goes to drive. The winner is the one who has been the driver the fewest times.

Rope under your feet

The players stand in three (four) columns one at a time. The distance between the columns is at least 2 m. The head players of each column receive a short rope. On a signal, the first two in each column hold the rope under the feet of the entire column (the rope almost touches the ground). Those standing in the column jump over the rope. When all the players in the column jump over the rope, the first player remains behind the column, and the second runs forward and, together with the third player, again passes the rope under the feet of those in the column, etc. The game is played until all players run with a rope. The column whose players hit the rope the least number of times wins.

High jump and long jump games

jump after jump

Two teams stand in columns two by two, parallel and at a distance of 2 m from one another. All pairs of players hold short ropes by the ends at a distance of 50-60 cm from the floor. On a signal, the first pair of each team quickly puts the rope on the ground, runs to the end of the column, then sequentially jumps over the ropes of all pairs standing in the column. Having reached their original places, the players stop and take their rope. Now the players of the second pair put down their rope, jump over the first rope, run to the end of the column, then jump over all the ropes to the same place, etc. The team that finished jumping first wins.

Jumpers and tags

The players are divided into two teams: jumpers and tags. Each team stands in a line behind its side line of the court. At a distance of 1 m from one of the front boundaries of the site (parallel to it), the first start line is marked, and in front, 3 m away, the second. Ahead of the second start line at 10-12 m, a strip 1.5-2 m wide is indicated. At the command of the teacher, “To the start!” four consecutive players from the team of jumpers take places behind the second start line, and behind them in the back of the head (behind the first start line) four from the tag team become. At the command "Attention!" jumpers and tags take the position of a high start, and on the command "March!" everyone runs forward. Jumpers try to run faster to the strip and jump over it; tags - have time to pinch jumpers before they make a jump (tags don't jump). They get one point each: the jumper who, before the jump, will not be pinned with a tag, or one of the tags who manages to pin a jumper who has not yet made the jump. The team with the most points wins.

Relay with jumps

Teams of 6-8 people stand behind a common line in columns one at a time. The head players hold in their hands a double-folded rope 3 m long. A flag is placed in front of each team, 6-8 m ahead. Between the flags and the start line, a strip 1.5 m wide is indicated. On a signal, the head players run forward, jump across the strip, run around their flag. Returning to the column and jumping over the strip for the second time, together with the next player, they “carry out” a rope folded in half under the feet of the players (at a height of 30-40 cm). Those standing in the column jump over the rope using the "bending legs" method. Then the head player remains behind the column, and the next one, taking the rope, repeats the actions of the first player. Returning to the column, he, together with the third player in order, draws a rope along the column, etc. When the first player receives the rope again, he lifts it up, showing that his team has finished the game. The game is repeated, but in the next version. The players returning to the place of their teams do not hold the rope under the feet of those standing in the column, but hold it with the next player by the ends, pulling it to its full length above the start line. Run-up players take turns jumping over the rope "stepping over".

Relay race with overcoming obstacles

At a distance of 50-60 m, various obstacles are installed: a log for climbing, shields for throwing balls at a target, a rope suspended from racks for high jumps, a “ditch” for long jumps 2 m wide (indicated on the ground). A relay race is held along the same obstacle course. Having overcome the lane, the players do not overcome obstacles on the way back.

Games with throwing at a distance and at a target

Snipers

The players stand in one open line and are calculated for the first or second. The first numbers make up one team, the second - another. The players of one of the teams are given a small ball. Ahead of the line, at a distance of 6 m, are placed in a row at intervals of 1-2 steps 5 towns of the same color and 5 towns of the other color, interspersed. Each team has towns of a certain color. At the signal of the team, one by one in one gulp (all players at the same time) throw balls at the towns. Each knocked down town of its color moves one step further, and the knocked down town of the other team moves one step closer. The team that managed to move their goals further during the game wins (the total number of steps taken into account by which the goals were moved away).

Lapta

The game is played by two teams of 9 people. The game requires a flat area measuring 40x30 m. Retreating 3 m from the short lines of the field, draw the lines of the city and horse. On the. a distance of 1.5 m from the city line, on the right side of the site, draw a suburb line 3 m long. The city, horse and suburb lines are marked at the ends with flags. Accessories for the game: small rubber ball, bast shoes, distinctive armbands, 6 flags. Before the game (by lot), one team (beater) goes beyond the city line, the other team (field team) is located on the court in random order. On a signal, the first player in turn from the kicking team, standing behind the suburb line, hits the ball with his bast shoes, directing it into the field. If the blow was good and the ball flew far, then the player who punched, leaving the bast shoes, makes a dash across the field beyond the line of the horse and back outside the city. If the blow came out weak and the ball fell nearby, then the player waits for a good blow from the player following him and then runs with him. The players of the field team try to catch the punched ball from the air or grab the ball from the ground and hit it with one of the players of the city team running across. The caught "candle" gives the field players the undisputed right to move into the city; the other team becomes in this case the team of the field. If one of the field players manages to hit the ball in the running player of the kicking team, all players of the field must quickly run into the city, since the players of the kicking team can grab the ball and, in turn, hit it with any player on the field who did not have time to run out of the city , etc. The task of the battering team is to move the opponent around the field longer, and the opponent should try to quickly change the team of batters. Each player on the batters team who successfully ran from the city to the end and back outside the city limits receives a point for his team. The team with the most points wins.

Rules

1. Each player of the kicking team may hit the ball only once, regardless of whether he hit the ball with his bast shoes or missed. He gets the right to a second hit and further ones each time after he runs over the horse line and returns to the city without being touched by the ball.

2. Two or three players can run across at once.

3. For back dashes from the Kona line to the city, players can wait for the most favorable moment. In this case, running out from the Kona line is allowed after the next hit from the suburb line.

4. Players of the field team have the right to run with the ball around the field and throw the ball to one another.

5. Players of the field team are prohibited from interfering with those who cross (get in the way, delay).

6. Runners are prohibited from crossing the sidelines of the court.

7. A ball deliberately kicked out of the field by a player is not counted and the kick is taken again.

strong throw

The players, divided into two teams, stand one against the other at a distance of 20 m behind the lines. Ahead, 3 m from each line, another parallel "city" line is drawn. There is a basketball in the middle of the court, and all players have one small ball each. On a signal, the players (in random order) throw their balls into a basketball, trying to roll it over the enemy's city limits. The team that rolls the ball first wins.

In four racks (bast shoes option)

Two teams are playing. One is located in the "city", the other - in the "field". In four places of the field, four racks are placed at a distance of 10 m from one another. The players of the city team alternately serve the ball into the field with their bast shoes and run, touching each of the four racks with their hands, and return to their city. In case of danger, the crosser can stop at one of the racks, waiting for the next ball innings. Players of the field team try to catch a punched ball on the fly or pick it up from the ground and hit one of the runners with this ball. When they succeed, the teams switch roles. Each player who safely returned to the city receives one point for his team. The team that scores more points during the game (15-20 minutes) wins.

Dexterous and sharp

Three circles with a diameter of 3, 10 and 15 m are drawn one inside the other on the site. 6 towns are placed along the circumference of a small circle. Two teams are playing. Each team has one captain and three defenders. The rest of the players are servers. The captains stand in a small circle, the defenders in the middle, and the servers are randomly placed in a large circle. The teacher gives a volleyball to one of the captains, he throws it to his player in the big circle (server), the player from the big circle tries to pass the ball back to his captain, but the defenders try to intercept the ball and pass it to their servers. The captain, having received the ball, knocks down one of the towns with it. The downed town is being removed. The teacher gives the ball to the other captain and the game continues. The team whose captain knocks down four towns first wins. It is forbidden to pull the ball out of your hands, keep 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, then the town is considered as if it were hit by the ball of the captain of the other team.

step forward

The game is played on a large playground. Horse lines are marked on both sides of the center line of the site, retreating 60 m. Two teams are randomly located on their sides of the site, 15-20 m from the middle line. One of the players of the team, starting the game, throws a volleyball in the direction of the horse line of the other team. Ig-1 rocks of the second team try to catch the ball on the fly. If the ball is caught, then the next player has the right, holding the ball in his hands, to take three long steps (bouncing) forward from the place where the ball was caught and throw it towards the end line of the opponent's court. The ball that has fallen to the ground is thrown by the next player from the place where the ball fell. Throwing and catching the ball continue until one of the teams manages to throw the ball over the front line of the other team. This team is winning.

Games with running, throwing, overcoming obstacles,

high jump and long jump

Shoe with obstacles

Two teams are playing. One is located in the "city", the other in the "field". Three circles with a diameter of 1 m are drawn in the field at a great distance from one another. These are the stations. One of the field team becomes in the city to serve the ball. Players of the city team, in turn, hit the ball with their bast shoes and they run in order to the first, second and third stations, trying to return to the city not greasy. On the way from the third station to the city, they have to overcome two obstacles: a designated trench 1.5 m wide and an inverted barrier (fence 60-70 cm high). The player who hit the ball and managed to run through all three stations without stopping, overcome two obstacles and return to the city without being tagged, receives four points for his team. If the run comes after the second or third hit (the second or third player), then the team receives only one point. During runs, the players of the field catch the ball and use it to touch those running while they are outside the city or outside the station. If someone is upset, the teams change places and roles. The game lasts 15-20 minutes. The team with the most points wins.

Relay race with running, jumping, throwing

For the relay race, two rows of obstacles should be prepared: logs 50-70 cm high, a smooth palisade (fence) 80 cm high, a “trench” (a strip 2 m wide) and a circle 3 m in diameter. Two start (one from each team). On a signal, they run 15 m, overcome a log, run another 20 m and jump “advancing” over the palisade; run 15 m, jump over the “trench” and throw to the fan in a circle marked 15 m from the throwing line. After throwing grenades, the players quickly return, bypassing obstacles, to the start line. The one who ran first and got into the circle with a grenade receives two points for his team; who came running second when getting into the circle - one point. Then the start is given to the next pair. The team with the most points wins.

"Who quickly?"

Two lines are marked on the court from the middle line on both sides at a distance of 20 m. Two teams play. Compete in pairs (1 player from each team). The next pair becomes on the designated opposite lines. At the signal of the teacher "March!" they run towards, keeping to the right side, and try to run the center line (middle) earlier. Whoever succeeds gets a point for his team. The teacher stands on the side of the middle line and awards the victory. Then the next pair starts. The team with the most points wins.

Games that prepare for mastering the techniques of basketball

Ball from four sides

The players, divided into four equal teams, are located in lines behind the outlined sides of the square. In the middle of the square, a circle with a diameter of 2-3 m is indicated. In each team, one player is allocated - the driver. Drivers receive a volleyball (or basketball) ball and stand in a circle opposite their teams. On a signal, the driver throws the ball to the player of his team, who is on the right in the line. This player catches the ball and throws it back to the driver. The latter throws the ball to the next player, etc. When the ball is received by the player standing on the far left in the line, he runs with him in a circle to the place of the former driver, replacing him (at the same time, all players in the line move one place to the left, the former the driver stands on the far right in his line). The new driver throws the ball in the same order. All players enter the circle sequentially, taking turns leading. When the first driver is in the circle for the second time, his team ends the game. The team that finishes the game first wins.

Rules

1. The driver can leave the circle only after the ball is thrown to the player standing on the far left in the line.

2. The player standing on the extreme left in the line runs out from behind the line into the circle only after he catches the ball.

3. When throwing and catching the ball, it is forbidden for the driver to leave the circle, and for the players in the ranks to cross the line.

4. If the ball is not caught by one of the players standing in line or by the driver, then in this case the ball is thrown between them again.

5. Throwing and catching balls can be done in various ways.

Fortification defense

The players stand behind the outlined circle. In the center of the circle is “strengthening” (three gymnastic sticks tied with a rope, made up of a tripod). There is a ball on the fort. The driver stands near the fortification and protects it from being hit by the ball that the players throw. The player who knocked the ball off the fortification becomes the driver, and the former defender goes beyond the circle line and plays on a par with the rest.

Hunters and ducks

The players, holding hands, form a circle. Having settled on the first - second, the players are divided into two teams. One team is "hunters", the other is "ducks". Ducks stand in the middle of the circle. Hunters remain in their places in a circle. A line is drawn in front of the socks of the players standing in a circle. The hunters try to hit the ducks with a volleyball. The duck hit by the ball leaves the circle. When there is not a single duck in the circle, the teams change places and roles. The team that shoots all the ducks first wins.

Shootout

The site is divided by a line across into two equal parts. At a distance of 2-2.5 m from each of the short sides of the site, another line is drawn. Thus, the site represents a field consisting of 4 lanes: two wide lanes (“cities”) and two narrow lanes (places for “captivity”). Two equal teams are placed each in their own city in random order. The leader goes to the middle of the court and throws the volleyball up. Players try to take possession of the ball without leaving their cities, and a shootout begins between the teams. The players of each team throw the ball at the opposing players to knock them out of the city and take them prisoner. Each player hit by the ball becomes a "prisoner", after which he moves to a strip placed outside the city of the other team. A prisoner can pick up (or catch) a ball flying into his lane and throw it at a player on the opposite team. Prisoners can be released. To do this, you need to throw a ball to any prisoner so that he can catch it from the fly. If the prisoner catches the ball, then, holding it in his hands, he freely passes to his city and has the right to throw this ball at his opponents from there or to transfer it to another prisoner for help. Both teams try to prevent the captives from catching the ball. The team that manages to capture the players of the other team wins (or has more prisoners at the end of the time allotted for the game).

Rules:

1. In the game, it is not allowed to go beyond the outlined lines (except for the cases of leaving captivity and returning from captivity), take the ball located on the other lane, run with the ball, hit the flying ball with the palms. In case of violation of these rules, the other team gets the right to take back to its city any of its players who were captured (or not to give the player hit by the ball into captivity).

2. If a player catches a ball thrown at him, or a ball thrown to a captive player, then this is not considered a hit; if, when trying to catch the ball, the player released it from his hands, then in this case the hit is considered valid and such a player is taken prisoner.

Don't give the ball to the driver

One of the players is the driver. At the beginning of the game, he is in the middle of the court. The remaining players are placed on the court in random order and, while running, throw a basketball to one another. The driver tries to take possession of the ball. From the place where he managed to catch the ball, he throws the ball at any player. In the event of a hit, the player becomes the driver, and the former driver participates in the game on an equal basis with everyone. The players who have been the driver the fewest times win.

Relay with dribbling and throwing a basketball into the basket

Players can perform one task (driving the ball) or two or three tasks (dribbling the ball in a straight line, stroking the rack and throwing the basket).

stray ball

Two concentric circles with diameters of 18 and 9 m (or 12 and 6 m) are drawn on the site. In the center of the small circle, put a portable basketball basket. Two teams of 6-8 people play. The players are randomly placed behind a large circle. On a signal, the players pass the ball to each other and try, without crossing the line of the small circle, to throw it into the ring. The player who scores the ball receives two points for his team, then he puts the ball into play. The team with the most points after 10-15 minutes of play wins. Running with the ball in your hands, pulling the ball out of the hands of the opponent and touching the rack is not allowed. For violation of the rules, the team was punished with a free throw, which is performed from behind the line of the big circle by any player of the other team. If they hit, the team will receive one point. After a free throw, any player of the penalized team puts it into play outside the big circle.

Ball to center

The site is divided in half. On each half, closer to the end lines, circles with a diameter of 1 m are indicated. The captains are in them. Three “interceptors” are randomly placed on each opposite side, and the rest of the players stand around their captain in small circles (50 cm in diameter) three meters from one another. The teacher gives the ball to one of the interceptors. On a signal, he throws it to one of his servers (standing in small circles), and the latter send the ball to their captain. Interceptors prevent this by trying to intercept the ball and give it to the server. If the Captain catches the ball, the team scores a point and the servers change places. The last circle is occupied by one of the interceptors, and the captain takes his place. The role of the captain is played by another pitcher. The duration of the game is 15-20 minutes. The team with the most points wins.

Fight for the ball

Two teams are randomly placed on a designated area (18x6 m). One of the players is given the ball. On a signal, the players try to quickly complete 5-10 passes between their players. For this, the team wins a point. The score is kept by the teacher. The game lasts up to 10 minutes. The team with the most points wins.

Ball to the captain

Several teams play, built in columns one at a time. Drivers (captains) stand ahead of their teams in 3-6 steps. On a signal, the captains throw the ball to the next player of the team; he, throwing the ball back to the captain, runs to the end of the column. The team that completes the pass correctly and earlier than the others wins. This game has several options: the players can stand in teams in a circle, and the captain is in the center; the players stand in lines, the captains move sideways along the line and pass the ball to each; the players are sitting the players stand in columns. The player, having received the ball from the captain, can pass it back after performing the agreed additional exercise (crouch, turn 360 °, perform three to five hits on the floor, etc.).

Games that prepare for mastering the techniques of volleyball

Passing of volleyball players

Players (in groups of 8-10 people) stand in a circle and pass (pass the ball to each other). Whoever drops the ball gets a penalty point. Those who do not receive penalty points win. You can not move away from the occupied place further than one step, touch the ball twice in a row.

deft pitch

The players are divided into 3-4 teams. And by command they are calculated in order. The first numbers move aside 6-8 m from the rest of the players of their team, who are located close to each other in random order, and serve them the ball with a lower or upper serve (by condition). One of the players receives the ball and passes it to any of his players. With the third touch, the ball must be kicked back to the first number who catches the ball and goes to play in the receiving group. His place is taken by the second number, and the game continues. The team with the fewest mistakes wins. A mistake is considered to be a ball falling to the ground, a double pass, a ball delay during passes.

Passing of volleyball players (in teams)

Students are divided into several teams, and each is built in a circle. On a signal, the teams begin passing the volleyball. Each time the ball hits the ground, the team gets a penalty point. The team that drops the ball the fewest times in 3-5 minutes wins.

Ball in the air

Students are divided into 3-4 teams, each forms a circle. With top gear, each team seeks to “keep” the ball in the air longer than the others.

Two balls over the net

The team consists of 6 players. They are located on the court in the same way as when playing volleyball, and after drawing a point, they make a transition (change places) clockwise. The game is played on time (5-8 minutes). During the game, it is allowed to hit the ball over the net with the top gear. The ball, at the signal of the teacher (referee), is put into play by top gear from various zones. When students learn the bottom serve, the point is started by serving from behind the end lines through the net, and the ball is received from the serve from above with two hands. If the serve is lost, the game does not stop (the student closest to the ball takes it and throws it over the net), however, the team that made a mistake loses the right to win a point. Teams make the transition after drawing one, two or three points. At the last stage of the game, a condition is introduced: to throw the ball over the net with only the second touch, having received a pass from one of the teammates.

Volleyball training game

It is carried out without serving, the ball is put into play by the top transfer of the player of the 6th zone. An educational game with serves should be given in the last lessons. When refereeing, only gross errors are recorded when receiving the ball.

Educational games with tasks:

1. The game "Two balls through the net" with the task of sending all the balls caught to the player standing in the 2nd zone near the net; that player throws the ball over it (or hits it with top gear).

2. Playing volleyball without serving. With the first pass, the ball is sent to the player of the 2nd zone, he passes it to the 3rd zone, and from there the ball is sent over the net.

3. The same, but the ball is sent with the first transfer to the 3rd zone, and then to the 4th or 2nd.

4. The same tasks using the bottom feed.

Relay race volleyball players

Two or three teams line up in columns 5 m from the wall. The distance between the columns is 3 l. At guides - on a volleyball. On signals, the team captains perform five passes of the ball by hitting it against the wall (with fingers, as in volleyball). After the fifth hit, the captains run to the end of their column, and the next player of the team picks up the ball and continues to carry out passes. The team that finishes the passes early and correctly wins. If the ball hits the floor, the player must pick it up, stand on the line and continue passing.

Irina Serguts
Card file of outdoor games for the average preschool age

No. 1 "Mousetrap"

Purpose: To develop in children endurance, the ability to coordinate movements with words, dexterity. Exercise in running and squatting, building in a circle and walking in a circle.

Description of the game: the players are divided into two unequal teams: the big one forms a circle - a “mousetrap”, the rest are mice.

Oh, how tired the mice are,

Divorced their passion!

Everyone ate, everyone ate

Here to attack (2 times)

Beware, cheaters

We will get to you.

Here, let's arrange mousetraps,

Let's get everyone now!

Then the children put their hands down, and the "mice" remaining in the circle stand in a circle and the mousetrap increases.

No. 2 "Roll the ball"

Purpose: to develop endurance, attention, dexterity. Practice rolling the ball.

Description of the game: the players form a circle, kneel and sit on their heels. The instructor rolls the ball to one of the children. He pushes away from himself with his hand, preventing the other player from touching the legs. If the ball touches the feet, the child takes a step out of the circle. Sitting around the circle, the loser takes part in the game if he pushes off the ball accidentally sent to him. The duration of the game is 4 - 5 minutes.

No. 3 "Bird flight"

Purpose: to develop endurance in children, the ability to move on a signal. Practice running, climbing.

Description of the game: children stand scattered at one end of the playground - “birds”. At the other end there are gymnastic benches or a gymnastic wall with several spans. At the signal “birds fly away”, the birds fly with their wings spread. At the signal “storm”, the birds fly to the tower - they hide from the storm. At the signal "the storm has stopped", the birds fly. Duration 5-7 minutes.

№4 "Burn, burn bright!"

Purpose: to develop in children endurance, orientation in space. Practice running fast.

Description of the game: the players line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. "Catching" stands on this line. Everyone says:

Burn, burn brightly, so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing! One, two, three - run!

After the word “run”, the children standing in the last pair run along the column (one on the left, the other on the right, trying to grab the hands in front of the catcher, who tries to catch one of the pair before the children have time to meet and join hands. If the catcher succeeds do, then he forms a pair and stands in front of the column, and the rest is catching.

No. 5 "Cunning Fox"

Purpose: to develop patience and observation in children. Exercise in fast running, in building in a circle, in catching.

Description of the game: players stand in a circle at a distance of one step from each other. Outside the circle, the "fox's house" is outlined. The children close their eyes, and the teacher goes around the circle and touches one of the players, who becomes a "sly fox". Children open their eyes. The players ask in chorus three times, first quietly and then louder: “Cunning fox, where are you?” The cunning fox comes to the middle of the circle, raises his hand and says: "I'm here!" Children scatter, and the "fox" catches. Caught - to the house. Duration 6-8 minutes.

#6 "Hide your hands behind your back"

Purpose: to develop in children the speed of reaction to the signal. Exercise in running, in catching, fixing the correct posture.

Description of the game: they choose a driver - a “trap”, stands in the middle of the site. The rest stand in different places on the site and hold their hands behind their backs. At the “start” signal, the players lower their hands and begin to run in any direction, but only within the boundaries of the area indicated by the flags. The task of the "trap" is to catch one of the players, but you can only touch those who have their hands down. If the player managed to put his hands behind his back and say "I'm not afraid", the trap cannot touch him. If the trap failed to catch anyone, another one is assigned. Duration 5-7 minutes.

#7 "Guess what they did"

Purpose: to develop in children endurance, initiative, imagination.

Description of the game: choose one child who moves 8-10 steps away from the rest and turns his back. Children agree on what action they will portray. At the word “time”, the guesser turns, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

What we saw - we will not say

And we will show you what we did.

All children depict some kind of action (play the harmonica, ride horses, etc.) The driver must guess this action. The duration of the game is 4-6 minutes.

No. 8 "Two frosts"

Purpose: to develop in children inhibition, observation, the ability to perform movements on a signal. Practice running

Description of the game: the players are located on two sides of the site, two drivers stand in the middle (Frost - Red Nose and Frost - Blue Nose) and say:

We are two young brothers

Two frosts removed:

I am frost - Red nose,

I am Frost - Blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players respond:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, all the players run into the house on the opposite side of the site, and the frosts try to “freeze” them (touch them with their hands). The duration of the game is 5-7 minutes.

No. 9 "Traps from the circle"

Purpose: to develop in children the ability to coordinate movements with words. Exercise in rhythmic walking, in dodging and catching, in building in a circle

Description of the game: children stand in a circle, holding hands. Trap - in the center of the circle, bandage on the arm. The players move in a circle and say

We, funny guys, love to run and jump.

Well, try to catch up with us. One, two, three - catch!

Children scatter, and the trap catches up. Caught temporarily steps aside. The game continues until the trap catches 2-3 children. Duration 5-7 minutes.

No. 10 "Traps with a ball"

Purpose: to develop the ability to perform movements according to the word. Practice throwing at a moving target and dodging.

Description of the game: the court is limited by lines. In the center of the court, the players form a circle, standing apart from each other at a distance of arms extended to the sides. One child becomes the center (leader). At his feet are 2 small balls. The driver makes a series of movements, the players repeat. At the signal of the teacher: “Run from the circle”, the children scatter, and the driver tries to hit one of the children with the ball. At the signal “one, two, three in a circle, run,” the children again form a circle. The leader is changing. Duration 5-7 minutes.

No. 11 "The Frogs and the Heron"

Purpose: to develop in children the ability to act on a signal, dexterity. Practice high jump

Description of the game: a square is outlined - a "swamp" where "frogs" live. In the corners, pegs are driven in or cubes are placed. Height 10 - 15 cm. A rope is stretched along the sides of the square. Outside the "heron's nest" square. At the signal "heron", she, raising her legs, goes to the swamp and steps over the rope. Frogs jump out of the swamp, jumping over a rope, pushing off with two legs. Stepping over the rope, the heron catches the frogs. Duration 5-6 minutes.

No. 12 "Snake"

Purpose: to develop in children endurance, attention, synchronism of execution.

Description of the game: children pronounce:

Hey hey hey

Good snake!

Show up, show up

spin the wheel

The instructor invites all children to portray a snake. Children put their hands on each other's shoulders and slowly “snake” move forward after the teacher. Obstacles can be placed in front of children (cubes, arcs, etc., which the snake must go around without knocking over.

No. 13 "Wolf in the ditch"

Purpose: to develop courage and dexterity, the ability to act on a signal. Practice running long jump.

Description of the game: two parallel straight lines are drawn on the court at a distance of 80 - 100 cm - a "ditch". A “house of goats” is outlined along the edges of the site. The instructor appoints one player as a “wolf”, the rest are “goats”. All goats are located on one side of the site. The wolf gets into the ditch. At the signal “wolf in the ditch”, the goats run to the opposite side of the site, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the moat. The duration of the game is 5-7 minutes.

No. 14 "Free seat"

Purpose: to develop in children the ability to perform movement on a signal. Practice running fast.

Description of the game: the players sit on chairs in a circle. The instructor calls a couple of children sitting nearby. At the signal "one, two, three - run!" they run in different directions around the circle, run to their place and sit down. The teacher and all the players note who took the first free place. The duration of the game is 5-7 minutes.

No. 15 "Owl"

Purpose: to develop in children inhibition, observation, the ability to perform movements on a signal. Get kids to run.

Description of the game: "owl" stands out from among the players. Her nest is away from the site. The players on the court are randomly placed. "Owl" - in the nest.

At the signal of the instructor: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, bugs, etc. At the second signal: “The night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

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

After 2-3 exits of the “owl” to hunt, it is replaced by new drivers from among those who have never caught it.

The rules forbid the "owl" to watch the same player for a long time, and the caught one to escape.

No. 16 "Homeless Hare"

Purpose: to develop orientation in space in children. Practice fast running

Description of the game: a certain number of hoops are laid out, but fewer than the players. On command - "Run", the children run in a circle for the hoops. On command - "Stop!", The players jump into the hoops. Whoever doesn't get the hoop, their games come out. You can not withdraw children from the game, but start over. The duration of the game is 5-7 minutes.

No. 17 "Firefighters for training"

Purpose: to develop in children a sense of collectivism, the ability to perform movements on a signal. Exercise in climbing and in building in a column.

Description of the game: children are built facing the gymnastic wall at a distance of 5 - 6 steps in 3 - 4 columns. A bell is hung against each column at the same height. At the signal “1, 2, 3 - run,” the children standing first run to the wall, climb in and ring the bell. Then they descend and stand at the end of their column. Repeat the game 6-8 times.

No. 18 "Catching butterflies"

Purpose: to develop in children endurance and the ability to act on a signal. Practice running with dodging and catching, squatting.

Description of the game: choose two players - "children with nets." The rest of the players are "butterflies". On the word “fly”, the children scatter around the playground. At the signal "catch" two children run out to catch butterflies. They catch, closing their hands around the caught, then take him to a conditional place. To the words “Butterflies sat on flowers”, butterflies sit down and rest. When 3-5 butterflies are caught, note which pair caught more. Repeat the game 6-8 times.

No. 19 "Geese-swans"

Purpose: to develop dexterity, speed of reaction; to consolidate the ability to perform the actions of the role taken on; coordinate words with game actions.

Description of the game: on one edge of the hall is indicated the house in which the geese are located. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!

Geese: Ha-ha-ha!

Shepherd: Do you want to eat?

Goose: Yes, yes, yes!

Shepherd: So fly.

Geese: We can't, the gray wolf under the mountain won't let us go home!

Shepherd: Well, fly as you like, just take care of your wings!

Geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of those caught is counted.

No. 20 "Shaggy Dog"

Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.

Description of the game: the children stand on one side of the hall, the dog on the other side. Children quietly approach him with the words:

Here lies a shaggy dog, with his nose buried in his paws.

Quietly, quietly, he lies, either dozing, or sleeping.

Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. Children run away, and the dog tries to catch them.

No. 21 "At the bear in the forest"

Purpose: To teach children to alternately perform different functions (run away and catch).

Game description: The bear's den is determined (at the end of the playground) and the children's house on the other. Children go for a walk in the forest and perform movements according to the verse, which they say in chorus:

At the bear in the forest,

Mushrooms, I take berries,

The bear doesn't sleep

And growls at us.

As soon as the children have finished saying the poem, the bear gets up with a growl and catches the children, they run home.

No. 22 "Brave mice"

Purpose: To teach to navigate in the hall. Cultivate endurance, ingenuity.

The leader is chosen. He will be a cat. The mice stand on the opposite side of the room from the cat, who is sitting on a chair. Mouse children slowly move towards the cat during the following words:

The mice came out once

See what time it is.

One two three four,

The mice pulled the weights. (instructor claps loudly)

Suddenly there was a strange sound...

The mice ran away.

The cat wakes up and tries to catch the mice. They, in turn, run away to their place. The mice that are touched by the cat are considered to be caught.

No. 23 "Airplanes"

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

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

Rules: Players must fly out after the signal "Fly!".

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

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

No. 24 "Whose link will gather sooner"

Purpose: To develop children's attention, the ability to distinguish colors and act on a visual signal. Exercise children in running, walking.

Game description:

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

No. 25 "Fox in the chicken coop"

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

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

The fox can catch chickens, and the chickens can only climb the roost on the signal "Fox!".

Options: Increase the number of traps - 2 "foxes". "Kuram" to climb the gymnastic wall.

No. 26 "Sparrows and the cat Vaska"

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

Game description: A circle is drawn on the ground or a cord with tied ends is placed. The instructor chooses a trap, which becomes the center of the circle. This cat is Vaska. The rest - sparrows, are outside the circle.

The instructor says:

A sparrow sways merrily on a branch.

A sparrow on a branch smiles at the sun.

Our sparrow flew, flapping its wings

And, probably, in the air we are dancing a field.

Well, the cunning Vaska cat crept up to the sparrow-

Sparrow, fly away!

Save yourself from the cat!

The cat catches sparrows. When he catches 2-3 birds, a new cat is selected.

No. 27 "Hares and the wolf"

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

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

Hares run out at the words - hares jump.

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

No. 28 "Round dance game Bunny"

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

Description of the game: children stand in a circle, holding hands. In the center of the circle is a sad bunny. Children sing:

Bunny, bunny! What happened to you?

You are sitting very sick.

You get up, get up, jump!

Here's a carrot! (2 times)

Get it and dance!

All the children come up to the bunny and give him an imaginary carrot. The bunny takes a carrot, becomes cheerful and begins to dance. And the children clap their hands. Then another bunny is selected.

#29 "Find a mate"

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

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

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

Each time the players must have a pair.

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

No. 30 "Homeless Hare".

Purpose: To teach children to act on a signal. Develop attention, ingenuity.

Game description: Rabbit children make houses out of jump ropes folded in a ring. On a signal, the hares run out of the houses, jump one after another, jump on one leg. Hares rush to occupy any house, but one house is not enough. He becomes a "homeless hare". Now he acts as a leader, saying:

Hares run in the field

Jumped across the meadow

Children run out and frolic on the playground. The game continues.

No. 31 "Toss and Catch"

Purpose: To teach children to compete. Practice throwing the ball with both hands from the bottom up and catching it.

Description of the game: Children are freely located in the room or on the court, each holding a ball in his hands. At the signal: "Start!" children throw the ball up and catch it. Everyone counts how many times they can catch the ball without dropping it.

Options: Children can be divided into pairs. Some throw and catch balls, while others count or everyone becomes in a circle, and one or two of the players go to the middle of the circle and throw the ball. Everyone is watching to make sure the job is done right. You can also introduce an element of competition: who will toss and catch the ball more times? You can also include such exercises: throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; throw the ball higher, clap your hands, catch the ball; toss the ball, quickly turn around and, after the ball bounces off the ground, catch it.

#32 "Who left?"

Purpose: To teach children to navigate in the group room and on the site. Develop memory, attention.

Game description: Children stand in a circle or semicircle. The instructor invites one of the players to remember the children standing next to him (5-6, and then leave the room or turn away and close his eyes. One of the children hides. Then the instructor says: “Guess who left?”. If the child guesses, then chooses someone instead of himself. If he does not guess, he turns away again and closes his eyes, and the one who was hiding takes his place. The guesser must name him. The game is repeated 4-5 times.

No. 33 "Cucumber - cucumber ..."

Purpose: to form the ability to jump on two legs in the forward direction; run without bumping into each other; perform game actions in accordance with the text.

Description of the game: at one end of the hall - an instructor, at the other children. They approach the trap - the "mouse" by jumping on two legs. The instructor says:

Cucumber, cucumber, don't go to that tip,

The mouse lives there, it will bite your tail.

After the end of the words, the children run away to their house. The instructor pronounces the words in such a rhythm that the children can jump twice for each word.

No. 34 "The mother hen and chickens"

Purpose: to improve the ability to crawl under the rope without touching it; develop dexterity, attention; act on a signal; nurture mutual assistance, camaraderie.

Description of the game: children depicting chickens, along with the "brood hen" are behind a stretched rope. The "hen" leaves the house and calls the "chickens": "Ko-ko-ko." At her call, “chickens”, crawling under the rope, run to her. At the words "Big Bird", the "chickens" quickly run away. When the "chicks" run into the house, you can raise the rope higher so that the children do not touch it.

No. 35 "Rabbits"

Purpose: to form the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Description of the game: on one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite side is a watchman's chair. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs. (chairs can be replaced with hoops or arcs)

State Educational Institution "Golovinschinskaya boarding school"

MOBILE YARD GAMES

for students in grades 5 - 9

as part of the third (health) lesson

physical culture

Teacher: Kondrashkin S.A.

Hide and seek "12 sticks"

The game, in general, resembles the usual hide and seek, but it has the ability to "save" already found players.

To play, you will need 12 small sticks (twigs about 30 cm long). The sticks are stacked on a "catapult" - it can be built from a plank and a pebble, peg, or even a bench placed under it. The sticks are placed on one edge of the "catapult" - so that they can be scattered by pressing the foot (hand) on the second edge of the "catapult".

The game begins with the definition of the driver. To do this, you can use any counters, or remember who was the loser last time (he drives). The driver becomes facing the wall (tree / pole / fence) and begins to count loudly to 30. When the count is over, he shouts:

"One-two-three-four-five, I'm going to look.
Ready or not, here I come!"

He opens his eyes and goes to look for the hidden ones. When he noticed someone, he loudly shouts his name, runs and touches the sticks. If the one who was found and whose name was loudly called manages to run to the "catapult" first, he kicks it with his foot, the sticks are scattered. Until the leader collects all the sticks in place, everyone whom he found earlier and the one who hit the "catapult" have the right to hide. The game is played until all players are caught. Whoever was "caught" first becomes the driver in the next game.

Mobile game "Forged Chains"

And The players are divided into two teams. They become ranks, holding hands, opposite each other (at a distance of about 10-15 meters).

One team shouts in chorus: "The chains are forged, unforge us!"

The team opposite asks: "Which one of us?"

"Chained" call the name of the player from the opposing team. The chosen one tried to break the human chain with a run (it is important to choose the "right place", which seems to be the "weak link"). If it is possible to break the chain, the player returns to his team and takes one of the two "uncoupled" comrades with him. If not, the player joined the team just between the "links" that he was trying to break.

Mobile game "Traffic light"

AT
going out for a walk in the yard, everyone tried to put on something of different colors in case it was decided to play this game. Two lines were drawn on the site at a distance of several meters from one another. It was a road (as a rule, there was a "universal" road for traffic lights, "go slower" and other games).

All players, except for the "traffic light", lined up behind one of the lines. "Traffic light" guarded on the "road".

Standing with his back to the players, he called a color. If the player could find the named color “on himself” (clothing, bow, hairpin, etc.), he took it with his hand and calmly crossed the “road”. If nothing suitable was found, he could only quickly run across to the other side (without running out of the "road"). A "traffic light" was supposed to catch violators. The one he touched became a "traffic light" himself.

It got to the ridiculous - looking for a pink speck of juice on a blue T-shirt, proving to each other that this color is actually "crimson, not red", and so on ...)))

There are other variations of this game:

colored walls

This game is ideal for school corridors. All the rules remain the same, just part of the corridor is used as the playing field. Everyone stands with their backs to one wall, a "traffic light" in the middle of the corridor. "Traffic light" guesses the color. Those who have it - touch with their finger the part of the clothes where it is present, and calmly pass to the opposite wall. Those who do not have - run across, trying to remain unpatched. The one who was patched up became a "traffic light".

Musical (song) traffic light

This game is more about intelligence. The field of play remains the same, the players and the "traffic light" are in the same places. The difference is that now the driver guesses not a color, but a letter. The player's task is to remember and sing the lines from the song that begin with a hidden letter. Naturally, a verse or chorus should begin with a letter, it was impossible to sing just a line from a song. And in the same way - the player who could not remember the song had to run across to the other side and not get caught by the "traffic light".

Mobile game "Brook"

AT
this game can be played almost anywhere: on the field, in the yard, in the hallway of the school. The only condition is that you need as many children as possible to play (it’s more interesting). The number of players should be odd: everyone is divided into pairs and stand one after another, connecting pairs of hands raised high in pairs. The driver enters the formed corridor from behind, chooses a pair from the players and stands at the beginning of the "brook". The released player becomes the leader, goes to the end of the "corridor", passes through it and chooses a pair for himself.

The beauty of the game is that in the process there are more and more drivers (everyone is in a hurry to choose their own “pair” as quickly as possible), and the corridor is getting longer. It also happens that a girl (boy) from an already standing couple does not want to disengage their hands and go with water, this is also a reason for ridicule

Another charm of the game is that in this way the "hidden" sympathy of boys and girls was often manifested. The game has no beginning, no end, no win-lose conditions - they play until they get bored.

AT
one driver is selected (as usual, with a counting rhyme).

On the ground, two stripes are drawn with chalk at a distance of about 50 meters (here, as far as the yard or free space allows).

All players stand on one side of the "road", the driver on the other side, and turns his back to everyone. The leader says:

The phrase can be pronounced as you like - deliberately dragging out the words, the whole sentence, or, for example, starting slowly and then abruptly and quickly ending it - in general, bring an element of surprise into the game At this time, all players try to run as far as possible, go to the finish line, on the word "stop" freeze. After the word STOP, the driver turns around. If he saw the movement of a player (who did not have time to freeze, or stop because of the speed of acceleration), he is eliminated from the game. The winner is the one who first gets to the finish line and touches the driver - he takes his place, and the game starts over.

SALKI

Salks (patches) ordinary

According to the counting rhyme, as usual, the driver is chosen ("salka"). The playground on which they play is conditionally established (for example, you cannot run out of the school yard or a fenced playground). Everyone scatters around the site, the driver announces "I'm a tag!" and starts to catch up with all the players. Whomever he catches up and "touches" (touches), he becomes a "feed", loudly announces this, and begins to catch up with the players. We continue to infinity.

There are other variations of this game. All the basic rules of tags remain, only some conditions are added:

FROM alki "with a house"

For those who run away, a "house" is drawn (a circle - with chalk on the pavement or with a stick on the ground). Players can periodically rest in the "house", it is impossible to salt them at this time, but it is impossible to stay in the house for a long time.

Salki "above the foot from the ground" (Salki "feet in the air")

The evader has the right to climb on any object at any time or simply sit down and lie down, raising his legs off the ground. At the same time, he shouts “Above the foot from the ground” (an option is “feet-legs in weight”), and it is impossible to salt him. The condition about a short stay in the "saving position" remains the same.

Crosswalks

Runaways can help out a player who is being chased by a tag by running across his path. When someone crosses the road of the salka, he is obliged to chase a new "victim", then he joins and crosses the road of the second one - and so on ad infinitum. In the end, as a rule, the one who tried to cross the road too close to the driver is "caught".

Salki "Tea-tea, help me out"

When a player is tagged, he stops, spreads his arms to the sides and shouts "Tea-tea, help me out." Another player can run up to him, touch his hand and thus "rescue". The driver, as a rule, at this time does not move far from the first "victim" in the hope of catching the second and third. When all the players become "greasy", the role of the driver passes to the first one caught (if you remember who will be the first).

"Sardine" is "hide and seek inside out"

AT from only playing this game is better in a fairly large, but limited space - it can be, say, a part of the yard, fenced, or a whole floor of the school, or 2-3 entrances of one house.

The game, as usual, begins with the choice of the driver. You can choose it with a counting rhyme or, for example, draw lots. Since this is "hide and seek in reverse", then everyone else counts from 1 to 50, and the driver goes to hide at this time. Then they all shout in unison:

"One, two, three, four, five - we're going to look for you
You didn't hide - it's not my fault!!"

And they all go together to look for one hiding. Since this is hide and seek on the contrary, when someone finds the driver, he does not scream, does not run anywhere, but quietly sits / stands / lies down;) next to the first player. And so on. The “more fun” of all is the last one who hasn’t found, who is perplexed - where did such a crowd go, well, and the crowd itself - you need not to make noise - not to laugh, not to give yourself away, and sometimes fit 10-15 people behind some small shelter.

Ball game "Frog"

And gra from the category of "girls". To play, you need a ball and a wall. First, they agree on the turn of the players. Further, a conditional line is outlined on the wall (may coincide with the line of a window sill, a light bulb, a peeled wall, stairs, etc.), below which you cannot throw the ball. The girls line up one after another, the first one throws the ball (not lower than the intended line), the ball hits the wall, falls to the ground, and at the moment the ball hits the ground, the girl needs to jump over it. Then the ball falls into the hands of the second player and everything repeats, and so on. The jumper leaves and stands at the end of the line. Who could not jump over the ball - receives one letter from words L-I-G-U-Sh-K-A. The one who “collects” this word first loses, respectively. During the game, by agreement, the line could be raised higher (if it was boring and everyone managed to jump at the original level). Accordingly, the higher the line, the more interesting the game.

Mobile game "Shtander-stop"

You need at least 4 players and a ball to play.

Choose a driver. He takes the ball in his hands and stands in the center of the circle, which is formed by the rest of the players. The driver throws the ball up and calls the name of any player (for example, "Shtander Pasha"; another variation is "Khali Halo Pasha"). The one whose name was called must catch the ball, at which time everyone else scatters as far as possible from it. As soon as the ball is caught, the player shouts: Shtander-stop! (Hali halo stop!). Everyone freezes in place.

And The player with the ball chooses any player to whom he will need to touch the ball.

The steps might be:

Giant - a step for the entire span of the leg;

Human - ordinary steps;

Lilliputian - when the heel of one foot is placed immediately in front of the toe of the other;

Ants - take small steps on their toes (one step immediately in front of the other);

Umbrellas - a circle around you on one leg;

Duck - squatting steps;

Frog - jump;

Camel - you had to step where you spit.

It was interesting, of course, to name a bunch of "entertaining" steps to make it more fun. For example, it was said: “There are 7 giant ones before Katya, three umbrellas, two Lilliputian ones ...” After all the steps are named, the player with the ball performs them and must throw the ball towards the hidden player. If the player catches the ball or dodges, the driver throws the ball up again and everything repeats from the beginning. If hit, then the player becomes the driver.

Mobile game "Chizh"

The game requires a rectangular field, the size is chosen by the players. We need a dirt platform, usually a mini-football area was suitable. Now there are a lot of yards with such simple sites. You also need a bat and "siskin". A bat is a stick 80-100 cm long (it all depends on the convenience for the players). "Chizh" is a small stick, 2-3 cm in diameter and about 25 cm long.

FROM a hole is dug in the middle of one edge of the playing field so that a “siskin” can be quietly placed on its edges (the diameter is about 20 cm). The depth of the hole is small so that you can pick up a siskin with a bat and send it to the playing field. The hole is in the center of the "base". Base - a square drawn on the ground around the hole, with a side equal to the length of the bit.

Players are divided into two teams of 3-4 people each. The goal of the game is to score 1000 points. The teams take turns "ruling" the base. The team that does not "steer" enters the field and takes arbitrary places. The player at the base takes the bat and "siskin". Team players on the "base" alternate with each other with each new draw.

One draw takes place in 3 stages.

1st stage. The batsman puts the "sis" on the hole. Then he must send it with a bat from the hole to any place on the playing field. You can not throw a siskin out of the field - this is a mistake. 3 errors - teams change places. Errors are considered in total for all stages of one draw. If the siskin did not fly out of the base after the blow, the draw ends and the teams change places. This is true for all three stages. Also, when performing a strike (at all three stages), the player must not go beyond the base. Exit is considered an error.

Players of the opposite team should try to catch the siskin launched from the base. If they catch, then they get the right to knock the team out of the next stages and immediately proceed to change places on the field. To do this, from the place where the siskin was caught, try to throw it back so that it gets into the "base". The player on the "base" with the bat has the right to try to knock out the "siskin". At the same time, he must stand within the "base". If it didn’t work out and the siskin ended up in the base (including crossing the border of the base) - the teams change places. If the siskin ended up in the hole at the same time, the team in the field receives an additional 50 points. If the team could not catch the siskin (he just fell on the field), the siskin did not end up within the boundaries of the base after the throw - go to the second stage.

2nd stage. The batsman must take the siskin in one hand, throw it up and send the bat into the field with a blow. The blow must be made in the air, the siskin must not fall to the ground before hitting the bat. There may be such situations: the player did not hit the siskin and he fell in the base, then the teams change places, this is the end of the draw. If you didn’t hit the siskin and it fell outside the base, this is a mistake. If after hitting he fell into the base - the end of the draw.

3
-th stage.
The player must take the siskin in his hand, and, holding him at the level of his belt, knock him up from his hand with the first blow of the bat, and send him into the field with the second. The second blow is made on the chizh in flight (similar to the blow at the second stage) (usually at the end, otherwise it is almost unrealistic :-).

Since this blow is the most difficult, the number of points that the team receives for the draw depends on it. After the 3rd successful hit, when the siskin is on the ground within the playing field, the batsman calculates how many points he brought to the team. To do this, he measures the distance to the siskin from the border of the base with a bat. For one length of a bit - gets 10 points. Incomplete bit distance is ignored.

The draw is over. The teams change places.

The first team to reach 1000 points wins.

Notes:

1. there should be no more than 3 players in the field (it seems). so they just didn’t play more than 3 * 3.

2. if a player in the field catches a siskin not with his hands, but with his elbow, legs, teeth, additional points were given for this. Here you have to try to remember what is difficult and what is not. For teeth, I remember exactly they gave 1000 points, whoever caught it immediately won. There was only one time in my memory. For the rest of the frills, you can come up with your own bonus system.

3. about errors with ejection outside the field - I don’t really remember what happened there. Either they changed immediately, or it was possible to kill once.

4. limit on the number of swings in an attempt to repel a siskin from the base when they try to throw him back from the field - it seems that there was not, because the game of "doggy" is the only way get into the base as a sissy.

Ball game "Tens"

This game requires a small area, a wall, a ball and at least two players.

To Each player must complete ten exercises:

10. Hit the ball against the wall ten times in a row, hitting it like in volleyball.
9. Hit the ball against the wall nine times, hitting it with your palms from below.
8. Throw the ball from under the right foot eight times, hitting the wall, and catch the ball from the wall with your hands.
7. Throw the ball from under the left foot seven times, hitting it against the wall, and catch the ball from the wall with your hands.
6. Facing the wall, throw the ball six times from behind between the legs on the ground so that it bounces against the wall, hits the wall, and then catch it in your hands.
5. Five times, standing with your back to the wall, throw the ball between your legs, quickly turn around and catch it in your hands after hitting the wall.
4. Throw the ball four times against the wall so that it bounces off it to the ground, hit the wall again from the bounce off the ground and then catch it.
3. Hit the ball against the wall three times with palms folded in a boat.
2. Hit the ball against the wall twice with folded fists.
1. Toss and hit the ball against the wall with a straight finger once.

After that, you need to pass the "exam": each exercise is done once, while you can not laugh and talk.

If the player with the ball makes a mistake during the execution of any task, the ball goes to the next player in turn. Upon the return of the move, the game continues from the moment at which the player made a mistake (but from "zero", i.e. if 5 is made out of 8, then an error, then when the move comes, you need to make 8 again). The winner is the one who first completes all the tasks and passes the "exam". As a rule, when passing, the players tried to actively interfere with the “examined” (they made him laugh, scared, pretended to take the ball away) - they did everything to make the exam fail.

Ball game "4 pebbles"

For the game, we need to draw a square field, separate the corners in it, draw a circle in the middle of the field, and a square in the circle. Four stones are placed on top of each other (turret) in a square. The stones should be large enough and flat. The playing field looks like this:

All players of the serving team stand behind the last line (this is the fourth level). The players of the serving team take turns trying to knock out the stones with the ball (destroy the turret). The main task is to knock the stones out of the circle (the throw was ideal when all the stones flew in different directions).

If at least one stone is knocked out from the circle, the player of the receiving team must place the knocked-out stone in one of the corners of the playing field.

In the end, all four stones end up in different corners of the field.

After that, the host team begins to "hunt" for opponents with the ball (essentially, a game of dodgeball). The task of the server players is to dodge the ball, collect all 4 stones again and build a tower. If all the players of the team are "knocked out" before they succeeded, the level is considered not passed, the teams change places. If the tower was successfully built, the players moved to the next level (they started throwing the ball from the third line).

The team that first managed to reach the first level and win it wins.

Ball game "Square"

Ball game for 4 players. For the game, you need a flat area on which a simple scheme is drawn (in our yard they even painted it with paint, because they played the game a lot and often, sometimes even a "queue for the site" formed).

At first, they agreed on how many points they would play (usually it was 20). Each player stood in his quarter of the square. At first, the ball was simply thrown to the center (a small square or rhombus in the middle). On whose side the ball rolled away from the center - that's where to start. The host threw the ball diagonally so that it hit "his" quarter of the square and bounced into "alien". The player had to hit the ball after one touch on the ground in his quarter (principle - a la "tennis"). You need to hit the ball with your feet, knee, head - you can’t touch it with your hands.

If the ball does not hit the opponent's quarter, the serving player is credited with 1 point ("out"). If the ball hits the opponent's quarter more than 1 time, the receiver scores a point. If the ball, after hitting it, fell outside the area, the batter was counted "out".

The ball could not just be beaten immediately to someone else's field, but to kick with a knee-knee any number of times. Moreover, if the ball in this case went beyond the site, but did not touch the ground, the game continued for an arbitrarily long time.

After at least one player scored 5 points (and then 10 and 15), the players changed quarters of the Square so that no one got used to their "place". The game is considered over when at least one player has scored 20 points. The one with the fewest points at that moment is the winner.

Ball game "Sniper"

This game is a variation of the usual dodgeball. It differs in the arrangement of players and the number of players (at least 15 people should participate in the game, preferably all 30).

The players are divided into two teams (by counting or by agreement). A "sniper" is selected in each team, the rest become ordinary players. Everything is placed like this:

The "sniper" of the first team throws the ball to his team (his players), while trying to hit any player of the second team. The ball is caught by any player of the first team, thrown to his "sniper", again while trying to knock out the player of the second team.

If a player is knocked out, he does not drop out of the game, but goes over the field line and begins to further help his "sniper". In the event that a team player caught the ball "on the fly", the ball goes to this team and they already begin to throw with their "sniper". The ball caught from the ground is not considered - the player is eliminated from the playing field. As a result, by the end of the game, most of the players are next to their "sniper" behind the field line, and the remaining few players are literally "under execution".

The whole charm and intrigue of the game is that the role of "predators" and "victims" is constantly moving from one team to another, and the players never drop out of the game "completely", you won't have time to get bored.

Jump game "3-15-10-20"

It turns out that this game has two options. Option one, for children.

D
For the game you need one leader (we choose as usual), from 2 to infinity players and ... a ladder. Preferably 8-10 steps and wide enough (the steps of the front entrance of the school are ideal), variations are not prohibited.

AT
The dresser stands on top of the stairs, playing from below. The driver says a counting rhyme: Three-fifteen-ten-twenty, and jumps onto the steps. All players jump at the same time.

AT The walker and the players can jump onto the steps in different ways: two feet on the same step, standing on the same foot on the same step, two feet on the steps side by side or through one, someone could put their feet through two and even three steps.

If no one stands like the driver, everyone jumps again under the same counting: Three-fifteen-ten-twenty

E If suddenly two or more players along with the leader stand on the same steps in the same way, everyone jumps again. And so we play indefinitely, or until we get bored.

Option two, harder

Everyone stands in a circle, putting the right foot forward so that all legs touch. Then they shout: Three-fifteen-ten-twenty and jump off in different directions. The one who turned out to be the furthest from the center becomes the leader, and counting: Three-fifteen-ten-twenty, jumps, trying to step on the foot of the neighbor on the right, who at the same moment is trying to jump away (the rest stand still). The game goes on around the circle. Anyone who has been stepped on or jumped before their turn is out of the game.

Yard game "9 stones"

Yard game, the number of players is almost unlimited. The game requires a ball. A square is drawn on the asphalt, divided into 9 parts (as for “tic-tac-toe”), in its center a pile of 9 stones is laid out. One person - the leader (if there are many players, then there are several leaders) stands on one side of the square, the rest of the players are at some distance from the square on the other (the distance from the square was determined by eye, so that it was not very easy to hit, but possible), the players ball in hand. They must, throwing the ball in turn, break a pile of stones. After the pile is broken, the players need to arrange the pebbles one by one on each square. The leader at this time heavily “spots” the players with the ball. The tainted player is out of the game. If the players still managed to spread the pebbles, then the leader leads again.

mobile game"Kis-meow"

The essence of the game is that all the players stood in a line, and two more - the leader and the player - with their backs to each other, the leader - facing the line. The host points with his eyes at someone in the line and asks “kitty?” If the player says “shove”, then he continues to choose with his eyes, and if “meow”, then he stops at this person and asks “what color?”. Red - means, for example, jumping on one leg, pink - jumping in a squat with their backs to each other ... The player must complete the exercise with the one who the leader pointed to, regardless of sympathy or antipathy. You can come up with exercises yourself before the game.

Sitting game "Edible - inedible"

The game, as usual, begins with the choice of the host. All players sit on a bench in a row (as an option, they stand in a circle). The leader throws the ball to any player and at the same time calls an object. If "it" is edible, the player must catch the ball. If it's inedible, discard it. If someone "ate" inedible, he became the leader. Of course, the game is interesting at a high speed of throwing the ball and guessing words, and the leader's task is to confuse the players as quickly as possible. How much laughter was in the yard when someone "ate" galoshes or refused ice cream!!! Here's an example for the presenter:

Milk apple cow
spoon wheel watermelon pear car phone
bread water salt
kefir skittles sausage

Yard game "Cossacks - robbers"

A kind of burning "mixture" of hide-and-seek and tags.

For the game, it was necessary to gather a fairly large company (at least 6 people, much more is better). Then, according to a rhyme or agreement, we divide into two teams ("Cossacks" - there may be a little less of them, and "robbers"), it is advisable to choose chieftains at the same time. Together we agree on the area within which you can hide and play (yard, two yards, a couple of entrances or the whole street). "Robbers" confer and think of a secret word (passphrase).

Further, the "Cossacks" move aside (so as not to see the "robbers" and their movements) - ideally, hide in the entrance or around the corner of the house. The robbers at that time drew a circle on the pavement with chalk (denoting the "start of movement") and further from it arrows in the direction of their movement.


R
you could draw arrows on the pavement, on the walls of the house, on curbs, on trees, on benches, and where else your hands could reach)) As a rule, at first they ran and drew arrows all together, and at the end they scattered to different nooks and crannies. The faster you run and draw, the more chances you have to hide without being found. In order to confuse and complicate the game for the "Cossacks", arrows were placed in several directions at once, also "deceptive" arrows, arrows at sufficiently large distances or small ones in an inconspicuous place. The time for hiding the "robbers" was agreed in advance, but usually it was no less than 15-20 minutes ("Cossacks" at that time entertained themselves with other games and looked for and equipped a "dungeon", where they later brought the captured robbers). The dungeon also had to be equipped - to draw or indicate clear boundaries with sticks and stones, to try to protect it as much as possible from prying eyes. At the same time, it was impossible to arrange it in a completely closed secluded room - all the "relish" of the game was lost.

And after - the most interesting. "Cossacks" were looking for "robbers", focusing on the drawn arrows (some of them lead to a dead end). When the "robber" was found, he had to be caught (tarnished) first - he had the right to run away from the Cossacks. If they stained him, took him by the sleeve (or arm) - he no longer had the right to resist, and they led him to the "dungeon". If on the way, for any reason, the Cossack released the robber's hand, he was considered free and could run away again. Having brought one captured robber to the dungeon, the Cossack remained there to guard him. The robber could be "tortured" (the most common type of torture was tickling, throwing insects at girls or twisting arms (including "urticaria" for boys) were used with might and main). And if real nettles were at hand ..... this time they went on to search. "Cossacks" were considered winners if they found out the password, or if they found and delivered to the "prison" all the robbers.

The robbers could help each other out - for example, "attack" the dungeon, grab the guard, and while they were holding him, the prisoners could scatter. The Cossack, of course, immediately called for help (he did not always succeed, prudent robbers tried to cover his mouth in time).

Jumping game "Rubber"

Rubber band rules:

Two players become "in rubber". One player jumps (performs a series of exercises) - in turn at all levels. We usually performed each exercise at all levels in turn, after which we moved on to the next exercise and started jumping from level 1 - so the game was more varied. Sometimes I jumped in a different way - all the exercises were performed at once, first at 1, then at 2.3 and so on levels. At levels 5-6-7, complex exercises were canceled (I will write about this below).

If the game is played by three: as soon as the jumper makes a mistake (gets lost, clings to the rubber band, steps on the rubber band, etc.) - he becomes "in the rubber band", and the next player starts to jump. They continue to jump always from the place where they went astray. If the game is played by four: when a player gets lost, a teammate can help him out. When he also goes astray, the pairs change places (the team that goes astray becomes "in rubber"). Teams continue to jump always from the place where they last lost their way.

Rubber band levels:

The first - when the rubber band is at the level of the ankles of the holders
- second - rubber band at the level of the knees
- third - an elastic band at the level of the hips ("under the booty")
- fourth - elastic at waist level
- fifth - elastic at chest level
- sixth - elastic band at neck level
- and even the seventh - the elastic band was held by hands at the level of the ears.

List of exercises performed:

With the seeming simplicity of these movements, they are difficult to perform in the second, and even more so in the third position.

Simple
We jump: legs on both sides of one rubber band, bounce, legs on both sides of the other, jump out on the other side of the rubber band

Runners (pedestrians, rails)
We bounce, step on at the same time - one foot per one "rubber band", jump up, change legs - so 4 times (you can say "foot-she-ho-dy"), jump out on the other side of the rubber band.

steps
We jump with two legs (together) - bounce, hook one rubber band, stepping on the other, then with one jump we get rid of the rubber band and jump out from the other side.

Bow
The right leg is below the first elastic band, the left leg is on top. We jump on the second elastic band so that we get a bow (right on top, left on the bottom). With one jump, we get rid of the rubber band and jump out from the other side.

Candy (envelope)
We jump with both legs immediately behind the second elastic band, hooking the first one (we get a cross, inside which we stand), jump up and step on both elastic bands with two legs, jump out of the elastic band.

boat
We start as in an envelope - we jump inside with two legs, jump up and land so that both legs are "outside" the elastic band, cross to one side and the other, jump out of the elastic band.

Handkerchief
We cling to one rubber band with one foot, transfer it to the second (it turns out an envelope, but with one foot), jump up and turn 180 0 without releasing the rubber band, then we jump - we get rid of the rubber band and land so that the legs are on both sides of the first rubber band.

Street game for children - "hopscotch"

As soon as the snow melts, figures drawn in chalk appear in the yards. Of course, these are eternal "classics". This is a truly international game. They play “hopscotch” in many countries of the world, and each country has its own version of the “classes” figures.

To play, you need crayons and a bat (it can be a pebble or a tin of cream). The beat must be heavy enough. Therefore, pour sand into a jar and make sure that it does not open when it falls and hits the ground.

The rules of the game are very simple and are passed down from generation to generation. On the asphalt, draw a field with chalk - a rectangle 1 m wide and 2 m long. Draw the field into cells, which are numbered in order (Fig. 1).

Throw the bat so that it hits the first square. Jumping on one leg, push (lead) the bat from cage to cage through all classes with the toe of the shoe.

The one who passed the whole figure without errors throws the bat again, but now to the second cell. In the third round - in the third. And so on. So every time the task seems to be simplified. To complicate the game, there is a "fire" cell. If you push a bat into it or jump inadvertently, everything burned down, the game will have to start from the very beginning.

If you make a mistake, give way to the next one, and when it's your turn to jump again, start where you left off. The first person to complete all classes wins.

An error is considered:

If the bat hit the wrong cell, which is next in line, as well as on the line or in the "fire" cell;

If the player stumbled, touched the ground with the second foot, stepped on the line dividing the cells, or jumped into the "fire" cell.

When all "classes" are passed successfully, "exams" begin. The guys usually agree on all further test conditions themselves.

A variation of the game are jumping classics. In these variants, the bit is not used.

"Chess"

The players take turns jumping through the drawn classes. Jump on one leg into the single cage of the “classics”. Then with two legs - in paired cells, each leg - in a separate cell. Then jump alternately with one foot, then with two.

On the last paired squares, turn 180° and jump in the same way in the opposite direction.

If you passed all the “classes” or made a mistake, give way to the next one. It is considered a mistake if the player touched the ground with the second foot in an unpaired cell or stepped on the line dividing the cells with his foot.

"Japanese stairs"

The players take turns jumping through the drawn classes on one leg.

If the first player rode all classes without errors, that is, without stepping on a single line and without lowering the second leg, he has the right to put his sign in one of the squares. Next time he can rest in the square where his signature is. If the first player makes any mistake, the next player enters the game. The winner is the player who manages to sign the most squares.

Playing "hopscotch" is an excellent load on the legs, it develops the eye well, contributes to the development of a sense of balance, and develops good coordination of movements.

Coordination game "Dad tangled the thread!"

You will need at least 6-7 people to play. The bigger, the better. Two leaders are chosen for the game - "dad" and "mum".

"Mom" moves away 10-15 meters from the main crowd and turns away (do not peep!!

At this time, everyone (except "dad") stand in a circle and hold hands. "Dad" comes to the circle and begins to command the "thread" - one player is told to step over a pair of hands, the second to climb between them, the third to "twist" around those standing nearby, etc. It is important - in no case do not unclench your hands and get confused as much as possible (it turns out a "tangle" from which the arms, legs, heads of the players stick out). Then everyone shouts a rhyme in unison:

Dad tangled the thread

Mom, untie the knot!

"Mom" comes and tries to "unravel the thread" - to command the players so that they change places, step back over their hands, "dive" through the thick of people, etc. It is very important at the same time to unravel so carefully that the "knot" does not fall apart and the players could continue to hold hands. Situations were especially amused when the thread was almost untangled, 1-2 people remained, but their arms and legs were twisted so that the "mother" in bewilderment began to confuse everyone back again.

When there are not very many players, it is quite possible to do without the "dad" - the players "get confused" on their own.

In this article we will talk about the development in children of such a vital quality as attention. Probably, it is not necessary to explain that we need attention not only to acquire new knowledge at school and college, but also to perform ordinary everyday activities. Agree, a person who does not have sufficient concentration and switching of attention simply cannot, for example, cross the road.

It is possible and necessary to develop attention in children from an early age. It is recommended to do this with the help of a game and interesting, exciting exercises for the child. Children learn quickly when they play, so if you and your child devote a little time every day to developing attention games, progress will not be long in coming.

Attention games for children should be varied and aimed at developing different properties of attention: concentration, stability, selectivity, distribution, switchability and arbitrariness. We bring to your attention several examples of games and exercises to improve some of the properties of attention.

Mobile games for attention

  1. "Zoo"(contributes to the development of switchability and distribution of attention). The host turns on the music. While the music is playing, the children walk in a circle, as if walking in a zoo. Then the music stops, and the host calls out the name of an animal. Children should "stop at the cage" and portray this animal. For example, with the word "hare" - start jumping, with the word "zebra" - "beat with a hoof", etc. The game is more fun in a group of children, but it can also be played with one child.
  2. "Edible-Inedible"(a well-known game for almost any age, which develops concentration and attention switching). One participant pronounces the word he has conceived and throws the ball to another. If the word means an edible object, the ball must be caught; if it is inedible, it cannot be caught. You can play this game with two people and keep score, or you can play with a group, for a knockout (this is a complicated option, since no one knows in advance who the ball will be thrown to).
  3. "Vegetables fruits"(develops selectivity and switchability of attention). The host calls out the names of vegetables and fruits, the children-participants should sit down at the word meaning vegetable, and jump at the word meaning fruit. The themes of the named objects can be different (animals-birds, trees-bushes), conditional movements - too (clap your hands, raise your hands up, etc.).

Games for the development of auditory attention

  1. "Broken phone"- a simple and well-known game for the development of auditory attention. The hidden word is whispered into the ear in a circle until it returns to the guessing player, or along the line (then the last player pronounces the received word loudly).
  2. "Cow with a bell". Children stand in a circle, blindfolded driver stands in the center. Children pass each other a bell, ringing it. Then, at the command of an adult: “The bell is not heard!” the child who had the bell in his hands stops ringing. To the question of an adult: “Where is the cow?” the driver must indicate with his hand the direction from where he last heard the ringing.
  3. "Listen to the words". It is necessary to agree in advance with the child (children) that the driver (adult) will pronounce a variety of words, among which there will be, for example, the names of animals. The child should have time to clap his hands when he hears these words. It is possible during the game to change the theme of the given words and the movement that the child must make, as well as complicate the game by combining 2 or more themes and, accordingly, movements.
  4. "Nose-half-ceiling". The host calls the words in a different order: nose, floor, ceiling and makes the appropriate movements: touches his finger to his nose, points to the ceiling and to the floor. Children repeat the movements. Then the facilitator begins to confuse the children: he continues to pronounce the words, and to do the movements either correctly or incorrectly (for example, when the word “nose” points to the ceiling, etc.). Children should not go astray and show correctly.

Exercises for concentration and stability of attention

  1. "Palms". The players sit in a row or in a circle and put their palms on the knees of their neighbors (the right one - on the left knee of the neighbor on the right, the left one - on the right knee of the neighbor on the left). You need to quickly raise and lower your palms in order (so that the wave runs through). Hands raised at the wrong time are out of the game.
  2. "Snowball". The first participant to say a word on a given topic or without it. The second participant must first say the word of the first player, then his own. The third - the words of the first and second players and then their own, etc. A number of words grows like a snowball. The exercise is more interesting to perform in a group of children, but you can also do it together, adding words in turn.

Lesson plan for physical education in grades 2-4

Topic: Outdoor games for the development of attention and coordination

Tasks: 1) Teach the game "Foxes and chickens", "The ball to the driver", "Class at attention"

2) Develop coordination abilities

3) Foster collectivism

the date: 21.04.2016 Inventory:

Time: 40 min Location: gym

Teacher: Shkolnik A.A.

During the classes

1. Organizational moment

Building

Execution of the command level up, at attention

2. Introduction to the topic of the lesson

Guys, in order to determine our topic of the lesson, you need to complete several tasks.

1. Task: What am I now calling - the Shepherd and the sheep, Above the feet from the ground, Geese, swans, Frost, Round-bouncer --- what did I just call?

What actions do we perform in games --- (move)

So what are the games? (outdoor games)

Remember what you said.

2. Task Determine how these pictures differ?

What did you use to determine the difference? What were you?

(Attention)

Task 3. Answer my question - what needs to be developed so that your movements are correct, well-coordinated. (sheet demonstration)

Remember your answers and determine the topic of the lesson --- Outdoor games for the development of attention and coordination.

Defining Lesson Objectives:

--- develop attention and coordination

--- learning to play outdoor games

Warm-up: 1 complex, 2 complex --- exercise for attention to sit on cotton

Outdoor switchgear complex

Main part

"The ball to the driver"

Players line up in two or three columns. At a distance of 1 m from them, drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

The game "Foxes and chickens"

From the guys they choose a fox, a hunter and a rooster. Benches (perch) are placed in the center of the hall. Fox - in the far corner of the hall - "in the hole." A hunter with two balls is on the opposite side. A rooster and chickens walk around the hall. On a signal from the teacher, the fox sneaks up to the chickens. The rooster, noticing the fox, shouts: "Ku-ka-re-ku." All chickens must quickly jump onto the bench. The rooster jumps last. The fox tries to knock down the chickens, and the hunter throws balls at the fox, trying to hit. If he knocks out, then they choose a new fox. Play several times.

"Class, be quiet!"

Training. The players line up in one line. The leader is facing the children.

Game content. The leader gives various drill commands, which the children must execute if the leader says the word “group” before the team. If the word "group" is not pronounced, the command cannot be executed. The one who made a mistake takes a step forward and continues to play. After the second mistake, he takes another step forward, and so on. The game lasts approximately 3 minutes.

Those who remain in their original position at the end of the game win.

Right-handed games: 1. Those guys who did not execute the correct command in a timely manner make a step forward. 2. The need to take a step forward for the offender can be replaced by penalty points. In this case, the winners are those participants who score the least number of penalty points.

The final stage:

Breath recovery exercise

How noisy the sea ----- inhale-exhale --- shhhhhhhhhhhhhh

How the wave rolls ---- inhale exhale --------- uuuuhhhhhhh

Hands up lowered exhalation

Close your eyes, imagine

Building-

Reflection: - who will say what we have learned in the lesson?

Have we achieved our goals?

Tell us what you liked about today's lesson

What was difficult?

Applause

Lesson grades. Dz Farewell!

« find the difference»

Purpose: to develop the ability to pay attention to details.

The child draws any simple picture (cat, house, etc.) and passes it to an adult, while he turns away. An adult draws a few details and returns the picture. The child should notice what has changed in the drawing. Then the adult and the child can switch roles. The game can also be played with a group of children. In this case, the children take turns drawing a drawing on the board and turn away (while the possibility of movement is not limited). An adult draws a few details. Children, looking at the picture, should say what changes have occurred.

« affectionate paws»

Purpose: relieving tension, muscle clamps, reducing aggressiveness, developing sensory perception, harmonizing relations between a child and an adult.

An adult picks up 6-7 small items of various textures: a piece of fur, a brush, a glass bottle, beads, cotton wool, etc. All this is laid out on the table. The child is invited to bare his arm to the elbow; the teacher explains that the “animal” will walk on the hand and touch it with gentle paws. It is necessary to guess with closed eyes which "animal" touched the hand - to guess the object. Touches should be stroking, pleasant.

Variant of the game: the "animal" will touch the cheek, knee, palm. You can switch places with your child.

« Shouts-whispers-silencers»

Purpose: development of observation, the ability to act according to the rule, volitional regulation.

From multi-colored cardboard, you need to make 3 silhouettes of the palm: red, yellow, blue. These are signals. When an adult raises a red palm - the “chanter” can run, scream, make a lot of noise; yellow palm - "whisper" - you can quietly move and whisper, to the "silent" signal - blue palm - children should freeze in place or lie on the floor and not move. The game should end with "silence".

« hubbub»

Goal: development of concentration.

One of the participants (optional) becomes the driver and goes out the door. The group chooses a phrase or line from a well-known song, which is distributed as follows: each participant has one word. Then the driver enters, and the players all at the same time, in chorus, begin to loudly repeat each word. The driver must guess what kind of song it is, collecting it by the word.

It is desirable that before the driver enters, each child repeats aloud the word he got.

« Changers»

Purpose: development of communication skills, activation of children.

The game is played in a circle, the participants choose a driver who gets up and takes his chair out of the circle, so it turns out that there are one less chairs than the players. Further, the host says: Those who have ... change places (blond hair, watches, etc.). After that, those with the named sign should quickly get up and change places, at the same time the driver tries to take an empty seat. The participant in the game, left without a chair, becomes the driver.

« Talking with hands»

Purpose: to teach children to control their actions.

If the child had a fight, broke something or hurt someone, you can offer him the following game: circle the silhouette of the palms on a piece of paper. Then invite him to revive his palms - draw their eyes, mouth, color the fingers with colored pencils. After that, you can start a conversation with your hands. Ask: “Who are you, what is your name?”, “What do you like to do?”, “What do you dislike?”, “What are you like?”. If the child does not join the conversation, say the dialogue yourself. At the same time, it is important to emphasize that the hands are good, they can do a lot (list what exactly), but sometimes they do not obey their master. You need to finish the game by “concluding an agreement” between the hands and their owner. Let the hands promise that for 2-3 days (tonight or, in the case of working with hyperactive children, an even shorter period of time) they will try to do only good things: craft, say hello, play and will not offend anyone.

If the child agrees to such conditions, then after a predetermined period of time, it is necessary to play this game again and conclude an agreement for a longer period, praising the obedient hands and their owner.

« Speak!»

Purpose: development of the ability to control impulsive actions.

Tell the children the following. “Guys, I will ask you simple and difficult questions. But it will be possible to answer them only when I give the command: “Speak!” Let's practice: "What season is it now?" (Teacher pauses) “Speak!”; “What color is the ceiling in our group (in the classroom)?” ... “Speak!”; "What day of the week is it today?"... "Speak!"; "How much is two plus three?" etc."

The game can be played individually or with a group of children.

« Brownian motion»

Purpose: to develop the ability to distribute attention.

All children stand in a circle. The leader, one by one, rolls tennis balls into the center of the circle. Children are told the rules of the game: the balls should not stop and roll out of the circle, they can be pushed with the foot or hand. If the participants successfully follow the rules of the game, the leader rolls in an additional number of balls. The meaning of the game is to set a team record for the number of balls in a circle.

« The hour of silence and the hourcan”»

Purpose: to enable the child to lose accumulated energy, and for an adult to learn to control his behavior.

Agree with the children that when they are tired or busy with an important task, there will be an hour of silence in the group. Children should be quiet, calmly play, draw. But as a reward for this, they will sometimes have an “okay” hour when they are allowed to jump, scream, run, etc.

"Hours" can be alternated within one day, or you can arrange them on different days, the main thing is that they become familiar in your group or class. It is better to stipulate in advance which specific actions are allowed and which are prohibited. With the help of this game, you can avoid the endless stream of comments that an adult addresses to a hyperactive child (and he “does not hear” them).

« Pass the ball»

Purpose: to remove excessive physical activity.

Sitting on chairs or standing in a circle, the players try to pass the ball as quickly as possible without dropping it to a neighbor. You can throw the ball to each other at the fastest pace or pass it, turning your back in a circle and putting your hands behind your back. You can complicate the exercise by asking children to play with their eyes closed or by using several balls in the game at the same time.

« Siamese twins»

Purpose: to teach children flexibility in communicating with each other, to promote trust between them.

Tell the children the following. “Split into pairs, stand shoulder to shoulder, hug each other with one hand on the belt, put your right foot next to your partner’s left foot. Now you are fused twins: two heads, three legs, one body, and two arms. Try to walk around the room, do something, lie down, stand up, draw, jump, clap your hands, etc.” In order for the “third” leg to act “friendly”, it can be fastened either with a string or an elastic band. In addition, twins can “grow together” not only with their legs, but with their backs, heads, etc.

« Onlookers»

Goal: development of voluntary attention, speed of reaction, learning the ability to control your body and follow instructions.

All players walk in a circle holding hands. At the signal of the leader (it can be the sound of a bell, rattles, clapping hands or some word), the children stop, clap their hands 4 times, turn around and go the other way. Those who do not have time to complete the task are eliminated from the game. The game can be played to music or to a group song. In this case, the children should clap their hands when they hear a certain word of the song (specified in advance).

« Hear the command»

Purpose: development of attention, arbitrariness of behavior.

The music is calm but not too slow. Children walk in a column one after another. Suddenly the music stops. Everyone stops, listens to the leader’s whispered command (for example: “Put your right hand on the neighbor’s shoulder”) and immediately execute it. Then the music plays again and everyone continues walking. Commands are given only to perform calm movements. The game is played as long as the group is able to listen well and complete the task. The game will help the educator to change the rhythm of the action of the naughty children, and the children to calm down and easily switch to another, calmer type of activity.

« Arrange posts»

Goal: development of volitional regulation skills, the ability to focus on a specific signal.

Children march to the music one after another. Ahead is the commander, who chooses the direction of movement. As soon as the leader claps his hands, the last child must stop immediately. Everyone else continues to march and listen to commands. Thus, the commander arranges all the children in the order he intended (in a line, in a circle, in the corners, etc.). To hear commands, children must move silently.

« The king said...»

Purpose: switching attention from one type of activity to another, overcoming motor automatisms.

All participants in the game, together with the leader, stand in a circle. The host says that he will show different movements (physical education, dance, comic), and the players should repeat them only if he adds the words "The King said." Whoever makes a mistake goes to the middle of the circle and performs some task for the participants in the game, for example, smile, jump on one leg, etc. Instead of the words "The King said", others can be added, for example, "Please" or "The commander ordered."

« Forbidden movement»

Purpose: a game with clear rules organizes, disciplines children, unites the players, develops quick reactions and causes a healthy emotional upsurge.

Children stand facing the leader. To the music, with the beginning of each measure, they repeat the movements that the leader shows. Then one movement is selected that cannot be performed. The one who repeats the forbidden movement is out of the game. Instead of showing movement, you can call numbers out loud. The participants in the game repeat all the numbers in chorus, except for one forbidden one, for example, the number "five". When the children hear it, they will have to clap their hands (or spin in place).

« Listen to the pops»

Purpose: training of attention and control of physical activity.

Everyone walks in a circle or moves around the room in a free direction. When the facilitator claps his hands once, the children should stop and take the stork pose (stand on one leg, arms to the sides) or some other pose. If the host claps twice, the players should take the “frog” position (squat, heels together, socks and knees to the sides, hands between the feet on the floor). For three claps, the players resume walking.

« Freeze»

Purpose: development of attention and memory.

Children jump to the beat of the music (legs to the sides - together, accompanying the jumps with claps above the head and on the hips). Suddenly the music stops. The players must freeze in the position in which the music stopped. If one of the participants did not succeed, he leaves the game. Music sounds again - the rest continue to perform movements. They play until there is only one player left in the circle.

« Let's say hello»

Purpose: relieving muscle tension, switching attention.

Children, at the signal of the leader, begin to randomly move around the room and greet everyone who meets on their way (and it is possible that one of the children will specifically seek to greet exactly the one who usually does not pay attention to him). You need to say hello in a certain way:

  • 1 clap - shake hands;
  • 2 claps - greet with shoulders;
  • 3 claps - greet with backs.

A variety of tactile sensations accompanying this game will give a hyperactive child the opportunity to feel his body, relieve muscle tension. Changing partners in the game will help get rid of the feeling of alienation. For completeness of tactile sensations, it is desirable to introduce a ban on conversations during this game.

« Fun game with a bell»

Purpose: development of auditory perception.

Everyone sits in a circle, at the request of the group, a leader is chosen, however, if there are no people who want to lead, then the role of the leader is assigned to the coach. The driver is blindfolded, and the bell is passed around in a circle, the task of the driver is to catch the person with the bell. You cannot throw the bell to each other.

Children love to run, jump, compete.

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

Swan geese

The game develops reaction and endurance of your child.

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

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

Players who are never caught win.

Age: from six years old

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

Number of players: 4 or more

Place of play: street

alphabetically

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

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

So that all names are arranged alphabetically;

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

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

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

Age: from six years old

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoor

Hurry up to pick up

With this game you can have fun in a team.

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

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

The participant who managed to pick up more balls wins.

Age: from six years old

The game develops: attention, coordination, agility, reaction

Number of players: 2

Place of play: street

Items needed: balls

Cones, acorns, nuts

A mobile game that children really like.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

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

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

Age: from six years old

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

Place of play: street

Birds, fleas, spiders

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

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

Age: from six years old

Purpose of the game: relaxation, concentration

Number of players: 10 - 30

Place of play: spacious safe room

Target

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

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

Age: from six years old

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

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me your hand

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

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

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

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

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

Age: from six years old

The game develops: alertness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumpers - sparrows

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

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

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

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

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

Age: from six years old

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

british bulldog

Playing affects the stamina and reaction of the child.

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

The game continues until all the runners turn into bulldogs.

Age: from six years old

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

homeless hare

An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside.

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

Age: from six years old

The game develops: mindfulness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

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

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

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

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

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

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

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

The last player caught wins and becomes the polar bear.

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

Age: from six years old

Game development t: dexterity, reaction, fantasy

Number of players: 7 or more

Three, Thirteen, Thirty

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

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

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

Age: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Mobile group games for children not only improve health and develop the child's body, but also give the skill of collective interaction. The older the children, the more difficult the rules of the game and this is no coincidence. In the game, the child gradually learns to accept and follow the agreed or established rules and norms of behavior.

Pull in a circle

This is a collective game, the optimal number of participants is 6-8 people. They stand in a circle and hold hands. A circle with a diameter of about 1 meter is drawn in front of the toes of their feet. Inside this circle, a smaller circle is drawn, so that there is a distance of 50-40 cm between the first and second circles. These 50-40 cm are the forbidden zone. Players walk left or right holding hands. At the command of the host "Pull!", Each player tries to pull his neighbor, located to the right or left of him, beyond the line of the large circle. However, he himself can be at any moment beyond this line, therefore, escaping, the player can step over the restricted area and find himself inside a small circle - on the "saving island". A player who enters at least one foot into the space between the large and small circle is out of the game. The same fate befell those players who unhook their hands. When there are fewer players and they cannot surround the line of the large circle, everyone stands in front of the line of the small circle and the game continues. There is no longer a "saving island" here, and everyone who crosses the line is out of the game. In the future, you can complicate the game by putting pins instead of the drawn restricted area, in this case the task is not to knock down the pins.

twelve sticks

This is a complicated game of hide and seek. First choose the driver. He takes a stone and puts a small board on it. It turns out a throwing device resembling a catapult. At one end of the board, 12 sticks are placed the size of a short but thick pencil. When everything is ready, one of the players with a strong foot steps on the free end of the flip board. The sticks scatter and everyone runs to hide. The driver collects the sticks and puts them in their original place, after which he goes in search of players. If the driver has noticed one of the hiding people, he runs to the board, touches it with his hand and loudly pronounces the name of the discovered player, after which he leaves the shelter. The driver continues to search. If during the search one of the players managed to run up to the board, ahead of the driver and break the sticks, then the driver starts collecting them again, and the rest hide. If the driver has found all the players, the game is over and with the help of a rhyme a new driver is selected to continue the game.

Defense of the fortress or We train the goalkeeper.

Players stand in a circle at arm's length from each other, draw a circle in front of their toes. In its middle is placed a tripod of sticks tied at the top. This is a "fortress". One of the players goes to the middle of the circle to protect the "fortress". On a signal from the leader, the players begin to throw the ball between themselves and, seizing the moment, throw it into the tripod. The driver protects the "fortress" by hitting the ball. He moves freely in a circle. If the ball hit the tripod and moved, but did not knock down, the game continues. The driver can again put him in the middle of the circle. if the "strength" fell, i.e. the tripod fell, the one who did it goes into a circle and becomes the "defender of the fortress." If throwing the ball, the player stepped over the line, this throw is not considered. The game can be complicated by putting 4-5 pins instead of a tripod, in this case the game is considered over when all the pins have fallen, while the "fortress defender" has no right to raise and put the pins back.

Second extra vice versa

Choose two leaders. The participant stands in a circle at a distance of one step from each other. One of the drivers runs away, the other catches up with him. Running around the circle is prohibited. When the evader is in danger, he can stand in front of any player standing in the circle. The one who is behind is considered to be the driver and begins to pursue the player who has just been in the role of a catch-up. The chasing player needs to be especially careful, as at any moment he can turn out to be the evader.

Double burners with ball

On the site, you need to draw two parallel lines at a distance of 30-40 steps from each other. Two leaders are chosen by lot. The rest of the participants make up two teams, and breaking up in pairs, stand behind the line on opposite sides of the site.
Drivers have one ball in their hands, they occupy the center of the site. On a signal, each of them throws his ball up twice and catches it. As soon as the balls are thrown for the first time, the first couples in the columns separate their hands and run towards each other. The task of the players of each team is to connect in new pairs with the players running towards them. Drivers try to interfere with them and try to knock out (stain) them with the ball. If the players managed to meet and they were not tarnished, then they form new pairs. If two players are knocked out, they become the leaders. In this game, two teams do not compete, but rather unite to achieve a common goal. The winners are those who have not been tarnished during the game.



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