Game equestrian athletes. Outdoor games in elementary grades

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Outdoor games in elementary school

DEVELOPMENT OF MEMORY IN THE PROCESS OF MOBILE GAMES IN THE PRIMARY SCHOOL

Gracheva Marina Sergeevna, teacher physical culture MBOU "Secondary School No. 3", Bratsk, Irkutsk Region.
Purpose: An outdoor game creates favorable opportunities for training all the functions of the brain, since it simultaneously involves various analyzers, which creates the prerequisites for the successful mastery of the elements and content of educational activities. The use of outdoor games allows you to enhance the possibilities of pedagogical influences, contributing to the successful formation of vital motor skills and abilities, a system of knowledge, mental and moral qualities of a person. Game activity influences the formation of the arbitrariness of mental processes, it is in the game that voluntary attention and voluntary memory begin to develop, in the game children concentrate better and remember more. Conscious activity is distinguished earlier and more easily in play. Compliance with the rules itself requires the child to focus on the content of the game, its actions and plot. The need for communication and emotional reward pushes the child to purposeful concentration and memorization.
This event might be of interest. physical education teachers, additional education teachers, summer camp workers, organizers in kindergartens.
Description: mobile game refers to those manifestations of game activity in which the role of movements is clearly expressed. An active game is characterized by active creative motor actions motivated by its plot. These actions are partially limited by the rules (generally accepted, established by the leader or the players) aimed at overcoming various difficulties on the way to achieving the goal.
Target: creation of favorable opportunities for training the functions of the cerebral cortex, for the formation of new temporary, both positive and negative connections, and an increase in the mobility of nervous processes.
Tasks:
1. education of will, endurance, discipline;
2. education of the need for games;
3. development of the ability to analyze, compare, generalize and draw conclusions; development of children's ability to act.

The development of memory, perception, imagination, attention can be successfully solved by outdoor games, which, due to their versatility, simplicity, accessibility, high emotional attractiveness, are a universal tool that allows not only to develop the mental sphere of the personality, but also to satisfy the motor needs of the child.
The importance of memory in a child's life is enormous. Memory - the process of remembering, preserving, reproducing and forgetting information by a person, is not an ability given from birth, and like any mental process is formed and developed in the process of activity. Primary school age is characterized by intensive development of the ability to memorize and reproduce. There are long-term memory - the ability to store and repeatedly reproduce information for a long time and short-term memory - designed to store information for a short period of time, until the information is used.
Allocate such types of memory as visual, auditory, motor, emotional, verbal - logical and their combinations. Pure memory types are quite rare, mostly mixed types predominate.
Children of primary school age begin to acquire the ability to think logically, to establish causal relationships and relationships between objects and phenomena. Their thinking is characterized as concrete - figurative, which requires a clear organization of the presentation of game material.
In children, such a feature of memory as literalness can be traced, which is expressed in the fact that the child literally reproduces what he is asked to remember and perform.
At primary school age, the organization of ways to memorize game material becomes crucial, which must fit into a system of connections that naturally guides its retrieval from memory.

Educational purpose of the game: the formation of an auditory type of memory.
Pedagogical value: the game develops memory, imagination, attention, ingenuity, speed of reaction.
Location:
Inventory: blindfold.
Preparing for the game: a leader is chosen, who becomes in the center of the circle, which is formed by the rest of the players, and closes his eyes (or puts on a bandage), the leader of the game becomes next to him.
Content and course of the game: players, holding hands, walk in a circle in a predetermined direction and say recitative:
Here we lined up in a circle, (go in a circle)
They suddenly turned at once (they go in the other direction)
Jump, jump, jump (perform jumps in place and clap their hands at the same time)
Guess whose voice? (the player chosen by the leader pronounces the words one).
Jump, jump, jump(jump in place and clap their hands)
Guess whose voice?(pronounce the words all together, referring to the driver).
All this time, the leader slowly rotates the driver, in the direction opposite to the movement of the players in the circle, and imperceptibly points to one of the players (after pronouncing the words: "Jump, jump, jump"), who must say the words: "Guess whose voice?" and repeat all together: "Lap, hop, hop - guess whose voice?" after which the driver removes the bandage and tries to name the player who said the word.
Rules:
If the driver guessed the player who called the word, then he goes to his place, and the player who previously called the word becomes the driver.
If the driver incorrectly called the player, then he remains the driver and the game is repeated.
Guidelines:
Before starting the game, be sure to learn the words of recitative.
If the driver cannot correctly name the player who said the word for a long time, then change it.
Encourage players who are speaking a word to try changing their voice to make it different from their own.
For more difficulty, you can slowly rotate the player standing in the center in the opposite direction.
When playing a game with prepared children, offer to guess the voices of several students at once, located in different places in the circle.

1. The game starts without first learning the recitative.
2. The player standing in the center is peeping, but no attention is paid to this.
3. Players are given the task to guess the voice of one participant, and not several at once.

2. "Treasure hunters"

Educational purpose of the game: repetition of orientation skills on the ground.
Pedagogical value:
Location: playground, gym, recreation.
Inventory: a beautifully designed box of medium size - "treasure", blindfolds.
Preparing for the game: four people playing stand in the corners of the basketball court, as indicated in the diagram. Each of them receives a "map" on which the path to the treasure is indicated, which he must study and remember. It is explained to the players in advance that the length of one step indicated on the map is one meter, and all turns to the right and left are carried out at an angle of ninety degrees (an approximate diagram of the map is shown in the figure)
Content and course of the game: at the signal of the leader, the players begin to move from memory, counting the steps. After they complete the route, they must bend down and find the treasure.
Rules:
Team players start moving only after the signal.
The player who finds the treasure first is the winner and receives the "treasure" contained in the box.
If the players "found" the treasure at the same time, both are declared winners.
Guidelines:
Start the game with very simple tasks, for example, five steps straight, turn left, two steps straight.
Gradually increase the number and complexity of the map.
Put the treasure in its place after the players have started the game.
Remember, the distance to the treasure should be the same for everyone.
Be sure to make sure that the player does not hit the wall, bench in case he lost his orientation in space.
Put some sweet prize in the box.
Organizational and methodological errors:
1. Players are offered a map that is too difficult from the start.
2. There is no control over the safety of those involved in the process of passing through the map, the players may collide with each other.

3. "I know"

Educational purpose of the game: formation of a system of knowledge about the surrounding world.
Pedagogical value of the game: game develops memory
(reproduction), imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: volleyballs or basketballs.
Preparing for the game: the players, each holding a ball, randomly position themselves on the court facing the leader. Before the start of the game, the leader gives the task, which is to, while performing basketball dribbling on the spot, for each hit of the ball on the floor, say one word, always starting with the words: “I know” and continuing with the task that gives leader, for example, "Seven Names of Boys".
Content and course of the game: at the signal of the leader, the players simultaneously or alternately begin to complete the task, hitting the ball on the floor, uttering one word for each hit. The winners are those players who, without errors (repeating words), completed the task.
Rules:
For each hit of the ball on the floor, one word is pronounced.
You cannot hit the ball with both hands and catch it.
Approximate list of tasks:
Animals.
Fish.
Cities.
Plants (trees).
Guidelines:
Start by having the players just learn to dribble on the spot.
Do not forget, the theme of the game needs to be constantly updated.
Ask the opinion of the players themselves regarding the topic of the game.
Organizational and methodological errors:
1. Players are offered too difficult a task from the very beginning.
2. The interests of children are not taken into account.
3. The game is played with children who do not know how to dribble.

4. "Mathematical relay races"

Educational purpose of the game: repetition and consolidation of counting skills.
Pedagogical value: the game develops memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: paper, pencils.
Preparing for the game: on a board or a sheet of paper, simple examples from mathematics are written in advance, accessible to children (you can use the multiplication table). Children are divided into teams of 5-7 people and stand behind the front line. In front of each team, a piece of paper with written examples and a pencil is placed.
Content and course of the game: at the signal of the leader, the first players run up to their sheets, solve the first example and return back, leading the baton.
Rules:
The team that completes the task first and without errors wins.
When summarizing the results, priority is given to the team that completed the task without errors.
Guidelines:
Remember, examples should be simple and have already been solved before in math lessons.
Examples can be on the rules of mathematics, where the sequence of arithmetic operations is important, for example: 2 + 2 x 2 =
You can give tasks to players in the form of a problem that is solved sequentially and is associated with various arithmetic operations.
Organizational and methodological errors:
1. Players are given too complicated examples from the very beginning.
2. Examples include only one mathematical operation.
3. The examples do not reflect the material covered in the lessons.

5. "Put in the box"

Educational purpose of the game: repetition of Russian words with the ending "ok".
Pedagogical value:
Location: playground, gym, recreation.
Inventory: basket - "body", hoops, small balls (twenty balls)
Preparing for the game: the players are divided into teams with the same number of players and become like during relay races. On the contrary, each team in 10 - 12 meters is placed a basket - "box". Next to the team lies a hoop with small balls (balls can be replaced with any small objects).
Content and course of the game: at the signal of the leader, the players who are the first in the teams must take the ball, run up to the box and put the ball into it, while saying the word that ends in “ok” - a lock, a flower, a player, a stocking, a sock, etc.
Rules:
"Words - objects" that are placed in the box should not be repeated.
For prepared children, one should not use diminutive - affectionate words, such as, for example, like a mushroom, a pie etc.
The team that first puts twenty "balls - words" into the container without repetitions wins.
If the player repeated the word and called “ok”, which was already there, the assistant should tell him: “You are mistaken, my friend”, the player should go back and only after that name a new word.
Guidelines:
During the game, use assistants who will write down those “words - objects” that are placed in the box.
The number of words - objects may vary depending on the number of children.
You can give time to prepare for the game by explaining the task.
Organizational and methodological errors:
1. Players are not given time to remember words.
2. When summing up, the teams that were able to name the largest number of words are not marked.

6. "Riders are athletes"

Educational purpose of the game: repetition and consolidation of knowledge about the world around.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: a large circle is drawn in the center of the hall - a “manege”, on one side of the hall there are stalls for “horses”, there should be 3-5 less than the number of players. All players - "horsemen-athletes" stand around the arena.
Content and course of the game: at the signal of the leader, the horsemen move around the arena at a pace or gallop, raising their knees high. At the next signal, everyone jumps to the other side of the hall, where there are no stalls. At the second signal, everyone runs and tries to take a place in the stall.
Rules of the game:
You can start moving in a circle and to the stall only on a signal.
Equestrians who are left without a stall receive penalty points.
Guidelines:
Pay attention to the fact that the players raise their knees high when moving.
To ensure safety, use an elastic band stretched across the hall three to five meters from the wall and draw the stalls perpendicular to it.
Organizational and methodological errors:
1. No attention is paid to how the players move.
2. Too large or vice versa, too small distance to the stalls.

7. "Who has the keys?"

Educational purpose of the game: repetition in the form of a game rules of conduct.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space.
Location: playground, gym, recreation.
Inventory: hoops.
Preparing for the game: the players randomly put the hoops in a circle and stand in the space inside the hoop - occupy their "apartments". One of the players is the driver - a person without an apartment becomes in the center of the circle.
Content and course of the game: on a signal from the leader, the “homeless person” approaches any of the players and asks the question: “Who has the keys?”, The player addressed by the “homeless person” replies: “Look for (player name)!” any hoop (swap apartments), and the bum tries to take the apartment, the name of the owner of which was named.
Rules:
Players must change places, it is impossible to remain in your hoop.
The player left without an apartment becomes the driving "man without an apartment".
Guidelines:
Start playing the game with a preview and trial of the game.
If possible, try to choose not one driver, but two drivers.
Organizational and methodological errors:
1. Too large, or vice versa, too small distance between apartments.
2. An unnecessarily large number of players, which leads to clashes and confusion.

8. "To the flag"

Educational purpose of the game: repetition and consolidation of skills to navigate the terrain.
Pedagogical value: the game develops visual memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: recreation.
Inventory: blindfolds according to the number of players and a flag on a pole or a stick.
Preparing for the game: a flag or stick is placed in the middle of an open field. The players line up in a semicircle at a distance of 20-40 meters from the flag and blindfold themselves.
Content and course of the game: the leader pronounces various commands: “To the right!”, “To the left!”, “Around”, etc., and the players perform them. As soon as the leader gives the command: “To the flag, march!” Everyone begins to move towards the flag, trying, as they think, to get as close as possible to it and stop, after which they must remove the bandages.
Rules:
You can not remove the bandage and peep.
If a player peeps, then he is taken out of the game.
All participants must follow the commands given to them by the leader.
The participant closest to the flag wins.
Guidelines:
Always start the game from a short distance from the flag.
At the initial learning of commands, there should be few.
Remember to make sure that the players play fairly.
Organizational and methodological errors:
1. Players are asked to complete too many commands from the start.
2. Too much distance to the flag.

9. "Make it up yourself"

Educational purpose of the game: repetition and the formation of motor imagination.
Pedagogical value: the game develops visual memory, attention, spatial imagination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: the participants of the game are built in lines on different sides of the hall, facing its middle and are calculated in numerical order.
Content and course of the game: the leader calls any number, after which the player whose number was called goes to the middle of the hall and shows three different movements, then a player from the other team is called, who must also show three new movements that are not similar to the previous ones, etc.
Rules:
If the exercise has already been shown, the team receives a penalty point.
The result of the game is summed up by the sum of penalty points.
Game option:
You can play a game with the elimination of players who have repeated the exercise.
Guidelines:
Do not forget, the game is best played in gymnastics lessons or in gymnastics sections.
Keep in mind that you can show exercises aimed at developing individual motor qualities: strength, speed, flexibility, etc.
Remember that if the level of preparedness is low, you can give the task to show one exercise at a time.
Please note that if the children's motor experience is small, the game will not arouse their interest.
Organizational and methodological errors:
1. The game is offered to children with insufficient motor experience.
2. Before the game, the previous lessons do not mention the need to remember the exercises.

10. "Who came out?"

Educational purpose of the game: formation of memorization skills and improvement of short-term memory.
Pedagogical value: The game develops visual memory, attention.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children stand in one line, several (2-4) leaders are selected from among them.
Content and course of the game: at the signal of the leader, the drivers turn away from the players, turning their backs to them, and the leader points to the player who must run out of the room or hall. On the second signal, the drivers turn around and try to quickly name the player who left.
Rules:
The driver who first gave the correct answer gets a point.
The leader who scores the most points at the end of the game wins.
Guidelines:
Play the game at the end of the session, when the children leave (run away) one by one to the locker room.
Play the game in the classroom, i.e. where you can get out and back quickly.
Remember, the number of players should not exceed seven to eight people.
Use the game to assess (diagnose) visual memory.
You finish each lesson with this game for a long time, changing the drivers.
Organizational and methodological errors:
1. The game is held in the main part of the lesson.
2. Too many players.
3. Not all participants were in the role of drivers.

11. "Hello friend!"

Educational purpose of the game: repetition and formation of rules of benevolent behavior.
Pedagogical value: the game develops memory, attention, intelligence, communication skills.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children (up to eight people) become in a circle.
Content and course of the game: at the signal of the leader, the player standing first runs in a circle and greets everyone along the way, after which the second does the same, then the third, etc., i.e. everyone greets everyone. After everyone greeted everyone, the players are invited to count how many handshakes the participants in the game made.
Rules of the game:
The one who names the correct answer wins.
Players who said many different compliments are noted.
Game option:
The player who runs and shakes hands must say to everyone some kind of greeting that should not be repeated, for example: “Hello, hello, great, good afternoon, etc.”
You can say compliments when shaking hands, for example: “you look great, glad to see you again, haven’t seen you for a long time, how many years, how many winters, etc.”
Guidelines:
You need to start with a small number of players.
The game can be played separately for boys and girls.
Organizational and methodological errors:
1. A large number of children, which causes significant difficulties.
2. The leader did not prepare the correct answer in advance.

12. "Arms, legs, head"

Educational purpose of the game: formation of skills within team interaction.
Pedagogical value: the game develops memory, attention, imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children are arranged in a semicircle, by agreement, each of them represents some part of the body: “stomach, arms, legs, head, neck, back, shoulders), i.e. collectively form a whole. A leader is selected from among the children, who stands in front of a semicircle.
Content and course of the game: the driver touches himself for any predetermined part of the body, and the player who depicts this part of the body runs up to the driver and touches the same part of the body with his hand, after which he quickly returns to his place. The driver touches the next part of the body, after which the next player runs out to him, etc. until all players run out, denoting parts of the body in turn. After that, the driver composes the players in such a way that a whole body is obtained, and the leader will check the correctness of the task.
Rules:
The player must correctly compose the body - first the legs, then the stomach and back, then the arms, then the shoulders, then the neck, and only then the head.
Game option:
You can use and show only the head, for example: ears, nose, mouth, eyes.
Guidelines:
If there are many players, it can be held in the form of a competition between two drivers, then the players depicting body parts run up to two drivers at the same time.
If the players are not prepared, you can limit yourself to the largest parts of the body (arms, legs, torso, head). Summer outdoor games for children of primary school age

Games for the formation of correct posture

Freeze

The student stands straight with his back against the wall; heels are connected and touch the wall; calves, buttocks, shoulder blades touch the wall; arms hang down without tension, elbows touching the wall. At the command of the teacher "Freeze!" the student tries to reduce the space between the wall, neck and lower back, mentally counting to 10, after which he returns to a free position.

Fix your posture!

Students stand in two columns, one at a distance of outstretched arms. Those in front receive a ball and, at the signal of the teacher, they begin to pass the balls over their heads to the students standing behind. When the ball reaches the last one in the column, everyone turns around and the ball is passed in the same way in the opposite direction. The student in front, having received the ball, gives the command: “Correct your posture!”; the team that finishes the ball faster than the others and has the best posture wins. Option 2 - passing the ball between the legs with the body tilted forward

General educational games

All players form a circle. One of the players stands in the middle of the circle and closes his eyes. The teacher points to the one who will sing or say: "Lap, hop, hop."

All participants in the game go in a circle to the right and sing: “We made the whole circle, we will turn around at once!” At these words, everyone turns 360 ° and continues further: “And as we say - lope, lope, lope - guess whose voice it is.”

The one standing in the center with his eyes closed opens them and must guess who said the words “hop, hop, hop” or show the direction from where he heard the voice. The recognized player goes to the middle, and the leader goes to the circle. If the driver does not guess correctly, he continues to stand in the middle of the circle.

To walk

The players stand in small circles outlined by everyone on the site, with the exception of the driver. The driver approaches any player and says: "For a walk." Players follow the leader in a column one at a time. When all the players are called "for a walk" and leave their seats, the teacher says: "It's raining." All the players try to take circles as soon as possible. The player left without a place becomes the driver.

It is forbidden to push a player out of a busy circle, as well as to detain players while searching for circles.

Empty place

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

The driver runs around the circle, touches one of the players and then runs in the other direction in a circle. The player he touched runs in the opposite direction, trying to run to his place faster than the driver. Meeting on the way, the players greet each other: they give each other hands, squat in front of each other, etc. The one who leads. failed to fill the empty space.

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

astronauts

At the corners of the site, 5-8 large circles are drawn - rocket launch sites. Inside each rocket launcher, 2-5 circles are drawn - rockets (you can put hoops).

The total number of rockets should be 5-8 less than the number of players. The students go around

holding hands, and say: Fast rockets are waiting for us To walk around the planets, To whichever one we want, To such a one we will fly! But there is one secret in the game: there is no place for latecomers!

After these words, everyone runs to the rocket sites and takes places on any of the rockets. Those left without a place are eliminated from the game.

catching monkeys

The teacher divides the students into two teams: “monkeys” and “monkey catchers”. Monkeys are placed on one side of the area where there are climbing facilities (for example, gymnastic walls). On the opposite side are the monkey catchers. Monkeys imitate everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them.

Catchers in the middle of the site show the movements and hide, the monkeys climb down from the trees and repeat the movements. At the signal "Catchers!" monkeys run to the trees. Catchers catch those monkeys who did not have time to escape.

Salki - feet off the ground

One of the players is "trail". He takes a bright handkerchief in his hand and stands in the middle of the platform. The rest of the players are all over the court.

“Salka”, at the signal of the teacher, catches up with the players, trying to “tip” them. But you can’t “salt” someone who doesn’t touch the ground with their feet (stood on a bench, climbed onto a gymnastic wall, etc.).

Bears and bees

The players are divided into two teams: "bears" and "bees". At a distance of 3-5 m to the right of the tower or gymnastic wall, a forest is outlined, and at a distance of 8-9 m on the opposite side there is a meadow. Bees are placed on a tower (beehive). At the signal of the teacher, the bees fly to the meadow for honey and buzz. As soon as all the bees have flown away, the bears climb into the hive. At the signal "Bears!", the bees return to the hive and sting the bears.

Animal Relay

Students are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Those playing in teams take the names of animals: “Bears”, “Hares”, “Foxes”, etc. A starting line is drawn in front of the players in front. A stand (mace) is placed in front of each column at a distance of about 10-20 m. A finish line is drawn at a distance of 2 m from the start. The teacher loudly summons any animal. Players bearing the name of this animal run forward, run around the object opposite them and return back. Whoever runs to their team first wins a point for their team. The teacher calls the animals randomly, some can be called 2 times.

Centipede running

And the players are divided into 2-3 teams of 10-12 people. Each team receives a long rope. Players are evenly spaced on both sides of the rope they are holding on to. At the signal of the teacher, the teams run to the finish line, all the while holding on to the rope.

The team that runs first wins, if none of its members missed the rope.

Father Frost

white fluff,

snow fluff,

All-all-all in fluff around!

Fluff on hats

Fluff on lips

Fluff on the eyebrows

Fluff on coats

Fluff sprinkled forehead and nose ...

Who did it?

Father Frost! _

All players run around the court. Santa Claus runs after the players and tries to touch any of the players with his hand, to “freeze” him.

"Frozen" stops and spreads his arms to the sides. The game ends when everyone is frozen.

friendship tree

Everyone joins hands. One person is a tree. He stands still, and from the other side the teacher leads the children in a circle, gradually spinning everyone around him.

Two Frosts

On opposite sides of the hall (platform) at a distance of 10-20 m, lines mark the “home” and “school”. Two drivers are selected - “Frosts”, and the rest of the players are “guys”. The guys are located in one line behind the line of the house, and in the middle of the site - "on the street" there are two "Frosts". Frost addresses the guys with the words:

We are two daring brothers, two young Frosts.

I am Frost Red Nose,

I am Frost Blue nose.

Which one of you decides

To go on a path?

All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the guys run from home to school (beyond the line on the other side), Frosts catch and “freeze” those who run across. The salted ones immediately stop and stand in the place where the Frost froze them. Then the Frosts again turn to the children with the same words, and the guys, having answered, run back to the house, helping out the “frozen” children along the way; touch them with their hand, and they join the other players,

We are fun guys

A new house is opposite the school.

We live in a new house.

We run up the stairs

And count the floors.

Time - floor,

Two - floor,

Three four -

We are in the apartment!

On opposite sides of the site or hall, _va "houses" are marked with lines at a distance of 15-20 m from one another. Between the "houses" in the middle of the site becomes the driver. The rest of the players are on one side of the court, behind the house line.

If the game is played on a large court, it is necessary to limit qc from the sides, drawing lines at a distance of about 8-10 m from one another. The driver, standing in the middle facing the players, says loudly: “One, two, three!”

All players say in unison:

We are funny guys, We love to run and play Well, try to catch up with us!

After that, all students run across to the opposite side of the line of another house. The driver catches those who run.

Those caught move away. When all the players run across, the driver again counts: “One, two, three!” - and everyone, having said a quatrain, runs to the first "house". Caught again step aside. After 2-3 dashes (by agreement), the caught ones are counted, a new driver is chosen from those not caught, and the caught ones are included in the game, and everything starts all over again.

The game is played 3-4 times, after which the guys who have never been caught and the best drivers who managed to catch more students are noted.

You can run across to the other side only after the words: "Catch up with us." It is impossible, having run out from behind the “home” line, to go back; a player who does so is considered caught. To catch means to touch the player. The driver can catch those who run away only to the line of the house, and a player who has been touched by a pin is not considered to be caught.

At the bear in the forest

A circle is drawn at one end of the site - the bear's lair. On the other - a house for playing children. Children go from home towards the den and say: “A bear has mushrooms in the forest, I take berries. And the bear looks and growls at us. ,

After these words, the bear runs out of the den and begins to catch (salt) the players. Children try to run away to their house.

When the bear has caught 4-5 people, a new bear is assigned. Caught (salted) children are in the den until a new bear is appointed.

Carousel

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

Barely, barely, barely

The carousels started spinning.

And then around and around

Everyone run, run, run.

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

Hush, hush, don't rush!

Stop the carousel.

One and two, one and two

So the game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to get on the carousel again, i.e. grab the rope with your hand, and the game resumes. A latecomer does not ride the carousel.

Equestrian athletes

One two three four,

And ride a horse.

On the floor, 1 m from the walls and the same distance from one another, circles and squares are laid out. They should be less than the number of players by three. Pupils, having become left side to the center, move forward in a circle. The dressage of sports horses is imitated. The teacher gives commands:

“Step of the horse” - the students, bending their arms at the elbows, palms down, raise their knees high, reaching them to the palms;

"Turn" - turning around, continue to move and the opposite side;

"At the trot" - they run;

"Step of the horse" - they switch to walking;

"In places!" - everyone scatters, trying to take a circle or a square, Those left without a place lose.

White bears

Two players (“bears”) become in a circle depicting an “floe”. The rest of the players are located outside the ice floe. Bears go on a "hunt" holding hands. Having overtaken someone, they try to embrace him with their free hands. The one who is caught is taken to the "floe". Then the bears catch the second one and lead him to the same place. Each caught, in turn, becomes a bear and, holding hands, go to catch other players who are still on the court. The last two or three players (depending on the condition) remaining uncaught win.

Typewriter

Each player receives a letter from the phrase "A HEALTHY BODY IS A HEALTHY SPIRIT". All the players move around the hall to the music. When the music ends, the students line up in such a way that these words can be read.

Then the children begin to "type": the first letter calls itself and clap in palms, the second one joins it and so on. When the phrase (Composed, the rest of the children, who did not have enough letters, read it and everyone clap their hands.

Calling numbers

You can run

You can sing

You can blow a pipe,

You can chew bagels

You can inflate the balloon.

One, two, three, four, five.

The players, except for one of them, highlighted by the leader, form a large circle and stand in small circles previously drawn on the floor. The teacher counts the students in fives. The driver becomes in the middle of a large circle drawn up by the players. Then the teacher calls the numbers in any order (from one to five). The players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of the player who ran out of the circle. Left without a place, leads. The winners are those children who have not been driving even once during the 1 time of the game. When taking into account the results of the game, the role of the first driver is not taken into account.

When changing places, the circle is considered occupied by the player who stepped into it earlier. It is forbidden to push a player out of a busy circle; to detain players during dashes.

Rope games

Mirror

The game is played by 2-6 people. The leader is chosen, the rest of the participants become so that they can see him well (it is most convenient to form a circle with a radius greater than the length of the ropes). The driver jumps with a rope, gradually changing the ways of jumping. Children must, without stopping, repeat all his movements with maximum accuracy (as in a mirror). The driver usually selects exercises of increased complexity, for example:

    jump cross-legged;

    jump, raising your knees high;

    jump, crouching upon landing;

    jump, crossing and spreading arms again;

    jump so high or twist the rope so fast that it
    managed to make two turns in one jump.

Depending on the agreement before the game, it is required to repeat all the actions of the driver or only his operations directly with the rope.

Agree in advance on how many movements (1-2 or more) you can lag behind the driver.

Alphabet

The participants of the game (2-5 people) jump with a short rope in turn. With each jump, they should name the next letter of the alphabet: a, b, c, d ... The jumping method is chosen quite complicated. The one who made a mistake when pronouncing the next letter must immediately name a plant with this letter, an animal, a city, etc., which is agreed upon before the game. If this succeeds, the player can start jumping again; if not, passes the queue to the next one. The task of each participant in the game is to "pass" the entire alphabet. The one who did it later than the others loses.

A jumper's error is considered both an unsuccessful jump and confusion when listing the letters of the alphabet.

If you make a mistake, you must pronounce the word with the desired letter very quickly, before anyone around you has time to count loudly to three.

runaways

6-8 people take part in the game. Two twist the rope, and the rest in turn run under the spinning rope, making the agreed number of jumps in the agreed way and run out from the opposite side. If the jump did not work out, then the jumper is replaced by one of the twisters. Jumping methods are gradually becoming more difficult. The speed of torsion of the rope also increases.

A mistake is considered not only a failed jump, but also jumping curiously has the right to retry.

Cradle

6-8 people take part in the game. The rope is held, swinging above the ground at different heights - from 10-20 cm to 50 cm and above. Participants below (or in pairs) scatter and jump over it, or start jumping in different ways.

Fishing rod

8-10 people take part in the game. The players stand in a circle, facing the center, the distance between them is 1-2 steps. The leader stands in the center and circles the "fishing rod" so that the bag passes under the feet of the children standing in a circle, slightly touching the ground. Children jump over the "fishing rod" trying not to touch it. If one of the players touches, then the game is suspended, and then the rope is twisted in the other direction. The loser is the one who touches the "fishing rod" during the game (5-7 minutes) more times.

Jump through the rope should be soft, on toes, bending your knees.

During the jumps, everyone needs to stay in their place, not approaching the center of the circle and not moving away from it.

The player who touches the "fishing rod" does not leave the game, but continues to jump over the rope along with the rest.

Games to prepare for the ranks

Alignment

One, two, three, four, five.

Is it Nadya. This is Misha

Nearby - Rita, Vera, Grisha.

Students line up in order of height. The teacher gives them the following tasks:

    Who is the tallest in the class?

    How tall is Sasha?
    (Sasha is the lowest)

Who is your neighbor on the left? on right?

    Between whom and whom do you stand?

    Masha will take a step forward.

Her neighbor on the left will stand next to her. Stand behind each other. Who is ahead of you? who is behind you? behind you? Tanya, take a step to the left. Behind Tanya will be Anya, and in front of Seryozha.

Everyone take a step forward. Children learn to correlate the words "left," right, "behind."

The guys are strict

All students line up in one or two columns and stretch their arms forward, lightly touching the shoulders of those in front of them. At the command of the teacher, "run away!" everyone is running in different directions. On the second command "quickly in places!" everyone should line up in the starting position, putting their hands on the shoulders of those in front. The one who took the last place is out of the game. If two columns play, then the team that lined up before the other wins.

Let's line up

To the music, the students walk around the hall, the leader turns off the music, the children all freeze in place, the leader’s command sounds:

Lined up in order of height!

Everyone performs a team counting up to 10.

Get in line quickly

Pupils scatter all over the site, collect tokens with numbers on the floor. The teacher says the command: “Quickly stand in a column!” Children rush to take their places, according to the numbers that are on their tokens, in order (ascending, descending; left - even, right - odd).

Class, be quiet!

Students line up in one line. The teacher, standing facing the players, gives commands. Students should follow commands only if the word “Class!” is said before the command. If this word is absent, then it is not necessary to respond to the command. The one who makes a mistake takes a step forward and continues to play.

Who will be faster in the circle

The players choose the driver. Players lined up are ranked first, second, third and fourth. Everyone must remember their number. The second, third and fourth numbers form a circle, and the first number is in the middle of the circle. The driver stands between the circles.

The driver says: “The first numbers are for me!” The first numbers run out of the circles and stand in a column one at a time. The column is moving after the driver through the hall in various directions. Players forming circles stand still, rhythmically raising their joined hands up and down. At the leader's signal, the first numbers scatter and try to stand in any of the circles. The driver also tries to get into one of circles. The player left without a circle becomes the leader. The second numbers stand in the middle, and the game starts over; then third, and so on.

Players following the leader in a column have the right to scatter only after the signal. Players standing in circles are not allowed to obstruct the movement of middle players.

jumping games

Bump jumping

The players are divided into 2-4 teams equal in number of players, which line up in a column. On the site, 2-4 small circles with a diameter of up to 50 cm are indicated - “bumps” - at a distance of 40-50 cm. There are 5-6 circles in each row. At the signal of the teacher, the first players jump on one or both legs from one circle to another, trying not to step out of the circles with their foot. The team with the fastest and most accurate jump over all the bumps wins.

jumping sparrows

A circle with a diameter of 4-5 cm is drawn on the floor. The leader is chosen - “Cat”. The rest of the players - "sparrows" - are outside the circle.

At the signal of the teacher, the sparrows begin to jump into the circle and jump out of it. The cat is trying to catch the sparrow, which did not have time to jump out of the circle. Caught crouches or sits in the center of the circle. You can put those caught on the bench next to the circle.

When the cat catches 3-4 sparrows, a new cat is selected from those not caught.

Jump under the microscope

A student or teacher shows a standing long jump. With the help of a teacher, children name individual actions, for example: “crouch”, “wave their arms”, “push off with their feet”, “fly”, “look”, “breathe”, “brake”, “land”. Count how many actions are named. Remember them. Choose one of the named actions and perform long jumps from a place, focusing on this action. Then choose another.

Wolf in the ditch

One, two, three, four, five,
Nowhere for the goat to jump:
There is a wolf walking everywhere.
He clicks his teeth, clicks!

And we hide in the bushes.
Hide, goat, and you.
You, wolf, wait,

How do we hide - go!

In the middle of the site or hall, two parallel lines are drawn at a distance of 1-1.5 m from one another. This corridor is the "ditch". It can be drawn not quite parallel: on the one hand - narrower, and on the other - wider.

1-2 leading "wolves" stand in the ditch. All other players - "goats" - are placed on one side of the site behind the "home" line. On the other side of the site, a “pasture” line is drawn.

At the signal of the teacher “goats, in the field!”, the goats run from the house to the opposite side of the site - to the pasture and jump over the moat along the way. The wolves, without leaving the moat, try to kill as many goats as possible. The salted ones step aside, they are counted, and again they

are included in the game. Then, at a signal, the goats run across to the other side of the house again, and the wolves catch them as they jump over the moat.

After 2-4 runs (by agreement), new wolves are selected, and the game is repeated. Goats that have never been caught win, and those wolves that have caught more goats during all the runs.

Wolves can only attack goats while in a ditch when the goats
jump over the moat or stand side by side. A goat that runs across the moat, and does not jump over it, is considered to be caught. Goats can run
only at the request of the teacher. If the goat lingered at the moat, afraid of the wolves,
the teacher counts to three, after which the goat is obliged to jump over the ditch, in
otherwise, it is considered tagged. |||

Frogs and herons

Heron-bird, heron-bird,

What do you dream about at night?

    To me? Swamp edges.

More? Frogs!

To catch them - not to catch ...

That's all! You lead!

Four players are located at the corners of a large square and connect the ends of long ropes in their hands, holding them at a height of 25-30 cm from the ground. The place limited by the jump ropes is the “swamp”. The “frogs” live in the “swamp”, which are depicted by the rest of the players, except for one highlighted by the driver. The driver is a "heron". The heron is in his "home", a few steps away from the swamp. At the instruction of the teacher, the driver, depicting a heron, goes to the swamp, raising his knees high ("heron's step"), while he raises one arm up, bending the hand (heron's head and beak), and bends the other arm behind (xboci heron). Stepping over the rope, the heron finds itself in a swamp. The frogs, fleeing from the heron, jump out of the swamp and jump over the rope (rope). The heron with its beak (outstretched fingers and arms) “grabs” the frog, which did not have time to jump out of the swamp, and “takes it to its house. (i.e., touches the edge of the clothes of one of the players and, together with him, goes to the place where the conditional house of the heron is indicated). When the heron is at home, the frogs again jump into the swamp, jumping over the rope. The frog caught by the heron is released and returns to the swamp. The game continues in the same order. The most dexterous frogs are those that have never been in the beak of a heron.

A frog that does not jump over the rope when jumping out of the swamp is considered to be caught by a heron. A heron can only grab one frog at a time.

Paratroopers

The class is divided into two, equal in number, teams of "paratroopers". Gymnastic benches are placed in a row in the hall at a distance of 3-4 m between each. These are the "aircraft" from which paratroopers will jump. On the right and left sides of each of the benches, at a distance of 80 cm, four circles with a diameter of 30 cm are indicated.

In front of one of the ends of each bench, at a distance of 1 m, another circle with a diameter of 40 cm is drawn. These are “places for precise landing”. Paratroopers of the first team make "landing on the plane" (6-8 people for each bench). Four stand facing the circles marked to the right of the bench, the other four - to the circles on the left side. At the prearranged signal of the teacher, paratroopers simultaneously jump from airplanes, trying to land accurately and softly in their circles. A skydiver who landed accurately and kept his balance receives 1 point for his team.

Then the first team goes to rest, the second gets on the plane and makes jumps. When the game is repeated, the paratroopers of both teams jump, one after the other, into the circles drawn in front of the ends of the benches. Successful jumps are also marked with points. The team with the most points wins.

Throwing, passing and catching games

Right on target

naughty baloons,

Run out into the yards.

Get to play

Voivode to choose.

Governor - from the people,

Get out of the circle.

And you, good fellow,

Get to the very end.

Two teams are located in lines, one opposite the other, at a distance of 10-12 m. A line is drawn in the middle of the site. 10 "towns" are placed along the line. Players of one team receive a small ball. At the signal of the teacher, the team with the balls throws them into the towns, trying to knock down more chocks. The downed town is placed one step closer to the team that threw the balls. Now the other team picks up the balls and throws them into the towns. Downed towns put one step closer to the team. Each team takes turns throwing the ball four times. The team that manages to bring the towns closer to itself from the middle line by a total greater number of steps wins.

ball to neighbor

The players stand in a circle facing the center at a distance of one step from each other and pass the ball to the right, then to the left, but always to the neighbor. The driver, who is outside the circle, tries to touch the ball without hitting the players. The one with whom he touches the ball becomes the driver. You can form two or three circles and assign the same number of leaders, respectively. Students who were not driving win.

ball on the floor

All players become in a circle. Two of the players stand in the middle of the circle. Those standing in a circle fall to one or two knees. They have one volleyball. Drivers turn to face the ball.

At a signal from the teacher, the players begin to roll the ball across the floor, trying to hit the legs of the drivers. Drivers run from the ball in a circle, bounce to escape the ball. If one of the players manages to get into the feet of the driver with the ball, he takes his place, and the former driver becomes in a circle. Those who have never been a driver win. The first drivers are not considered losers.

Passing balls in columns

On a signal, players in front pass the ball over their heads to those behind them. Those in the same way pass the ball from behind to those standing. Each time the last player in the column, having received the ball, runs to the right of the column to the teacher, and then becomes the first in his column.

The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants in the game visit the end of the columns and deliver the ball to the teacher. The team with the most points wins.

ball race

Children stand in a circle at a distance of one step from each other facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. On a signal, the drivers begin to throw the ball only to the players of their group, in one direction. The group wins, and to which the ball returned to the driver earlier. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated from 4 to 6 times.

Drivers must start the game at the same time on a signal. If the ball falls, the player who dropped it picks it up and continues the game.

Option 1. Children become in a circle, calculated on the first and second numbers. Two players standing nearby are drivers, they take the balls and, on a signal, throw them one to the right, the other to the left in a circle to players with the same number, i.e. through one. The team that gets the ball back to the driver the fastest wins.

Option 2. The participants of the game stand in a circle at a distance of one step from one another and are calculated on the first and second numbers. The bottom of the player standing nearby are the drivers. They take the balls and, on a signal, run in opposite directions around the circle. Having run around the circle, they take their place, quickly pass the balls to the players with the same number, i.e. through one.

The game continues. The team whose players run around the circle first and drop the balls wins. The player is allowed to pass the ball to the player of his team only when he is in his place. Running is allowed only around the circle.

Hunters and ducks

Ducks lived at the pier.

The river shook them with a wave.

One, two, three, four, five,

Children, holding hands, form a circle. By calculating the first - second players are divided into two teams, equal in number of players. One team is "hunters", the other is "ducks". Ducks stand in the middle of the circle. Hunters remain in their places in a circle. To enlarge the circle, the hunters do 1-2 step back. A line is drawn in front of the socks of the players standing in a circle. The hunters try to hit the ducks with the ball. Ducks dodge the ball. The duck that was touched by the ball leaves the circle and does not take part in throwing. When there is not a single duck in the circle, the teams change places. The team that quickly "shot" all the ducks of the other team wins. The game can also be played in such a way that the team wins, which at a certain time (2-3 minutes) “shot” more ducks of the other team.

Hunters must not cross the line. If the ball remains in the middle of the circle, then any player in the circle throws it to the hunters.

Runners and Throwers

The players are divided into two teams, each team is divided into runners and throwers. Throwers have balls of different colors. Groups of runners line up at the start line. Throwers stand behind the runners of each team. On a signal, the players throw the balls as far as possible. Runners collect their team's balls and return to the starting line. The team that runs first wins.

moving target

The players form a large circle and stand at a distance of 2-3 steps from each other. A line is drawn in front of the socks of the players standing in a circle. A dedicated driver enters the circle. Players outside the circle try to hit the driver with the ball. The driver, running inside the circle, dodges the ball. The player who hit the driver with the ball takes his place. Players standing in a circle are not allowed to cross the line. If the driver catches the ball from the summer, then this is not considered a hit .

Passed - sit down

Two columns of players stand at a distance of 3-4 steps from one another. The distance between the players is the length of outstretched arms placed on the shoulders of those in front. At 5-6 steps in front of the column, a line is drawn, beyond which the team captains enter.

On a signal, the captains pass the ball to the first player, who catches it and returns it, immediately assuming a crouching position. The captain throws the ball with the second, third and other players of the team. Everyone who made a return transmission crouches. When the last player gives the ball to the captain, he lifts it up and the whole team quickly gets up. The team that completes the passes first without violating the rules wins.

Climbing and climbing games

Train

Do, re, mi

Fa, salt, la, si!

The cat is driving a taxi

And the kittens clung

And ride for free.

Equipment is being prepared for the beginning of the game: a long cord (10-12 m), a gymnastic bench, 3-4 stuffed balls, 2 red and 2 green flags. Students line up in a column and grasp the cord with their right hand. The first player is a "locomotive", the rest are "cars". At the signal of the teacher, the train starts moving either faster or slower. Students can imitate the movement of the train by saying: “Knock-knock-knock”.

Stops are marked in two or three places - “stations”, at which the duty officer regulates the movement with red and green flags. The train goes either along the bridge (along the gymnastic bench), then along the tunnel (gates formed by the posts), then along the snake (between stuffed balls). The game can be played with music.

climbers

Along the boundaries of the site, obstacles are placed that climbers, advancing in a column one at a time, consistently overcome: they climb the gymnastic wall, climb over the log or crawl under it, cross the pebbles (circles drawn on the floor), through the mountain stream (along the rail of the gymnastic bench ) etc.

The teacher notes those who overcame obstacles better. The game is accompanied by an explanation by the teacher.

Games for the development of attention

Right wrong

One, two, three, four, five,

We want to play now.

"Yes" and "no" do not say -

You still have to drive.

The students are arranged in a circle, the teacher stands in the center and gives interesting tasks that need to be shown in motion, if it is correct, we clap our hands, and if the task is not correct, we squat.

We play if the head hurts - it's wrong;

Children are friendly - right;

We jump if the stomach hurts - wrong;

In winter, we go out without a hat - it's wrong.

twelve sticks

Rain, rain, pour -

There will be a loaf of bread

There will be rolls, there will be drying,

There will be delicious cheesecakes.

The hare ran through the swamp,

He was looking for a job

Didn't find a job

I cried and went.

For the game you need a board and 12 sticks. The plank is placed on a stone or on a thick stick, a bar so that one end of it is on the ground, and the other is raised. 12 sticks are placed on the end of the plank lying on the ground.

The leader is chosen. He stands at the plank and kicks its free end with his foot, and all the sticks scatter in different directions. The driver quickly begins to collect them, and the rest of the players quickly hide in different places while the driver collects the sticks. When the sticks are collected and laid on a plank, the driver goes to look for those who have hidden. Finding someone, he calls him by name and he must come out of hiding. The driver has no right to peep when everyone is hiding. If the player noticed by the driver is named incorrectly, then he remains in place until the driver calls his name correctly.

A player who hid but was not found can, unnoticed by the driver, run up to the board, kick it with the words: “Twelve sticks are flying!”. The sticks scatter, and the driver must collect them again, and all the players previously found by him hide again.

The driver leads until he finds everyone. In the next game, the one who was found last becomes the driver. If the driver fails to find all those hiding for a long time, then you can choose another driver.

Forbidden movement

While walking in a column one at a time, the teacher (he goes first) changes the position of the hands: to the sides, on the belt, up, behind the head, behind the back. Children perform all movements behind him, except for one - hands on the belt. This movement is prohibited. The one who makes a mistake falls out of line, stands at the end of the column and continues the game. After some time, another movement is declared a prohibited movement.

Games in the classroom in the winter

Hit the target with a snowball

The students are divided into two teams and are located opposite each other at a distance of 15-20 m. A line is marked in the middle of the site, on which three volleyballs are placed. The players prepare three snowballs. At the signal of the teacher, all the players of one team throw snowballs (in one gulp) at the first ball, at the second signal - at the other, at the third - at the third. Then the balls are put in place and the other team throws snowballs.

The team that hits all three balls wins.

MBOU Novoselkovskaya secondary school

"Outdoor games"

( Developed based on the program material from the section "Gymnastics with elements of acrobatics".

Toolkit

(for physical education teachers

and primary school teachers)

Kashichkin Vasily Alekseevich,

physical culture teacher

village Bebyaevo, 2015

methodical manual for teachers of physical culture and primary school teachers

Introduction

1. "Musical Snake".

2. "Running on bumps."

3. Ball penguins.

4. "Equestrians are athletes."

5. "The Fox and the Chickens".

6. "Grasshoppers".

7. "Planting Potatoes"

8. "Paratroopers".

9. "Race balls in a circle."

10. "Rope under your feet."

Introduction.

The game is the first activity, which plays a large role in the formation of personality. In games, children reflect the accumulated experience, deepen, consolidate their understanding of the events depicted, of life. Playing games enriches the participants with new sensations, ideas and concepts.

A mobile game with rules is a conscious, active activity of a child, characterized by accurate and timely completion of tasks related to the rules that are mandatory for all players.

Outdoor games expand the range of ideas, develop observation, ingenuity, the ability to analyze, compare and generalize what has been seen, on the basis of which to draw conclusions from the observed phenomena in the environment. In outdoor games, the ability to correctly assess spatial and temporal relationships, quickly and correctly respond to the current situation in a frequently changing game environment is developed.

A common feature of the outdoor games and relay races offered in this manual is their simplicity and accessibility for use during organized physical education and sports (moving breaks and dynamic pauses) and in various forms of self-study (on vacation, at home).

When compiling the manual, it was taken into account that the variety of motor actions in outdoor games and relay races and in fact play activity have unique properties for the formation of vital skills and abilities of younger students, the comprehensive development of their physical, moral and mental qualities. In turn, the mastered motor actions and physical exercises associated with them are effective means of health promotion and recreation and can be used by younger students in independent forms of physical culture and sports.

For a more effective provision of a healing effect, it is recommended to conduct outdoor games in the fresh air.

When carrying out mobile changes (dynamic pauses), it is supposed to use musical accompaniment and accompaniment, if possible, to create a brighter emotional atmosphere.

The manual was developed in accordance with the requirements of the federal state standard of primary general education, complements the content and organization of the educational process of the educational field "Physical Culture" at the level of primary general education and is aimed at forming a common culture of students, at their social, personal and physical development, at creation of a basis for self-realization of personal needs of students in physical activity, which allows to ensure social success, development of creative abilities, physical self-development and self-improvement, preservation and strengthening of students' health.

Outdoor games based on program material from the section "Gymnastics with elements of acrobatics".

    "Musical Snake".

Rules of the game : the players are divided into 3 teams and line up in a column one at a time. The teacher turns on the music (march, waltz, polka), the students move like a snake around the playground. After the music stops, at the signal of the teacher, the students quickly line up in their original places. The team that lines up first wins.

Options: the snake moves in a given way, the snake lines up in a column in height, in a row in height.

Inventory: musical accompaniment.

    "Running on bumps".

Rules of the game: Players are divided into 2 teams and line up in columns one at a time. In front of each team, from the start line to the finish line, at a distance of 1 - 1.5 m from each other, circles with a diameter of 30 - 40 cm are laid out.

At the signal of the teacher, the first numbers with a baton jump from circle to circle, after which they return back in the shortest way and pass the baton to the next player. The team whose players finish the relay first wins.

Inventory: 10 circles with a diameter of 30 - 40 cm, 2 rotary flags.

    Ball penguins.

Rules of the game : participants are divided into 2 - 3 teams and line up on the start line in a column one at a time. The guides of the columns clamp the gymnastic ball between the legs. At the signal of the teacher, the guides begin to move in jumps towards the turntable. If the ball fell to the floor, you need to pick it up and only then continue the relay. They return back to the team by running with the ball in their hands. Pass the ball to the next player. Participants who have finished the relay race are built at the end of the column.

The team whose players finish the relay the fastest wins.

Sports Equipment: 2 - 3 gymnastic balls, 2 - 3 relay sticks, 2 - 3 rotary flags.

    "Equestrians are athletes."

Rules of the game: Stalls are marked at a distance of 2 m from the wall and 1 m from each other. They should be 2 - 3 less than the number of players. All players stand in a circle with their right (left) side to the center, representing horses. At the command of the teacher “Step the horse”, the students walk, raising their knees high. On the command "Turn" - the students turn around and continue moving in the opposite direction. At the command "Lynx!" The students run in a circle. This is repeated 2-3 times. At the command "To the stall!" everyone is running, trying to take the designated places. Those left without a stall are considered losers. The game is repeated again.

    "The Fox and the Chickens".

Rules of the game: From the participants, "fox, rooster, hunter" are selected. The rest of the participants are chickens. 3 - 4 gymnastic benches - "perches" are placed in the hall.

"Fox" goes to the far corner of the hall. "Hunter" (with two gymnastic balls) is in the opposite corner.

A rooster and chickens walk around the hall. At the signal of the teacher, the fox begins to sneak up on the chickens.

The rooster gives the signal "Crow!". All chickens jump on perches. If the fox manages to grab the prey, she takes it away with her. The hunter tries to hit the fox with the ball. If the ball hits the fox, the fox is shot. A new fox is chosen. For one raid, the fox can drag one chicken. The game is repeated several times.

Sports Equipment : 2 gymnastic balls, 3 - 4 gymnastic benches.

    "Grasshoppers".

Rules of the game: Players are divided into 2 - 3 teams and line up on the start line in a column one at a time. At the command of the teacher "March!" all players put their hands on the shoulders of the person in front and jump forward on their right foot to the turning flags (10 m). Having rounded the flag, they jump back on their left foot.

You can not change legs, stand on two legs, disengage.

The team with the fewest mistakes wins.

Sports Equipment: 2 rotary flags.

    "Planting Potatoes"

Rules of the game: Players are divided into 2 teams and line up on the start line in a column one at a time. At a distance of 10m from the starting line, 2 gymnastic hoops are laid out. The player standing first is given 2 potato cubes. At the signal of the teacher, the first player lays out the cubes in hoops, then returns back to his team and passes the baton with a hand clap to the next player. The second player collects cubes from the hoops and passes them to the next player, who again must arrange the cubes into hoops. The team that completes the task the fastest wins.

Sports Equipment : 4 dice, 4 gymnastic hoops, 2 rotary flags.

    "Paratroopers".

Rules of the game: Players are divided into 2 - 4 teams of "paratroopers". According to the number of teams, gymnastic benches are placed - “airplanes”. At one end of the bench, a circle with a diameter of 30 - 40 cm is indicated - the landing site.

One judge is assigned to each landing place. At the first signal from the teacher, the teams enter the bench - "get on the planes." At the second signal, they begin to jump from the plane one at a time, trying to land exactly in the center of the circle. For each accurate landing, the team is awarded 1 point. The landing is considered accurate if the parachutist kept his balance, accurately jumped into a circle and straightened up in the main stance. The team with the most points is considered the winner.

Sports Equipment: 2 - 4 gymnastic benches.

    "Race balls in a circle."

Rules of the game: Players form a wide circle and count on the first - second. The first numbers - 1 team, the second - 2 teams. Two nearby players are the captains in their hands, each with a gymnastic ball. At the signal of the teacher, the balls are passed in a circle, in different directions, through one, to the players of only their own team. Each team tries to pass the ball as quickly as possible so that it returns to the captain. The team that completes the task faster wins.

Sports Equipment : 2 gymnastic balls.

    "Rope under your feet."

Rules of the game : Two teams are placed in columns one at a time. In front of them (2 m)

start line. Near her are the first numbers with gymnastic ropes in their hands. At the signal of the teacher, the first players run forward, run around the turning flag (10 - 15 m) from the start line, and return back, where the second numbers are waiting for them. The first gives the second one end of the rope, and they, moving along the sides of the column, hold the rope under the feet of the players. The players jump over it, then the first number stands at the end of the column, and the second one runs to the turning flag, runs around it and leads the rope with the third number, etc.

The team that finishes the game first wins.

Sports Equipment: 2 gymnastic jump ropes, 2 rotary flags.

Rhymes

When conducting outdoor games, there is a need to choose a leader or driver. This choice can be made using children's counting rhymes.

Dchildren's rhyme this is a short rhyming rhyme that determines the leader (leader) in the game. The rhyme teaches children to adhere to the rules of the game, because she chooses the driver fairly, without deception. It helps to develop qualities such as honesty and camaraderie, and also helps to train the memory and develop a sense of rhythm in younger students.

There was a car in the dark forest
For some interest.
Inte-inter-interest,
Come out on the letter "C".

Clouds, clouds, clouds, clouds,
A big, mighty horse is galloping.
He rides through the clouds
Who does not believe - get out

One two three four,
Midges lived in the apartment.
A friend himself got into a habit with them,
The cross is a big spider.
Five, six, seven, eight
Spider we ask
You glutton, don't go!
Come on, Mishenka, drive.

One, two, three, four, five.
We will play hide and seek.
Sky, stars, meadow, flowers -
You go lead!

Ah, ah, ah, oh
Baba was sowing peas.
He was born thick
We will rush, you wait!

dora, dora, tomato,
We caught a thief in the garden.
Began to think and wonder
How to punish the thief.
We tied our hands, feet,
And let them go down the road.
The thief walked, walked, walked
And I found a basket.
In this little basket
There are drawings and pictures
One two Three!
To whom you want - donate!

One two three four -
I was taught to read:
Don't count, don't write
Just jump on the floor.
I jumped, I jumped
She broke her leg.
The leg began to hurt,
My mother began to feel sorry.
Regretted, scolded
And she sent for the doctor.
Doctor rides a bull
With a balalaika in hand.

Aty-baty, the soldiers were walking,
Aty-baty, to the market.
Aty-baty, what did you buy?
Aty-baty, samovar.
Aty-baty, how much does it cost?
Aty-baty, three rubles.
Aty-baty, what is he like?
Aty-baty, golden.

Sat on the golden porch
king, prince,
king, queen,
Shoemaker, tailor.
Who are you?
Speak quickly, don't delay
Good and honest people!

naughty baloons,
Run out into the yards.
Get to play
Voivode to choose.
Leader of the people
Get out of the circle
And you, good fellow,
Get to the very end!

Tady-rady, tynka,
Where is our pig?
Tady-happy, talk,
The wolves ate the pig.
Tady-rady, tynka,
You would club them.
Tady-glad, tutki,
The wolf is bad jokes.
Tady-glad, silence,
Come out, coward!

There was a ram
Over the steep mountains
Pulled out the grass
Sat on the bench
Who will take it
He will go out.

One two Three,
Four five -
You fly into space!

Hedgehog, hedgehog, eccentric,
Sewed a prickly jacket.
I stood in a circle and well, count -
We have to choose a vodilka!

One, two, three, four, five,
The bunny went out for a walk.
Suddenly the hunter runs out
Shoots directly at the rabbit.
Bang Bang! Oh oh oh!
My bunny is dying
They took him to the hospital
He stole a mitten there.
They brought him to the buffet -
He stole a bag of candy.
They brought him home
He turned out to be alive.

One two Three,
Four five,
Let's launch a rocket!
Who was late for departure
He didn't hit the rocket.
I flew in a rocket yesterday
On a distant planet
I dined there in the blue
And in the evening I was in Moscow.
From that rocket, friends,
I went out first.

Over the seas, over the mountains,
Behind dense forests.
On the hillock Teremok,
There is a lock on the doors.
You go for the key
And open the lock.

Outdoor games in the classroom

(rule description)

Don't get caught

Draw a circle, the players are located at a distance of one step from the line. A leader (or two) is chosen, who stands in the center of the circle. Children jump into the circle with both feet and jump back out. The driver runs in a circle, trying to touch the players when they are inside the circle.

When the driver approaches, the players jump on two legs back behind the line. The one who was taunted receives a penalty point (but is not eliminated from the game). After some time, the game stops, the number of tagged ones is counted, and a new driver (or two) is selected from among those children who have never been tagged. The game is repeated 2-3 times.

Salki

Determine the platform on which the game is played and for which it is impossible to run out. The players are located all over the site, one of them, leading, raises his hand and says: “I am a tag!” After that, he runs after one of the players, trying to catch up and touch him with his hand. The player touched by the tag becomes the new tag, and the former one is included in the game along with the others. Each new tag must raise his hand and announce: "I am a tag!"; he cannot immediately blame the former driver. The one who ran out of the boundaries of the site is considered to be caught. When summing up the results of the game, when it is determined who was less tangling (or not at all), the first tangling is not taken into account.

Catch up with your couple

Children are built in two lines at a distance of 1.5-2 m from one another, stretching out on arms outstretched to the sides and determining their pair.

At the signal of the teacher, students from the first line run to the opposite side, beyond the designated line. Children from the second line are catching up with their partners, trying to pin them down before they cross the line. When the game is repeated (3-4 times), the children change roles. After each run, the most dexterous ones who managed to knock down their partners are determined.

Listen to the signal (attention game)

The players walk around the hall in a column one at a time. At the signal of the teacher - one clap (whistle) - everyone puts their hands on their belts, continuing to walk; two claps (whistles) - lower their hands down; three - hands behind the back. The one who makes a mistake goes out of order, becomes at the end of the column, but does not drop out of the game. At the end of the game, the teacher notes those who have never made a mistake.

The players line up in 3-4 columns. The players standing first have one ball of large diameter - 20-25 cm (or a stuffed ball weighing 1-2 kg). At the signal of the teacher, the players standing first in the column pass the ball to those standing behind with straight arms up and back. Players receive the ball and also pass it back. When the last player in the column receives the ball, he runs up to the first player and gives the ball to him, and he raises it over his head.

The team that completes the task faster and more correctly wins. The game is repeated 2-3 times.

astronauts

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

Class, be quiet! (game of low mobility - attention )

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

Paratroopers

The players are divided into 2-4 teams of skydivers. According to the number of teams, gymnastic airplane benches are installed (at a distance of 1.5-2 m from one another). At one end of each bench, a circle with a diameter of 30-40 cm is indicated - this is the landing site. Near each of the landing places stands a judge (a student released that day).

At the first signal from the teacher, the team players climb onto the benches one by one - they get on the planes. At the second signal, the paratroopers begin to “jump from airplanes” one at a time, trying to land exactly in a circle; judges evaluate the accuracy and correctness of the landing. The landing is considered accurate and correct if the skydiver got into the designated circle, kept a stable balance, straightened up in the main stance and left the circle (without losing balance). For each correct landing, the team is awarded one point. The team with the most points is considered the winner. The game is repeated from 2 to 8 times.

All players run around the court. The driver is standingin center. At the signal of the teacher: “One, two, three, run in a circle!” - the players, holding hands, form a circle and go to the right (left) in a circle with the words: “Guess the riddle, who called you, find out!” After that, everyone stops, the driver closes his eyes, and one of the players, at the direction of the teacher, calls the name and surname of the driver. If the driver recognizes the one who said his name, then this player replaces the driver and the game is repeated.

The guys are strict

At the signal of the teacher, everyone scatters around the site (hall) and says: “The guys have a strict order, they know all their places. Well, blow more cheerfully: "tra-ta-ta, tra-ta-ta!" At the next signal, the teachers quickly line up one by one (only three columns or one line, etc.), everyone must quickly find their place. The column (line) wins, the players of which line up faster and more correctly. The game can be repeated several times using different construction options. The game teaches children to carefully and quickly build, rebuild.

Giants and gnomes (game of low mobility)

The players go in a column one at a time. At the signal of the teacher "Giants!" - walking on toes, hands up; on the next signal - "Gnomes!" - walking in a semi-squat position, hands on knees. Commands are given in any sequence several times. The game brings up mindfulness through hearing.

Passed - sit down

The players are built in 2-3 columns. The drivers are located at a distance of 1 m from the first player (of each column), in the hands of each driver one big ball. At the signal of the teacher, the drivers throw the ball with both hands to the first players in the column. Having caught the ball, the player throws it back to the driver, and he crouches or sits on the floor. The driver throws the ball to the next, etc.

Having received the ball from the last player of his team, the driver raises it up, and all team members quickly stand up and align the column. The team that completes the task faster and more correctly wins. The game can be repeated several times with different variations of squats.

Flying - not flying (game of low mobility)

The game is played while walking in a circle one at a time. The teacher names the subject. If it flies (for example, a bird, an airplane, etc.), then the children should raise their arms to the sides and flap them like wings; if it does not fly, then hands should not be raised, normal walking continues. The game can also be played during slow running, jumping exercises performed in a stream, etc.

Hunters and ducks

Students are divided into two equal teams - "hunters" and "ducks". Ducks stand in the middle of a large circle, hunters - outside. Hunters, throwing a ball (usually a volleyball or a large rubber one), try to hit the ducks with it. Ducks hit by the ball are out of the game. When only a third of the ducks remain, the teams change places. Ducks are considered knocked out of the game if they are hit by the ball above the waist. The hunter at the time of the throw cannot cross the circle line. The game is a team game, you can play on the number of ducks knocked out in a conditional time (according to a stopwatch). If the teams played with a score of 1:1, then a third period is given. The game can be played between classes at a school sports festival.

Right on target

The players are divided into 2-3 teams. One of the teams (by lot) goes to the designated line and lines up in one line. Each participant receives one small ball. At 5-8 m (the distance can be increased from lesson to lesson) from those playing in a line, 10-12 objects (towns, skittles, etc.) are placed parallel to the line at a distance of 50 cm from one another. At the signal of the teacher, all the players of the team throw the ball at the targets, trying to knock down as many objects as possible. Downed items are counted and put in place. The team that threw the balls collects them and passes them to the other team, which goes to the starting position and, at the signal of the teacher, also throws. The team with the most items wins. The game is repeated several times.

Shapes ( low mobility game)

One of the players is the driver. At the signal of the teacher, everyone scatters around the hall (site) or walk in a circle. On the second signal, the players stop, take any position (athlete, animal, working person, etc.) and stand in this position without moving. The driver chooses a figure that he likes and changes places with this player. At the end of the game, the teacher notes the most successful poses taken by the students. To do this, the teacher asks the students: who did they want to portray? The game is repeated several times.

ball to neighbor

In the hall (on the site) 3-4 equal circles are indicated. The players stand in circles. At the signal of the teacher (whistle), the players pass the ball to the neighbor either to the right or to the left. The driver, running around the circle, tries to catch up with the ball and touch it with his hand. If the driver touched the ball, then the player who had the ball takes the place of the driver. The game takes place in each round separately.

Equestrian athletes

Stalls are marked at a distance of 2 m from the wall (a meter apart). They should be 2-3 less than the players. In order not to mark the stalls with chalk, small hoops can be used. The players stand in a circle with their right or left side to the center, depicting horses. The dressage of sports horses is staged. On the command “Step of the horse”, the horses walk, raising their knees high, reaching them to the palms of their hands (arms bent at the elbows). The "Turn" command - and the horses turn around, continuing to move in the opposite direction. Team "Lynx" - the horses are running; "Step of the horse" - they go again. This is repeated 2-3 times. At the command "To the stall!" everyone is running, trying to take the designated place. Those left without a stall lose.

At the bear in the forest

On one side of the site there is a circle (a bear's lair), and on the other side there is a line (a house for children playing). At the signal of the teacher, the children go out of the house towards the lair withwith the words: “I take mushrooms and berries from the bear in the forest. And the bear is angry and growls at us. After these words, the bear jumps out of the den and begins to catch (salt) the players. Children try to run away as soon as possible back to the house. When 4-5 players are caught, a new bear is appointed (preferably from among the fastest), and those caught again enter the game.

Salki, feet off the ground

Everyone scatters around the site (hall). The driver (salka) tries to touch one of the players. Players who do not touch the ground (who managed to stand on a hill - a stump, a bench, a stack of mats, etc.) cannot be kicked. The one whom the tag catches up with becomes the leader, raises his hand up and says: "I am a tag." The game is repeated several times. Option: do not stand on any elevation, but sit on the floor with your legs up.

Wolf in the ditch

Two parallel lines are drawn in the middle of the hall at a distance of 60-70 cm from one another - this is a moat. One of the drivers (or two) - the wolf - is in the ditch. The goats are placed on one side of the hall behind the line of the house. On the opposite side of the hall, a line separating the pasture is indicated. At the signal of the teacher, the goats run to the pasture, jumping over the ditch. The wolves, without running out of the moat, catch the goats and leave them beside them. After each run, the stalled goats are counted. After 2-3 runs, the wolves change.

Two Frosts

On opposite sides of the hall (usually behind the front line of the volleyball markings) the home and school of one team are marked. There is a street between home and school. On the street (in the middle) there are two Frosts. Frost addresses the guys with the following words:

We are two young brothers, Two Frosts are daring!

One of them, pointing to himself, says:

I'm Frost - red nose! Another says:

I'm Frost - blue nose!

Which one of you decides

To go on a path?

All the guys answer:

We are not afraid of threats

And we are not afraid of frost!

After these words, the players run from home to school (across the street), and the Frosts catch them and “freeze”. Players stop and stand motionless in the place where they were "frozen" by Frost. Then the Frosts again turn to the guys with the same words, and the guys, having answered, run back to the house, helping out the frozen ones along the way. After 2 runs, new Frosts are selected from among those not caught, and those caught are counted and released to the rest of the players. The game continues up to 3-4 shifts of drivers.

At the end of the game, the best guys are marked - never “frozen”, as well as the best Frosts. The game is built on short, but fast dashes with short breaks for rest. The predominant type of movement is running with dodging. The game can be held between the combined teams of classes at the school holiday of physical education and sports.

Swan geese

On one side of the hall, 3-4 m from the wall, a bird's yard is marked with a line, on the opposite side, a wolf's lair is marked with a circle. The driver - the wolf - is in the den, the geese are in the poultry yard. The teacher addresses the players: “Geese, geese!”, They answer: “Ha-ha-ha”. The teacher asks: "Do you want to eat?" Players: "Yes, yes, yes." Teacher: "Geese, in the field!" Children scatter around the hall (platform) and run for a few seconds.

Teacher: "Geese-swans, go home, gray wolf under the mountain." Children ask: “What is he doing there?” The teacher replies: "The geese are pinching." Children ask: "Which ones?" After the words of the teacher: “Grey and white ones,” the children run home, and the wolf leaves the lair and tries to overpower as many of the players as possible. The teacher counts the tagged ones, and the game is repeated. After a while, a new driver is selected - a wolf and the game is repeated.

cat and mice

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

Who quickly?

The class is divided into 2-3 equal teams (equal in the number of boys and girls). Teams stand in a column. The column from the column at a distance of 2-3 m. The one in front (the captain) has a stuffed ball weighing 1-2 kg in his hands. There is a stand 8-10 meters from each team. All teams stand on the same line - the start line. At the teacher's signal "Attention!" captains put the toe of one foot on the start line and lean forward. At the command "March!" they run to the post, go around it and, having reached the start line, pass the ball to the second players of their team. The method of passing the ball is specified by the teacher in advance. The runner, having given the ball, stands at the end of his column, and the game continues. In the game it is forbidden to pass the ball with a throw - only from hand to hand, otherwise there may be injuries, bruises. The game is repeated several times with scoring: 1st place - 3 points, 2nd place - 2 points and 3rd - 1 point. The team with the most points wins. The game can be held at a school sports festival, health and sports days between class teams.

Ball in a circle

The players line up in two semicircles, with an equal number of players in each. The first players in each line have one ball. The ball is used volleyball, basketball or stuffed with a weight of 1-2 kg. "At the signal of the teacher, the ball is passed (do not throw!) From hand to hand along the line. The last one in the line, having received the ball, hits it on the floor and passes it back. The team wins, who will be the first to complete the transfer.The game is repeated several times.

Fox and chickens

All the players - chickens - are in the chicken coop, the driver or driver (fast girl) - the fox - is outside the chicken coop, behind the gymnastic benches. At the signal of the teacher, the fox jumps over the bench and tries to catch (tip) as many chickens as possible. Fleeing from the fox, the chickens jump onto the perch (bench), where the fox cannot taunt them.

Staying on the bench for a long time is not allowed. At the signal of the teacher, the game stops, the fox goes into his hole, the caught chickens are counted (the children who were taunted by the fox raise their hands). Another fox is chosen and the game is repeated. The game can be played against the clock. As a result, it will be possible to calculate which fox caught more chickens in a conditional time.

Have time to run out

Children form a circle. 7-8 people go to the middle of the circle (it can be boys and girls). Those standing in a circle turn to the right or left side and go. Those in the middle clap their hands. At the teacher's signal "Stop!" children quickly stop and raise their clasped hands up. The teacher counts to three. During this time, the children standing in the center should have time to run out of the circle. After counting "three", the players quickly lower their hands, those who did not have time to run out are considered caught (losers). When the game is repeated, other children stand in the center of the circle. The game brings up the speed of reaction and speed qualities.

owl

An owl is selected from among the players, the rest are birds, beetles, butterflies (the children distribute the roles themselves). The owl sits in a hollow - in the corner of the hall on a chair or bench, the students “fly”, buzz, imitating birds, beetles. At the teacher's signal "Night!" everyone stops moving, freezing in their places. The owl gets out of the hollow and slowly "flies" around, carefully watching those who move.

Noticing this, the owl leads him into a hollow. At the signal "Day!" the owl “flies away” into its hollow, and the children continue to run around the hall (ground). This is repeated 2-3 times, then the owl counts those who have been touched in the hollow. The owl changes and the game continues. At the end, it is determined which owl has pissed off more players.

Fishing rod

Children stand in a circle. In the center is the teacher. He holds a rope (rubber rope) in his hands, at the end of which is tied a bag of sand or a tennis ball, pumped up through a syringe with water (weighing up to 100 g). The teacher rotates the rope (rope) in a circle to the right or left so that the bag passes under the feet of the players above the floor. Children jump up, trying not to hit the bag. Before the start of the game, it is advisable to show the children how to jump - vigorously push off the floor and pick up their legs. The guys learn to calculate their jump so that the bag does not touch their legs. The game lasts 3-5 minutes. The salted ones continue the game. At the end of the game, the teacher interviews the children - who has never been touched by a bag.

Methodical recommendation to the teacher.Tie a rope or rope to a stick (rail) 120-150 cm long. This device gives the teacher the opportunity not to rotate with the rope in a circle, but to shift the stick behind his back.

We are fun guys

The players are located on one side of the hall. Two drivers are in the center. Children say in unison: “We are funny guys, we love to run and play, well, try to catch up with us!” After these words, they run across to the other side of the site (hall), and the drivers try to knock them down. After all the players are behind the line, the game stops, the teacher counts the number of those caught. The game is repeated, after 2-3 runs other drivers are appointed and the guys who have never been tagged are revealed.

Passing the ball in a column Children line up in 2-3 columns. The first player (captain) has a ball in his hands (preferably stuffed with a weight of 1-2 kg).

At the signal of the teacher, the ball begins to be passed back overhead to the last player, who, having received the ball, runs to the beginning of his column and passes it back. The captain, being the last and having received the ball, returns to his place in a run and lifts the ball up, indicating the finish line. The game is repeated several times with scoring for wins and losses.

Through bumps and stumps

On one side of the hall there is a camp (4-6 m from the wall). Behind the camp line begins the forest. There are bumps and stumps on the floor. On the opposite, a tall tree is indicated, in the hollow of which there are wild bees.

All players are in the camp. Three - bees (leaders) - stand behind a tree. At the signal of the teacher, the players, raising their knees high, walk along the tussocks and stumps, saying the words: “We went to the forest lawn, raising our legs higher, through the bushes and hummocks, through the branches and stumps. Who walked so high, did not stumble, did not fall? Look - the hollow of a tall Christmas tree, angry bees fly out!

The bees begin to circle around the Christmas tree and, imitating the flight with hand movements, say: “F-f-f”. The players say: “You can’t catch up with the swift-footed ones! We are not afraid of a swarm of bees, let's run home as soon as possible!

After the word “home”, the players run away over bumps and stumps. The bees “sting” (stain) those who run away. Those stung are counted, new drivers are chosen, and the game is repeated several more times. At the end, those who have never been stung are noted.

Hares, watchman and bug

Of the players, the watchman and the Bug stand out. The rest are rabbits. On the site, on the one hand, burrows of hares are indicated, on the other - a garden, and behind the garden - the watchman's house. In the middle of the site at a height of 40-60 cm, a rope-fence is pulled.

Hares are in holes, and the watchman and the Beetle are at home. At the signal of the teacher, the hares jump over the rope, find themselves in the garden and begin to jump from one place to another on two legs (there is cabbage). At the prearranged signal of the teacher, the watchman shoots at the hares (three claps), and they run into holes, crawling under the rope without touching it. After the third clap, the Bug catches up with the hares and “bites” them (touches them with his hand). Caught hares remain in place. Hares that ran beyond the line of holes cannot be caught up. The teacher invites those who were caught to raise their hands, then they rejoin the players. The game is repeated. The watchman and the Bug change roles, other drivers are appointed.

Be smart \

The players sit in a circle. In front of each on the floor is a bag of sand (bar, cube, rag ball, etc.). The driver or two drivers are in the center of the circle. At the signal of the teacher, the children jump on two legs through the bag into the circle and back. The driver is trying to overpower the children who did not have time to jump out of the circle. The one touched by the driver receives a penalty point, but does not leave the game. After 1 minute, the game stops and the losers are counted. Another leader is selected from among those who have never been taunted. The game is repeated. This game gives a lot of jumping load.

Empty place

The players form a circle. The driver walks in a circle from the outside and unexpectedly touches one of the players, after which he runs in any direction in a circle. The touched player runs in the opposite direction. Each of them tries to be the first to run to the formed empty place. Whoever comes running earlier stands in a circle, the latecomer becomes the leader. The teacher should take into account the running readiness of children and, depending on this, set the size of the circle. The game works out the reaction in children.

3x10m Relay with Cubes

The relay race can be held both within the same class and between teams of parallel classes at a sports festival, but only after the children have mastered the 3x10 m shuttle run technique.

boys

sppppppsh

10 people

Girls

1shhhhhhh:

10 people

It is advisable to carry out the relay race in the hall. Equipment: two gymnastic benches and two cubes per team. Distance between benches -11m. In front of every bench

at a distance of 0.5 m, a start (finish) line is drawn. Teams sit on benches. In front of each team is a captain with a ribbon on his left hand. Boys sit on one bench, where the cubes lie, and girls sit on the opposite bench (see picture). Composition of teams: 10 boys and 10 girls (if competitions are held between classes at a holiday).

At the referee's signal "To the start!" Team captains stand up and put their foot (toe) on the start line. At the command "Attention!" - lean forward and take the cube with the right hand. At the command "March!" - they run to the girls' bench, put a cube on the line, come back, take the second cube and go around the bench on which the girls are sitting. At this time, the first girl becomes the toe on the start line and waits for the transfer of the cube from the boy. The transfer of the cube is carried out at the start line. The boy, having passed the cube, sits last on the girls' bench, and the girl does the same and sits on the boys' bench. Thus, each relay participant runs 3 segments of 10 m.

The relay can be held in two versions: 1st option - the relay ends as soon as the girls' team changes places with the boys' team; 2nd option - the relay continues until the girls and boys take their original places.

The stopwatch is activated by the command "March!" and turns off at the moment the cube touches the floor by the last participant. Don't throw dice!

Forbidden movement

The teacher invites the players to perform all movements behind him, with the exception of the forbidden one, which was previously established by him. For example, it is forbidden to put hands on the belt, the teacher begins to make different movements, and all the players carefully perform them. Suddenly, the teacher performs a forbidden movement. The player who makes a mistake and fulfills it takes a step forward and continues to play. You can assign penalties: jump on one leg for some distance, say a tongue twister, guess a riddle, make a dance move, push up from the floor, etc. The game is repeated several times. If the game is played without penalties, then the most inattentive player is considered the one who took the most steps forward.

Having finished the game to educate attention, the teacher sums up the lesson, gives homework: throw the ball from the chest into the wall at a distance of 2-3 m, followed by catching the ball.

Ball over head

Before the start of the game, the teams sit on the benches on horseback. The first player (team captain) has a stuffed ball weighing 1-2 kg in his hands. At the signal of the teacher, the first player of each team passes the ball over his head to the second, he to the third, etc. The last player on the bench gets up and runs around the bar. Running to the start line, he sits down on the bench and passes the ball back again. You cannot throw the ball - only pass from hand to hand. The relay game is held 2-3 times. The winner is the team with the most points. Points are calculated in the same way: for 1st place - 3 points; 2nd - 2 points and 3rd - 1 point. Both games last 5-7 minutes. Then the class is built in one line at the command of the teacher, removing the benches and balls. Students listen to the comments and the results of the games and the lesson as a whole and move to the classroom in an organized manner.

Start - finish line

Lesson plan for physical education, outdoor games

For 2nd grade students

Target: build knowledge about sports games, to develop the ability to participate in outdoor games in accordance with the rules and compliance with safety regulations.

Lesson objectives:

Teaching the mobile game "Riders-athletes".

Repetition of the outdoor game "Trap"

Development of speed-strength abilities.

Develop the ability to communicate in a team.

Location: sports hall of school No. 8 in Bryansk

Time spending: 40 minutes

Inventory: small hoops, chips, whistle

Abstract compiled: teacher of physical culture, Kozhina Natalya Anatolyevna

Introduction (8 minutes)

Organized entrance to the gym, building in 1 line.

Turns on the spot: “To the right!”, “To the left!”, “Around!”.

Rebuilding from one line to two. The switchgear is in place without objects.

Rebuilding in one line, walking in a circle (normal, on toes, on heels, with straight legs, with shin overwhelm, with a high thigh lift)

Running: normal, side steps right and left side.

The game "Class Attention!"

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

Main part (28 minutes)

Teaching the game "Riders-athletes"

Stalls are marked at a distance of 2 m from the edge of the site (a meter apart). They should be 2-3 less than the players. In order not to mark the stalls with chalk, small hoops can be used. The players stand in a circle with their right or left side to the center, depicting horses. The dressage of sports horses is staged. On the command “Step of the horse”, the horses walk, raising their knees high, reaching them to the palms of their hands (arms bent at the elbows). The "Turn" command - and the horses turn around, continuing to move in the opposite direction. Team "Lynx" - the horses are running; "Step of the horse" - they go again. This is repeated 2-3 times. At the command "To the stall!" everyone is running, trying to take the designated place. Those left without a stall lose.

Repetition of the game "Trap"

The players form two circles. The inner circle, holding hands, moves in one direction, and the outer one in the other. At the signal of the teacher, both circles stop. Those standing in the inner circle raise their hands, forming a gate. The rest then run into the circle, then run out of it. Suddenly, the teacher gives the next command, and the players of the inner circle abruptly lower their hands down. Players who are inside the circle are considered trapped. They join those in the inner circle and join hands. After that, the game is repeated.



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