Interesting games for older children. Outdoor game "Frogs and Herons"

CARD INDEX OF OUTDOOR GAMES

SENIOR GROUP

Running games:

"Traps"

“Trap, take the tape!”

"Corners"

"Pair Run"

"Third wheel"

"Mousetrap"

"We are funny guys"

"Swan geese"

"Make a figure"

"Crucian carp and pike"

"Dashes"

"Counter dashes"

"Sly Fox"

"Empty place"

"Entertainers"

"Homeless Hare"

"Two Frosts"

Jumping games:

"Don't stay on the floor"

“Who will jump better?”

"Fishing rod"

"From bump to bump"

"Classes"

Games with crawling, creeping, climbing:

“Who’s quickest to the flag?”

"Bears and Bees"

"Firefighters in training"

"Migration of Birds"

"Rabbits"

Folk games:

"Burn, burn clearly"

"Sun"

"Crow"

"Baba Yaga"

"Centipede"

"Churilki"

"Guess who's calling?"

"Ring"

Throwing and catching games:

"Hunters and Hares"

"Throw to the flag"

"Hit the Hoop"

"Knock down the pin"

"Ball for the driver"

"Ball School"

"Serso"

"Knock the ball down"

Relay races:

"Relay race in pairs"

"Throw the ball into the hoop"

"Obstacle Course"

"Fast Team"

Games with competitive elements:

"Who is faster?"

“Who is taller?”

"Ring Throwers"

RUNNING GAMES

"Traps"

Target: develop evasiveness, dexterity, speed.Progress of the game:
Children line up behind the line on one side of the playground. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

"Trap, take the tape"

Target: develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Progress of the game:

The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

"Corners"

Target: teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, spatial orientation.

Progress of the game:

Children stand near trees or in circles drawn on the ground. One of the players, remaining in the middle, comes up to someone and says: “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to the other. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of those running across. If he succeeds, the one left without a corner stands in the middle.

Options: If the driver fails to take a seat for a long time, the teacher says: “Cat!” All children change places at the same time, the driver manages to occupy a corner. You can’t stand in your corner for a long time.

"Pair Run"

Target: teach children to run in pairs, without releasing their hands, and to bend around objects. Develop dexterity and attention.

Progress of the game:

Children stand in columns in pairs on one side of the site outside the line. On the other side of the site, objects (skittles, cubes, etc.) are placed, according to the number of links. At the teacher’s signal, the first pairs of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second pairs run. The pair that separates their hands is considered the loser.

Options: run with a shin sprain. Running between objects like a snake to a landmark.

"Third wheel"

Target: teach to follow the rules of the game, develop agility and running speed.

Players stand in pairs one after another, facing the center of the circle. The driver, chosen by the reader, runs around the circle and stands in front of one of the pairs. The player who is third in this pair turns out to be the odd one out and runs away to take a place in another pair. During the game you cannot run through the circle. A player in a pair may stand in front of the same pair and the driver will have to take a different place.Options: Introduce a second driver into the game, who catches third, extra players.

"Mousetrap"

Target: teach children to run under clasped hands in and out of the circle, without bumping into each other, to act on a signal. Develop agility, speed, spatial orientation.

Progress of the game:

The players are divided into two unequal groups, the smaller group forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children pretending to be a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

It was just passion that separated them.

They gnawed everything, ate everything,

They are climbing everywhere - here is a misfortune.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

We’ll catch them all at once!”

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the teacher’s signal “clap!” the children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that do not have time to run out of the circle are considered caught, and they stand in a circle.

"We are funny guys"

Target : teach children to act on a signal, run from one side of the playground to the other quickly while dodging. Develop agility, speed, spatial orientation.

Progress of the game:

Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. There is a trap in the center of the site. The players say in unison:

"We are funny guys,

We love to run and jump,

Well, try to catch up with us.

One, two, three, catch it!”

After the word “catch,” the children run to the other side of the playground, and the trap catches them. The one whom the trap manages to catch before he crosses the line is considered caught, moves aside and misses one run.

Options: Children walk in a circle and recite the text. Trap in the center. They run different types of running.

"Swan geese"

Target : teach children to run from one side of the playground to the other so as not to get dirty. Develop the ability to act on a signal, dexterity, and speed.

Progress of the game:

At one end of the hall there is a house in which there are geese, and on the opposite side of the hall there is a shepherd. To the side of the house is a den in which a wolf lives, the rest of the area is meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: Geese, geese!

Geese: stop and answer in chorus: ha-ha-ha.

Shepherd: You want to eat!

Geese: yes, yes, yes!

Shepherd: so fly home.

Geese: we can’t, the gray wolf under the mountain won’t let us go home, he’s sharpening his teeth and wants to eat us.

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

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch the geese. Then, after 2-3 runs, a new shepherd and wolf are selected.

"Make a figure"

Target : teach children to run randomly around the hall or area. Accustom to change movement on a signal, develop balance, the ability to maintain motionless prose.

Progress of the game:

At the teacher’s signal, all children scatter around the hall. At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher marks those whose figures turned out to be more interesting, the most successful.

Options : you can choose a driver who will determine whose figure is more interesting and complex, those who come up with new figures every time.

"Crucian carp and pike"

Target: teach children to walk and run in all directions, hide behind pebbles when given a signal, and squat down. Develop agility, speed, spatial orientation.

Progress of the game:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind one of the players and sit down behind the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Options: crucian carp swim not only in a circle, but also between the stones, the pike is on the side. You can choose two pikes.

"Dashes"

Target : development of children's endurance, training of the respiratory system (the slower the running, the better), training of the muscular-articular system.

Progress of the game:

At a distance of 40-50 m from each other, two lines are drawn (or two trees/pillars are selected). Players start running at an average pace from one line (tree). Having reached the other line, the players turn around and run back to the first line. So they run from line to line until the most enduring player remains - he is the winner. Gradually, the weakest participants will drop out of the game.

Note : since no one wants to be considered weak or among the weakest, the players will “squeeze out” completely, each to the best of their abilities,
which is difficult to achieve when running certain distances against the clock.

"Counter dashes"

Target: teach children to run from one side of the playground to the other at a fast pace. Develop attention and speed of movement.

Progress of the game:

Two groups of children, with an equal number of players, stand on opposite sides of the court behind the lines in ranks (the distance between children in the line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blues”!” - children with blue ribbons run to the opposite side, those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.

Options: you can add two more colors - red, green.

"Sly Fox"

Target: teach children to run without bumping into each other, act on a signal, and navigate the playground. Develop agility and speed.

Progress of the game:

The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, and touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in unison three times, first quietly and then louder: “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says: “I’m here!” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules : the fox begins to catch the children only after the players ask in unison for the third time, and the fox says: “I’m here!”

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

A player who runs out of bounds of the court is considered caught.

Options : 2 foxes are selected.

"Empty place"

Target : teach children to run fast in opposite directions. Develop reaction speed and attention.

Progress of the game:

The players stand in a circle, placing their hands on their belts, creating windows. The driver is selected. He walks outside the circle and says:

“I walk around the house

And I look out the windows,

I'll go to one

And I’ll knock softly.”

After the words “I’ll knock,” the driver stops, looks into the window and says: “Knock, knock, knock.” The one standing in front asks: “Who has come?” - the driver says his name. The one standing in the circle asks: “Why have you come?”, the driver replies: “We’re running a race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Options: the driver simply walks around the circle and puts his hand on someone’s shoulder, and with him they run in different directions, trying to take an empty place.

"Entertainers"

Target : teach children to walk in a circle, holding hands to the right, to the left. Repeat the movements after the driver. Develop attention, memory, creativity.

Progress of the game:

An entertaining driver is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle and say:

"In an even circle one after another

We are going step by step.

Stand still together

Let's do it like this..."

The children stop, lower their hands, and the entertainer shows some movement, and everyone must repeat it. The game is repeated with another entertainer.

"Homeless Hare"

Target : teach children to run fast, trying to occupy the house. Develop attention and speed of reaction to a signal.

Progress of the game:

A hunter and a homeless hare are selected. The rest of the hares draw circles for themselves and each one stands in his own. A homeless hare is running away from a hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle must immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as a hunter kills a hare, he himself becomes a hare, and the former hare becomes a hunter.

Options : children form a circle, 3-4 children holding hands, and in the center of such a circle there are hares.

Children stand in circles drawn on the ground. At the teacher’s signal, the hares change houses - they run from one to another, and the hunter takes any vacant house; whoever is left without a house becomes a hunter.

"Two Frosts"

Target : teach children to run scattered from one side of the site to the other, dodging the trap, act on a signal, and maintain a motionless posture. Develop endurance and attention. Strengthen running with shin overlapping, side gallop.

Progress of the game :

On opposite sides of the site there are two houses, in one of them there are players. In the middle of the platform, the driver stands facing them - Frost is a red nose, he says:

“I am Frost - Red Nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

“We are not afraid of threats and we are not afraid of frost”

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them and stand there until the end of the run. Frost counts how many players were frozen. It is taken into account that players who ran out of the house before the signal or remained after the signal are also considered frozen.

Options : The game plays out the same as the previous one, but there are two frosts (Red Nose Frost and Blue Nose Frost). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost - the Blue Nose.

Two frosts are daring, which of you will decide

I'm Frost the Red Nose, set off on a little path?


JUMPING GAMES

"Don't stay on the floor"

Target: teach children to run around the hall in all directions, jump onto cubes, benches without using their hands, jump off them easily on their toes, with bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Progress of the game:

A trap is selected and runs around the hall with the children. As soon as the teacher says: “Catch!” - everyone runs away from the trap and climbs onto objects - benches, cubes, stumps. The trap tries to catch the ones running away. Children touched by the trap go to the appointed place.

Options: 2 traps are selected, run in different types of running, use a musical signal.

“Who will jump better?”

Cel b: develop speed of movement, agility, learn to jump exactly to a certain place.

Progress of the game:

Children approach the line drawn on the ground and jump as far as possible. Whoever jumped further wins.

Rules : You should jump on two legs, landing on your toes.

"Fishing rod"

Target : teach children to jump on two legs, standing still, landing on their toes, legs bent. Develop agility, speed, eye.

Progress of the game:

Children stand in a circle, with the teacher in the center. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made and those caught are counted.

Options : those children who are caught leave the game. The game continues until the most dexterous ones remain.

"From bump to bump"

Target : teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, and agility.

Progress of the game:

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one bank and the other. The teacher draws hummocks (flat rings) in the swamp at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, at a signal, jump from hummock to hummock, pushing off with two legs or one, without standing between the hummocks, trying to get over to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher nominates who will lead the children out of the swamp. He gives the stuck child his hand and jumps to show the way out of the swamp.

Options : competition: “Who can cross the swamp faster.”

“Who will do the least number of jumps?”

Target : teach children to long jump, making a strong swing of their arms, pushing off and landing on both feet. Develop pushing power and strengthen leg muscles.

Progress of the game:

On the site, two lines are marked at a distance of 5-6 meters. Several children stand up to the first line and, at a signal, jump to the second line, trying to reach it in fewer jumps. Spread your feet slightly and land softly on both feet.

Options : increase the distance to 10m. (this is an average of 8-10 jumps).

"Classes"

Target : develop the ability to jump on one (right or left) leg, pushing an object in front of you; navigate a limited area, balance your jumps with the size of the cells. Develop eye and accuracy.

Progress of the game:

The usual “classes” of 6-8 cells are drawn on the ground (in 2 rows of 3-4 cells), a semicircle is drawn at the last cell - “fire”. The child throws a flat pebble or a tile into the first cell, and then jumps into it on one leg. He must stop here, take a pebble and continue jumping until the end. Then they begin jumping, throwing a pebble into the second cell, etc. They play in classes of several people, taking turns.

If the child failed to hit the desired square with a pebble or stepped on the line while jumping, then the next player continues the game. If a pebble falls into the “fire” or the child steps on the “fire” line, then he must start the game over again - throw the pebble, starting from the first cell.

First option “Classes” games can be complicated by the fact that children do not pick up the pebble (or tile) they throw, but move their feet from cell to cell. If the child fails to move the pebble across the line, then another child continues the game. The game ends when the child successfully hits all the squares with a pebble.

Cells-"classes" can be arranged in a different way, for example, in alternation of one and two, or in a circle "snail". The principle of the game remains the same.

CLIMBING GAMES,

CRAWLING AND CLIMBING

“Who’s quickest to the flag?”

Cel b: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, run a race. Develop the ability to compete and pass the baton.

Progress of the game :

Options

"Bears and Bees"

Target : teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes, on bent legs, and run in all directions. Develop agility, courage, speed.

Progress of the game :

Children are divided into two equal groups: one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. At a given signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” The bees fly to the hives, trying to sting the bears, who run away into the den. Stung bears miss one game. After 2-3 repetitions, children change roles.

"Firefighters in training"

Target: teach children to climb the gymnastic wall in a convenient way, without missing the slats and without jumping. Develop coordinated work of arms and legs, speed, dexterity.

Progress of the game:

Children line up in 3-4 columns facing the gymnastics wall - these are firefighters.

Bells are hung at the same height on each span. At the teacher’s signal - hitting the tambourine or the words: “March!” - the children standing first in the column run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, at the signal, the second ones standing in the column run. Make sure that children do not miss the slats or jump off.

"Migration of Birds"

Target: improve children's skills in climbing up and down the gymnastic wall without missing the bars, using alternating steps.

Progress of the game:

Children stand freely on one side of the site opposite a gymnastics wall with several spans. At the signal “the birds have flown” they run around the site, at the signal “storm” they climb onto the stairs. If there are few flights, the number of children playing is limited so that there is enough space for everyone on the stairs (3-4 children per flight).Rules: run around the entire site, do not stand against the wall; climb into an empty seat, giving way to each other; climb down to the end without jumping off.

"Rabbits"

Target: strengthen children's ability to climb into a hoop raised 10 cm from the floor, develop dexterity.

Progress of the game:

Children are rabbits. Three or four at a time they stand in a circle drawn on the ground (in a large hoop) - this is a cage. In front of each cage is a hoop on a stand or tied to two chairs (the height of the lower edge above the ground is 10 cm) or a large chair. The teacher one by one approaches the cages and releases the rabbits - they crawl through a hoop or run and jump under a chair. At the signal: “Rabbits in cages!” - they return, crawling through the hoop.

Rules: rabbits come out only when the teacher approaches them; when climbing into the hoop, they must yield to each other and not push.


FOLK GAMES

"Burn, burn clearly"

Target: to train children in the ability to independently change the direction of movement with a change in the timbre color of the music. Foster organization, develop agility and speed.

Progress of the game: The children line up pair by pair. The driver takes the lead. He is not allowed to look back. Everyone sings:Burn, burn clearlySo that it doesn't go out.Look at the sky -Birds are flying, bells are ringing!When the song ends, the children standing in the last pair separate and run around those standing in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the runners. The one who is caught becomes the first pair with the driver, and the one left without a pair becomes the new driver. If a pair of runners manages to connect before the driver catches someone, then this pair takes the lead, and the game continues with the same driver.

"Sun"

Target : learn to act in accordance with the lyrics of the song. Walk in a circle, holding hands, in a calm, round dance step. Be able to expand and narrow the circle. Teach fast running.

Progress of the game:

Children stand in a circle. In the center of the “sun” is a child.

The sun burns brighter Children are walking

Summer will be hotter. round.

I am winter warmer They go to the center.

And spring is sweeter Back from the center.

And the winter is warmer To the center.

And spring is nicer. Back.

After the words “sun” (trap) catches the children.

"Crow"

Target: learn to move in accordance with the dance character of the music and convey the content of the song text. Be able to expand and narrow the circle. Practice fractional steps and a variety of familiar dance movements.

Progress of the game:

Children stand in a circle. One child is selected in advance - a raven (he stands in a circle with everyone else).Oh guys, ta-ra-ra!There is a mountain on the mountain,( children walk to the center of the circle in fractional steps ) And on that mountain there is an oak tree,And there are craters on the oak tree.( with the same step, the children walk back, expanding the circle, and leaving the “raven” in the center) Raven in red bootsIn gilded earrings.
(crow dances, children repeat his movements)Black raven on an oak tree,He plays the trumpet.Turned pipe,Gold plated,Okay pipeThe song is complex.With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and stands in the circle. When the song begins, the child who is touched becomes a raven.

"Baba Yaga"

Target: continue to teach rapid running, develop creativity, conveying a playful image.

Progress of the game:

The players choose Baba Yaga. She is in the center of the circle. Children walk in a circle and sing:

Baba Yaga, bone leg, - Children are walking

She fell from the stove and broke her leg. - round.

She went into the garden and scared the people. - They go to the center.

I ran to the bathhouse - From the circle back.

I scared the bunny.

After the song, the children run away, Baba Yaga catches the children.

"Centipede"

Target: improve children’s ability to walk with a spring step, raising their legs high, run easily, and walk with a stomping step. Movements conveyed in the nature of the music

Progress of the game:

Children stand with each other and sing:

A centipede was walking

On a dry path.

Suddenly it began to rain: drop!

- Oh, forty paws will get wet!

Easy running.

I don't need a runny nose

I'll go around the puddles.

I won’t bring dirt into the house,

I'll shake each paw.

They walk with their legs raised high

Standing, shaking right leg

Left foot

A centipede was walking

On a dry path

And then she stomped

- Oh, what thunder from the paws!

They walk like a train with a springy step.

They walk with a stomping step

"Churilki"

Target : cultivate organization, develop dexterity, speed.

Progress of the game:

The players choose two children. One is blindfolded with a scarf, the other is given a tambourine (or bell); then they lead a round dance around them and sing:

Bells, bells,

The daredevils rang.

Digi-digi-digi-don,

Guess where the ringing comes from?

After these words, the player with the tambourine begins to ring and walk in a circle, and the blind man's buff tries to catch him.

As soon as the blind man's buff catches him, other players change them. Game continues.

"Guess who's calling?"

Target : develop timbre hearing in children. Practice the ability to independently start and finish a movement.

Progress of the game:

Children stand in a circle. In the center the driver is the “bear”. Children walk in a circle and sing:

Bear, bear,

We came to you

We came to you

The honey was brought.

The "Bear" waddles.

Children stretch their hands forward, palms up, and offer honey to the bear.

Bear, bear,

Get some honey

Get some honey

Guess who's calling?

The "bear" eats honey.

The bear closes its eyes. The adult offers (pointing to the child) to call the bear. The child who was chosen says: “Bear!” “The Bear” tries to guess who called him.

"Ring"

Target : cultivate a love of folklore, develop self-regulation and arbitrariness of behavior.

Progress of the game:
The presenter takes the ring in his hands. All other participants sit on the bench, fold their palms into a boat and place them on their knees. The leader goes around the children and puts his hands in each one’s hands, while he says:
“I’m walking along the hill, carrying a ring! Guess, guys, where the gold fell?The presenter quietly places a ring in the hands of one of the players. Then he takes a few steps away from the bench and intones the words:Ring, ring,Get out on the porch!Who will leave the porch,He will find the ring!The task of the player who has the ring in his hands is to jump up from the bench and run away, and the children sitting next to him must guess who has it hidden and try, holding it with their hands, not to let this player in. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.


Throwing and catching games

"Hunters and Hares"

Target: teach children to jump on two legs, moving forward in all directions, and act on a signal. Strengthen the ability to throw a ball, trying to hit the hares. Develop dexterity and eye.

Progress of the game:

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for the hunter, on the other there is a house for hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his place. Hares jump on two legs or on the right, on the left, alternately in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Option s : There may be 2-3 hunters, and the hares have no home, they simply dodge the ball.

"Throw for the flag"

Target: teach children to throw bags into the distance with their right and left hands from behind their heads, try to make the bag fly as far as possible. Develop throwing power and eye. Strengthen the muscles of the shoulder girdle.

Progress of the game:

Children stand in two lines one behind the other, with sandbags in the hands of the first line. Ahead at a distance of 4-5m. There are several flags on the same level. Children simultaneously throw the bags from behind their heads with both hands or one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, the results are compared.

Options: You can transfer the bags to your pair by tossing them.

"Hit the Hoop"

Target : teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop eye and throwing accuracy.

Progress of the game:

Children stand in a circle with a diameter of 8-10 m. through one, in the hands of a bag of sand. There is a hoop in the center of the circle. At the teacher’s signal, children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them, trying to get into the hoop. Then the children pick up the bags and return to their places in the circle. The signal is heard again, and the children pass the bags to their neighbors - number two, etc.

Options: throw bags with two, one hand from behind the head, sitting, kneeling.

"Knock down the pin"

Target: teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop your eye and throwing power.

Progress of the game:

On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2m. a line from them is marked with a cord. 3-4 children come to the line, stand in front of the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.

Options : throw the ball with your right, left hand, push with your foot.

"Ball for the driver"

Target: teach children to catch a ball thrown by a driver with their hands, without pressing it to their chest. Throw the ball with both hands from the chest. Develop eye, hand motor skills, speed, throwing accuracy.

Progress of the game:

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a driver with a ball in his hands. At the teacher’s signal, the drivers throw the ball to the children one by one with both hands from the chest and receive it back. When the ball has passed all the players, he raises it above his head and says: “Ready!”

Options: The driver throws the ball out of order, but out of order; the group that never drops the ball wins.

"Ball School"

Target: consolidate children's ability to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Progress of the game:

Throw the ball up and catch it with one hand. Hit the ball on the ground and catch it with one hand. Throw it up, clap your hands and catch it with both hands. Hit the wall and catch it with one hand. Hit the wall, catch it with one hand after it hits the ground. Hit the ball against the wall, clap your hands and catch it with one hand. Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it. Hit the ball against the wall, throwing it from behind your back, from behind your head, from under your feet and catch it.

"Serso"

Target: teach children to throw wooden rings, trying to throw them on a “cue” (wooden stick), develop dexterity and eye.

Progress of the game:

Two people are playing. One throws wooden rings with a cue, and the other catches them on the cue; you can first throw them with your hand and catch them with your hand, and then use the cue. The one who catches the most rings wins.

Options: If there are a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4 m.

"Knock the ball down"

Target: strengthen children’s ability to throw a bag at a horizontal target with their right and left hands, observing the throwing technique.

A line is drawn on one side of the site; 3-4 stools (or boxes) are placed on it at a distance of 1 m from each other. A serso ring is placed on each stool, and a large ball is placed on it. One line is drawn at a distance of 2 m, and a second line is drawn at a distance of 3 m. The players are divided into 3-4 subgroups and line up at the second line in columns facing the ball. Each column is given two bags of the same color (players must remember the color of their bags). On the signal: “Knock the ball down!” - those standing in the columns are the first to throw a bag into their ball with their right hand, and then from the nearest line throw a second bag with their left hand. After that, they run for the bags and pass them on to the next ones, and they themselves stand at the end of the column. For each successful throw (hitting the ball), the player receives a flag of the same color as the bags. The column that gets the most flags wins.


RELAY RACES

"Relay race in pairs"

Target: teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Progress of the game:

Children stand in 2 columns in pairs behind a line on one side of the playground. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

Options: children stand with their backs to each other and clasp their elbows.

"Carry the ball without hitting the pin"

Target: continue to teach children to jump on two legs and move forward.

Progress of the game:

Participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are installed along the line in the center. Team guides hold a volleyball or medicine ball between their legs (above the knees). At the signal, the guides begin to move forward in leaps, going around the pins in such a way as not to touch them and, having reached the opposite starting line, they pass the balls to the guides of the oncoming columns. This is how all players act. Participants who have completed the relay race stand at the end of the column. The team whose players finish the relay faster wins.

Rules: If the ball falls to the floor, you need to pick it up, hold it with your feet, and only then continue the relay race.

"Throw the ball into the hoop"

Target: continue to teach children to throw the ball at a vertical target (ring). Develop eye and throwing accuracy.

Progress of the game:

TOTeams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

"Obstacle Course"

Target : continue to teach children to jump on two legs and move forward; improve skills of climbing under arches; improve coordination of movements.

Progress of the game:

Children stand in two columns and take turns performing the teacher’s tasks. When the task is completed to the end, the player passes the baton to the next one by slapping him on the palm.

1) Walk along the log.
2) Climb under the arches.
3) Jumping from hoop to hoop.

Rules: the next player must wait until the previous player completes the relay to the end.

"Fast Team"

Target: development of dexterity and speed, the ability to move in different ways along a limited winding path, maintaining balance and speed of movement, developing team playing skills, enriching motor experience.

Progress of the game:

Two teams of equal number of participants line up at the start. The race starts with participant number 1. As soon as he reaches the finish line, the next player starts, etc. The relay ends when the entire team is at the other end of the track.

GAMES WITH ELEMENTS OF COMPETITION

“Who is quickest to crawl through the hoop to the flag?”

Target: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, and run a race. Develop the ability to compete and pass the baton.

Progress of the game:

Children are distributed equally into three columns. Arcs or hoops are placed at a distance of 2m from the starting line, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Options : a complication is introduced: the rope is pulled at a height of 60 cm, children must crawl under the cord without touching the floor with their hands.

"Who is faster?"

Target : development of dexterity, speed, coordination of movements, ability to act in a team; practice jumping in different ways.

Progress of the game :

2–4 teams participate in the relay race. Everyone lines up on one side of the ball, each team opposite a certain geometric figure. At the leader’s signal, the first team members begin to jump around their pieces in order - from number 1 to number 5; Having completed the task, they jump out of the ball from the opposite side. At this time, the next team member is included in the competition, etc. Having finished the relay, the teams line up on the opposite side of the ball. The relay is repeated - children perform jumps in the reverse order.

Options: jumping on one leg; jumping on 2 legs with a ball (bag) between the knees.

“Who is taller?”

Target : training in jumping, strengthening of the musculoskeletal system.

Progress of the game:

Children playing stand in a circle, in the center of which the teacher stands, or in one line at arm's length from each other in front of the teacher. At a signal or command from the teacher, children take turns, pushing off with both legs, and try to jump as high as possible. The winner is determined by several jumps.

"Ring Throwers"

Target: teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.

Progress of the game:

Children agree on how many rings each person will throw, stand in order of priority in the first line, and throw the rings onto the pegs. After all players complete the task, they count who threw the most rings onto the pegs.

Options : children stand at the second line and throw rings from there. Ring throwers can be tabletop or small in size.

Outdoor game No. 1 “Sly Fox”

Goal: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules: The fox begins to catch children only after the players ask in chorus 3 times and the fox says “I’m here!”

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

A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected.

Outdoor game No. 2 “Pass - stand up”

Goal: To foster a sense of camaraderie in children, develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Description: The players line up in two columns, two steps apart from each other. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

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

Outdoor game No. 3 “Find the ball”

Goal: To develop children's observation and dexterity.

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

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

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

Outdoor game No. 4 “Two frosts”

Goal: To develop inhibition in children, the ability to act on a signal (by a word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

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

Outdoor game No. 5 “Carousel”

Goal: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take a place on the carousel only by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

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

Outdoor game No. 6 “Mousetrap”

Goal: To develop children’s self-control, the ability to coordinate movements with words, and dexterity. Practice running and squatting, lining up in a circle and walking in a circle. Promote speech development.

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

Rules: Lower your clasped hands at the word “clap.” After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

Outdoor game No. 7 “Guess who got caught”

Goal: To develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (sit on chairs, imitate the movements and sound of wheels with their hands and feet).

Outdoor game No. 8 “We are funny guys”

Goal: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful guys, we love to run and jump, well, try to catch up with us. One, two, three, catch!” After the word “catch,” the children run to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected. Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

Outdoor game No. 9 “The Herd and the Wolf”

Goal: To develop the ability to perform movements on a signal. Practice walking and running quickly.

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

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

Outdoor game No. 10 “Geese - Swans”

Goal: To develop children's self-control and the ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: At one end of the site there is a “house” line where the geese are located, at the opposite end there is a shepherd. To the side of the house is the “wolf’s lair.” The rest of the place is “meadow”. The teacher appoints one as a shepherd, another as a wolf, the rest pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” "Yes Yes Yes". “So fly.” "We are not allowed. The gray wolf is under the mountain and won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch as many geese as possible (touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and shepherd are appointed.

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

Options: Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

Outdoor game No. 11 “Who can take off the tape first”

Goal: To develop self-control in children and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted.Rules: You can only run after the word “run”. Pull the tape only in front of your column. Options: Place obstacles in the path of the run. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

Outdoor game No. 12 “Fast to places”

Goal: To develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

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

Outdoor game No. 13 “Trap, take the tape”

Goal: To develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places in the back of his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher must take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game No. 14 “Hunters and Hares”

Goal: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend to be looking for “hares”, then go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jumping gallop

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

Outdoor game No. 15 “Bear and bees”

Goal: To teach children to get off and onto the gymnastics wall. develop agility and speed.

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side there is a meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. At a given signal, the bees fly out of the hive (get off the gymnastic wall), fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the “bears” signal, the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Outdoor game No. 16 “Free space”

Goal: Develop agility, speed; the ability not to collide.

The players sit on the floor in a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. Game continues.

Directions. You can also call children sitting in different places of the circle to run.

Outdoor game No. 17 “Wolf in the Moat”

Goal: Teach children to jump, develop dexterity.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words “Goats in the field, wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

Outdoor game No. 18 “Frogs and herons”

Goal: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They remain there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.

Directions. Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.

Udmurd outdoor game No. 19 “Water”

Goal: to foster friendly relationships between children.

The driver sits in a circle with his eyes closed. The players move in a circle saying:

Grandfather Vodyanoy,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The merman gets up and with his eyes closed approaches one of the players. His task is to determine who is in front of him. The merman can touch the player standing in front of him, but he cannot open his eyes. If Vodyanoy guesses the player’s name, then they change roles and the game continues.

Outdoor game No. 20 “Cosmonauts”

Goal: To develop children's attention, dexterity, and imagination. Practice quick orientation in space.

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us. Let's fly to this one!

For walks on the planets. But there is one secret in the game:

Whatever we want, there is no room for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who are sitting in the rockets take turns telling where they are flying and what they see. After that, everyone stands in a circle again and the game repeats. During the flight, instead of talking about what they saw, children are asked to perform various exercises, tasks related to going into space, etc.

Outdoor game No. 21 “Falcon and Pigeons”

Purpose: to train children in running and dodging.

On opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

Outdoor game No. 22 “Birds and Cages”

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.

Outdoor game No. 23 “Planes”

Goals: teach children to run slowly, keep their back and head straight while running, maintain distance between each other, develop spatial orientation.

Option I: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: Children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

Outdoor game No. 24 “Who has the ball”

Goals: learn to keep your back straight, strengthen your back muscles, practice passing the ball.

Children form a circle. They choose a driver (he stands in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their back. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed must show both hands, palms up. If the driver guessed correctly, he takes the ball and stands in a circle.

Outdoor game No. 25 “Owl”

Goals: development of attention, response to verbal commands and voluntary regulation of behavior.

An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal “Day!” - everyone is walking and running. After a while the signal “Night!” sounds. and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and takes the one who moves to its nest.

Outdoor game No. 26 “Homeless Hare”

Goals: exercise of short-term fast running and running with dodging, development of a reaction to quick decision-making.

From among the players, a “hunter” and a “stray hare” are selected. The rest of the children - hares - are located in houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone’s house, but then the hare standing in the circle becomes a homeless hare and must run away immediately. After 2-3 minutes, the teacher changes the hunter.

Game "Stringing".

Target: develop fine motor skills.

pasta of various shapes, painted by children, fishing line, berries, buttons, paper rings.

Description: The teacher invites the child to take part in the fair. To do this, you need to make beads, bracelets, and photo frames using gaming material.

Game "Color it right."

Goals: develop fine motor skills; learn to hatch objects with an inclination to the right, left, straight, with lines parallel to each other.

: pencils, outline images of various objects.

Description: children are invited to take part in a competition for the best hatcher. The teacher distributes contour images of objects, explaining the principle of shading (lines parallel to each other, slanted to the right (left, straight).

Game "Paper Crafts".

Goals: develop fine motor skills, develop the ability to fold a sheet of paper in different directions.

Game material and visual aids: paper.

Description: suggest the game “Paper Toy Store”. Then show examples of paper figures that children can make (cap, jackdaw, boat, dove).

Game "Shadow Theater".

Target: develop fine motor skills.

Game material and visual aids: screen (light wall), table lamp, lantern.

Description: before the game, it is necessary to darken the room, the light source should illuminate the screen at a distance of 4-5 m. Hand movements are made between the screen and the light source, from which a shadow falls on the illuminated screen. The placement of hands between the wall and the light source depends on the strength of the latter, on average it is 1-2 m from the screen. Children are invited to use their hands to create shadow figures (bird, dog, lion, eagle, fish, snake, goose, hare, cat). “Actors” of a shadow theater can accompany their actions with short dialogues, acting out scenes.

Game “Why not Cinderella?”

Target: develop fine motor skills.

Game material and visual aids: cereals (rice, buckwheat).

Description: The teacher complains to the child that a little trouble happened to him, two types of cereals (rice and buckwheat) were mixed, and there is not enough time to sort through them. Therefore, we need his help: divide the cereal into different jars.

Game "The letter grows."

Target: develop fine motor skills.

Game material and visual aids: sheet of paper, pencil.

Description: the child receives a sheet of paper with letters drawn at opposite ends - one very small, the other very large. Invite the child to depict the process of increasing or decreasing letters, that is, next to the small one, draw a larger letter, the next one even larger, etc. Draw the child’s attention to the fact that the letter should grow little by little, thus bringing the letter to the size indicated on the opposite end of the sheet .

Games aimed at developing fine motor skills in older preschoolers

Game "Travel around the city."

Target: develop attention, observation.

Game material and visual aids: pictures with images of city residents (mothers with children, schoolchildren, grandmother with a basket, students), people of different professions (drivers, postmen, builders, painters), modes of transport (bus, trolleybus, tram, bicycle), buildings, city decorations ( post office, shop (dishware, bookstore), fountain, square, sculpture).

Description: pictures are laid out in different places in the room. Using a counting rhyme, children are divided into 4 groups of 2-3 people. These are the "travelers". Each group is given a task: one - to see who lives in the city, collect pictures of people; the other is what people drive, collect pictures of vehicles; the third - pictures in which the various work of people is reproduced; fourth - consider and select pictures with drawings of beautiful buildings of the city, its decorations. At the driver’s signal, the “travelers” walk around the room and select the pictures they need, the rest wait for their return, watching them. Having returned to their seats, the “travelers” place pictures on stands. Participants in each group tell why they took these particular pictures. The group whose players made no mistakes and placed their pictures correctly wins.

Game “What has changed?”

Target: develop attention.

Game material and visual aids: from 3 to 7 toys.

Description: The teacher places toys in front of the children, gives a signal for them to close their eyes, and removes one toy. Having opened their eyes, children must guess which toy is hidden.

Game "Be careful!"

Target: develop active attention.

Description: children walk in a circle. Then the presenter says a word, and the children must begin to perform a certain action: on the word “bunny” - jump, on the word “horses” - hit the floor with a “hoof” (foot), “crayfish” - back away, “birds” - run with your arms outstretched, “stork” - stand on one leg.

Game “Listen to the clap!”

Target: develop active attention.

Description: Children walk in a circle. For one clap of their hands they must stop and take the “stork” pose (stand on one leg, the other tucked in, arms to the sides), for two claps - the “frog” pose (squat down), for three claps - resume walking.

Game "Four Elements".

Target: develop attention associated with the coordination of auditory and motor analyzers.

Description: The players sit in a circle. If the leader says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands in the wrist and radial joints. Whoever makes a mistake is considered a loser.

Game "Draw a figure".

Target: develop memory.

Game material and visual aids: paper, colored pencils, 5-6 geometric shapes.

Description: children are shown 5-6 geometric shapes, then asked to draw on paper the ones they remember. A more difficult option is to ask them to draw shapes, taking into account their size and color. The winner is the one who reproduces all the figures faster and more accurately.

Game "Forest, sea".

Target: develop attention.

Game material and visual aids: ball.

Description: throw the ball to the child, naming any area where animals live (forest, desert, sea, etc.). When returning the ball, the child must name the animal of the given area.

Game "Color it right."

Target: develop attention.

Game material and visual aids: paper, red, blue and green pencils.

Description: write letters and numbers in large print, alternating them with each other. Invite your child to circle all the letters with a red pencil and all the numbers with a blue pencil. To complicate the task, suggest circling all vowels with a red pencil, all consonants with blue, and numbers with green.

Game “I’ll show you, and you guess.”

Target: develop attention.

Game material and visual aids: toys.

Description: Invite the child to alternately depict any actions by which one of these toys can be recognized. For example, they wished for a bear cub. You need to walk around the room, imitating the clubfoot gait of a bear, showing how the animal sleeps and “sucks” its paw.

Games aimed at developing logic in senior preschoolers

Game "Find options".

Target: develop logical thinking and intelligence.

Game material and visual aids: cards with the image of 6 circles.

Description: Give the child a card with a picture of 6 circles, ask them to paint them in such a way that there are equal numbers of filled and unshaded figures. Then view and calculate all painting options. You can also hold a competition to see who can find the largest number of solutions.

Game "Wizards".

Target: develop thinking, imagination. Game material and visual aids: sheets depicting geometric shapes.

Description: Children are given sheets of geometric shapes. Based on them, it is necessary to create a more complex drawing. For example: rectangle - window, aquarium, house; circle - ball, snowman, wheel, apple. The game can be played in the form of a competition: who can come up with and draw the most pictures using one geometric figure. The winner is awarded a symbolic prize.

Game "Collect a flower".

Target: develop thinking, ability to analyze, synthesize.

Game material and visual aids: cards depicting objects related to the same concept (clothing, animals, insects, etc.).

Description: each child is given a round card - the middle of the future flower (one - a dress, the second - an elephant, the third - a bee, etc.). Then the game is played in the same way as in lotto: the presenter distributes cards with images of various objects. Each participant must assemble a flower from cards, the petals of which depict objects related to the same concept (clothing, insect, etc.).

Game "Logical endings".

Target: develop logical thinking, imagination, ability to analyze.

Description: Children are asked to complete the sentences:

Lemon is sour, and sugar... (sweet).

You walk with your feet, but throw... (with your hands).

If the table is higher than the chair, then the chair... (below the table).

If two are more than one, then one... (less than two).

If Sasha left the house before Seryozha, then Seryozha... (left later than Sasha).

If a river is deeper than a stream, then a stream... (smaller than a river).

If the sister is older than the brother, then the brother... (younger than the sister).

If the right hand is on the right, then the left... (on the left).

Boys grow up and become men, and girls... (women).

Game "Ornament".

Target: develop logical thinking and analytical ability.

Game material and visual aids: 4-5 groups of geometric shapes (triangles, squares, rectangles, etc.), cut out of colored cardboard (the shapes of one group are divided into subgroups differing in color and size).

Description: invite the child to consider how you can create ornaments from geometric shapes on the playing field (sheet of cardboard). Then lay out the ornament (according to a model, according to your own plan, under dictation), using concepts such as “right”, “left”, “above”, “below”.

Game "Helpful - Harmful."

Target: develop thinking, imagination, ability to analyze.

Description: consider any object or phenomenon, noting its positive and negative aspects, for example: if it rains, it is good, because the plants drink water and grow better, but if it rains for too long, it is bad, because the roots of the plants may rot from excess moisture.

Game “What did I wish for?”

Target: develop thinking.

Game material and visual aids: 10 circles of different colors and sizes.

Description: lay out 10 circles of different colors and sizes in front of the child, invite the child to show the circle that the teacher made. Explain the rules of the game: when guessing, you can ask questions, only with the words more or less. For example:

Is this circle bigger than red? (Yes.)

Is it more blue? (Yes.)

More yellow? (No.)

Is this a green circle? (Yes.)

Game "Plant Flowers".

Target: develop thinking.

Game material and visual aids: 40 cards with images of flowers with different petal shapes, sizes, and core colors.

Description: Invite the child to “plant flowers in the flowerbeds”: in a round flowerbed all flowers with round petals, in a square flowerbed - flowers with a yellow core, in a rectangular flowerbed - all large flowers.

Questions: what flowers were left without a flowerbed? Which ones can grow in two or three flower beds?

Game "Group by characteristics."

Target: consolidate the ability to use generalizing concepts, expressing them in words.

Game material and visual aids: cards with images of objects (orange, carrot, tomato, apple, chicken, sun).

Description: Place cards in front of the child with images of different objects that can be combined into several groups according to some characteristic. For example: orange, carrot, tomato, apple - food; orange, apple - fruits; carrots, tomatoes - vegetables; orange, tomato, apple, ball, sun - round; orange, carrots - orange; sun, chicken - yellow.

Game "Remember faster."

Target

Description: invite the child to quickly remember and name three round objects, three wooden objects, four pets, etc.

Game "Everything that flies."

Target: develop logical thinking.

Game material and visual aids: several pictures with various objects.

Description: Invite the child to select the proposed pictures based on the named characteristic. For example: everything is round or everything is warm, or everything is animate that can fly, etc.

Game “What is it made of?”

Goals: develop logical thinking; consolidate the ability to determine what material an object is made of.

Description: the teacher names some material, and the child must list everything that can be made from it. For example: tree. (You can use it to make paper, boards, furniture, toys, dishes, pencils.)

Game "What happens...".

Target: develop logical thinking.

Description: Invite the child to take turns asking each other questions in the following order:

What's big? (House, car, joy, fear, etc.)

What is narrow? (Path, mite, face, street, etc.)

What is low (high)?

What is red (white, yellow)?

What is long (short)?

Games aimed at developing speech in senior preschoolers

Game "Finish the sentence."

Target: develop the ability to use complex sentences in speech.

Description: Ask children to complete the sentences:

Mom put the bread... where? (Into the bread bin.)

Brother poured sugar... where? (Into the sugar bowl.)

Grandma made a delicious salad and put it... where? (Into the salad bowl.)

Dad brought candy and put it... where? (Into the candy bowl.)

Marina didn’t go to school today because... (fell ill).

We turned on the heaters because... (it got cold).

I don't want to sleep because... (it's still early).

We will go to the forest tomorrow if... (the weather is good).

Mom went to the market to... (buy groceries).

The cat climbed the tree to... (to escape from the dog).

Game "Daily Mode".

Goals: activate children's speech; enrich your vocabulary.

Game material and visual aids: 8-10 plot (schematic) pictures depicting regime moments.

Description: offer to look at the pictures, and then arrange them in a certain sequence and explain.

Game "Who's for a treat?"

Target: develop the ability to use difficult forms of nouns in speech.

Game material and visual aids: pictures depicting a bear, birds, horse, fox, lynx, giraffe, elephant.

Description: The teacher says that there are gifts for animals in the basket, but he is afraid to confuse who gets what. Asks for help. Offer pictures depicting a bear, birds (geese, chickens, swans), horses, wolves, foxes, lynxes, monkeys, kangaroos, giraffes, elephants.

Questions: Who needs honey? Who needs grain? Who wants meat? Who wants fruit?

Game "Say three words."

Target: activate the dictionary.

Description: the children stand in a line. Each participant in turn is asked a question. It is necessary, taking three steps forward, to give three answer words with each step, without slowing down the pace of walking.

What can you buy? (Dress, suit, trousers.)

Game "Who wants to become who?"

Target: develop the ability to use difficult verb forms in speech.

Game material and visual aids: plot pictures depicting labor actions.

Description: Children are offered story pictures depicting labor actions. What are the boys doing? (The boys want to make a model of an airplane.) What do they want to become? (They want to become pilots.) Children are asked to come up with a sentence with the word “want” or “want.”

Game "Zoo".

Target: develop coherent speech.

Game material and visual aids: pictures with animals, game clocks.

Description: Children sit in a circle, receiving a picture each, without showing them to each other. Everyone must describe their animal, without naming it, according to this plan:

1. Appearance.

2. What does it eat?

The game uses a "game clock". First, turn the arrow. Whoever she points to starts the story. Then, by rotating the arrows, they determine who should guess the animal being described.

Game "Compare objects".

Goals: develop observation skills; expand the vocabulary due to the names of parts and parts of objects, their qualities.

Game material and visual aids: things (toys) that are the same in name, but differ in some characteristics or details, for example: two buckets, two aprons, two shirts, two spoons, etc.

Description: The teacher reports that a package was brought to the kindergarten: “What is this?” He takes out his things: “Now we will look at them carefully. I will talk about one thing, and some of you will talk about another. We’ll tell you one by one.”

For example:

I have a smart apron.

I have a work apron.

It is white with red polka dots.

Mine is dark blue.

Mine is decorated with lace frills.

And mine is with a red ribbon.

This apron has two pockets on the sides.

And this one has one big one on his chest.

These pockets have a flower pattern on them.

And this one has tools drawn on it.

This apron is used to set the table.

And this one is worn for work in the workshop.

Game "Who was who or what was what."

Goals: activate the dictionary; expand knowledge about the world around us.

Description: Who or what was the chicken before? (Egg.) And a horse (foal), frog (tadpole), butterfly (caterpillar), boots (leather), shirt (cloth), fish (egg), wardrobe (board), bread (flour), bicycle (iron), sweater (wool), etc.?

Game “Name as many objects as possible.”

Goals: activate the dictionary; develop attention.

Description: children stand in a row and are asked to take turns naming the objects that surround them. The one who named the word takes a step forward. The winner is the one who pronounced the words correctly and clearly and named the most objects without repeating himself.

Game "Pick a Rhyme".

Target: develop phonemic awareness.

Description: The teacher explains that all words sound different, but there are some that sound similar. Offers to help you choose a word.

There was a bug walking along the road,

He sang a song in the grass... (cricket).

You can use any verses or individual rhymes.

Game “Name the parts of an object.”

Goals: enrich your vocabulary; develop the ability to relate an object and its parts.

Game material and visual aids: pictures of a house, truck, tree, bird.

Description: The teacher shows pictures:

1st option: children take turns naming parts of objects.

2nd option: each child receives a drawing and names all the parts himself.

Games for teaching literacy to senior preschoolers

Game “Find out who makes what sounds?”

Target: develop auditory perception.

Game material and visual aids: a set of subject pictures (beetle, snake, saw, pump, wind, mosquito, dog, locomotive).

Description: The teacher shows the picture, the children name the object depicted on it. To the question “How does a saw ring, a beetle buzz, etc.” the child answers, and all children reproduce this sound.

Target: develop auditory perception.

Description: The driver turns his back to the children, and they all read a poem in chorus, the last line of which is pronounced by one of the children at the direction of the teacher. If the driver guesses it, the specified child becomes the driver.

Sample material:

We'll play a little while you listen and find out.

Try to guess who called you, find out. (Name of the driver.)

A cuckoo flew into our garden and was singing.

And you, (driver’s name), don’t yawn, guess who’s crowing!

The rooster sat on the fence and crowed throughout the yard.

Listen, (driver’s name), don’t yawn, find out who our rooster is!

Ku-ka-riku!

Game "Guess the sound."

Target: practice clarity of articulation.

Description: The presenter pronounces the sound to himself, clearly articulating. Children guess the sound by the movement of the presenter's lips and pronounce it out loud. The first one to guess becomes the leader.

Game “Who has good hearing?”

Target: develop phonemic awareness, the ability to hear sounds in words.

Game material and visual aids: a set of subject pictures.

Description: The teacher shows a picture and names it. Children clap their hands if they hear the sound they are studying in the name. At later stages, the teacher can silently show the picture, and the child pronounces the name of the picture to himself and reacts in the same way. The teacher marks those who correctly identified the sound and those who could not find it and complete the task.

Game “Who Lives in the House?”

Target: develop the ability to determine the presence of sound in a word.

Game material and visual aids: a house with windows and a pocket for putting pictures, a set of subject pictures.

Description: The teacher explains that only animals (birds, pets) live in the house, the names of which contain, for example, the sound [l]. We need to put these animals in a house. Children name all the animals depicted in the pictures and choose among them those whose names contain the sound [l] or [l"]. Each correctly chosen picture is scored with a game chip.

Sample material: hedgehog, wolf, bear, fox, hare, elk, elephant, rhinoceros, zebra, camel, lynx.

Game "Who is bigger?"

Target: develop the ability to hear the sound in a word and relate it to the letter.

Game material and visual aids: a set of letters already known to children, object pictures.

Description: Each child is given a card with one of the letters known to the children. The teacher shows the picture, the children name the depicted object. The chips are received by the one who hears the sound corresponding to his letter. The one with the most chips wins.

Game "Helicopter".

Target: develop the ability to select words starting with a given sound.

Game material and visual aids: two plywood disks superimposed on each other (the lower disk is fixed, letters are written on it; the upper disk rotates, a narrow sector, the width of a letter, is cut out of it); chips.

Description: Children take turns spinning the disk. The child must name the word starting with the letter where the slot sector stops. The one who completes the task correctly receives a chip. At the end of the game, the number of chips is counted and the winner is determined.

Game "Logo".

Target: develop the ability to isolate the first sound in a syllable and correlate it with a letter.

Game material and visual aids: a large lotto card, divided into four squares (three of them contain images of objects, one square is empty) and cover cards with learned letters for each child; for the presenter a set of separate small cards with images of the same objects.

Description: The presenter takes the top picture from the set and asks who has this item. The child, who has this picture on the lotto card, names the object and the first sound in the word, and then covers the picture with the card of the corresponding letter. The first one to cover all the pictures on the lotto card wins.

Sample material: stork, duck, donkey, tail, catfish. rose, lamp, etc.

Game "Chain".

Target: develop the ability to identify the first and last sound in a word.

Description: one of the children names a word, the person sitting next to him selects a new word, where the initial sound will be the last sound of the previous word. The next child of the row continues, etc. The task of the row is not to break the chain. The game can be played as a competition. The winner will be the row that “pulled” the chain the longest.

Game “Where is the sound hidden?”

Target: develop the ability to establish the place of sound in a word.

Game material and visual aids: the teacher has a set of subject pictures; Each child has a card divided into three squares and a colored chip (red with a vowel, blue with a consonant).

Description: The teacher shows a picture and names the object depicted on it. Children repeat the word and indicate the location of the sound being studied in the word, covering one of the three squares on the card with a chip, depending on where the sound is located: at the beginning, middle or end of the word. Those who correctly place the chip on the card win.

Game "Where is our home?"

Target: develop the ability to determine the number of sounds in a word.

Game material and visual aids: a set of subject pictures, three houses with pockets and a number on each (3, 4, or 5).

Description: Children are divided into two teams. The child takes a picture, names the object depicted on it, counts the number of sounds in the spoken word and inserts the picture into a pocket with a number corresponding to the number of sounds in the word. Representatives of each team come out in turn. If they make a mistake, they are corrected by the children of the other team. For each correct answer, a point is counted, and the row whose players score the most points is considered the winner. The same game can be played individually.

Sample material: com, ball, catfish, duck, fly, crane, doll, mouse, bag.

Game "Wonderful bag".

Target

Game material and visual aids: a bag made of colorful fabric with various objects, the names of which have two or three syllables.

Description: Children come up to the table in order, take an object out of the bag, and name it. The word is repeated syllable by syllable. The child names the number of syllables in a word.

Game "Telegraph".

Target: develop the ability to divide words into syllables.

Description: The teacher says: “Guys, now we’re going to play telegraph. I will name the words, and you will transmit them one by one by telegraph to another city.” The teacher pronounces the first word syllable by syllable and accompanies each syllable with clapping. Then he names the word, and the called child independently pronounces it syllable by syllable, accompanied by clapping. If a child completes the task incorrectly, the telegraph breaks down: all the children begin to slowly clap their hands; a damaged telegraph can be repaired, that is, pronounce the word correctly syllable by syllable and clap.

Math games for older children

Game "Be careful".

Target: consolidate the ability to distinguish objects by color.

Game material and visual aids: flat images of objects of different colors: red tomato, orange carrot, green Christmas tree, blue ball, purple dress.

Description: Children stand in a semicircle in front of a board on which flat objects are placed. The teacher, naming the object and its color, raises his hands up. Children do the same. If the teacher names the color incorrectly, children should not raise their hands up. The one who raised his hands loses the forfeit. When playing forfeits, children can be given tasks: name a few red objects, say what color the objects are on the top shelf of the closet, etc.

Game "Compare and fill".

Goals: develop the ability to carry out visual-mental analysis; consolidate ideas about geometric shapes.

Game material and visual aids: set of geometric shapes.

Description: two people play. Each player must carefully examine his or her board with images of geometric shapes, find a pattern in their arrangement, and then fill in the empty cells with a question mark, placing the desired shape in them. The one who completes the task correctly and quickly wins. The game can be repeated by arranging the figures and question marks differently.

Game "Fill the Empty Cells".

Goals: consolidate the idea of ​​geometric shapes; develop the ability to compare and contrast two groups of figures, find distinctive features.

Game material and visual aids: geometric shapes (circles, squares, triangles) of three colors.

Description: two people play. Each player must study the arrangement of the figures in the table, paying attention not only to their shape, but also to the color, find a pattern in their arrangement and fill in the empty cells with question marks. The one who completes the task correctly and quickly wins. Players can then exchange signs. You can repeat the game by arranging the figures and question marks in the table differently.

Game "Wonderful Cup".

Target: learn to determine the place of a given object in a number series.

Game material and visual aids: 10 yogurt cups, a small toy that fits in the cup.

Description: stick a number on each glass, choose the driver, he must turn away. During this time, hide a toy under one of the glasses. The driver turns and guesses which glass the toy is hidden under. He asks: “Under the first glass? Under the sixth? Etc. until he guesses right. You can answer with prompts: “No, more,” “No, less.”

Game "Holiday at the Zoo".

Target: learn to compare numbers and quantities of objects.

Game material and visual aids: soft toys, counting sticks (buttons).

Description: Place animal toys in front of the child. Offer to “feed” them. The teacher names the number, and the child places the required number of sticks (buttons) in front of each toy.

Game "Long-length".

Target: consolidate the concepts of “length”, “width”, “height”.

Game material and visual aids: strips of paper.

Description: the teacher thinks of some object (for example, a closet) and makes a narrow paper strip equal to its width. To find the answer, the child will need to compare the width of different objects in the room with the length of the strip. Then you can guess another object by measuring its height, and the next one by measuring its length.

Game "Pass through the gate."

Game material and visual aids: cards, “gates” with numbers.

Description: Children are given cards with different numbers of circles. To go through the “gate”, everyone needs to find a pair, that is, a child, whose number of circles, added to the circles on their own card, will give the number shown on the “gate”.

Game "Numbers Talk".

Target: consolidate direct and reverse counting.

Game material and visual aids: cards with numbers.

Description: “number” children receive cards and stand one after another in order. “Number 4” says to “number 5”: “I am one less than you.” What did “number 5” answer to “number 4”? What did “number 6” say?

Game "Don't Yawn!"

Goals: consolidate knowledge of counting from 1 to 10, the ability to read and write numbers.

Game material and visual aids: number cards, forfeits.

Description: children are given cards with numbers from 0 to 10. The teacher tells a fairy tale in which different numbers appear. When a number is mentioned that matches the number on the card, the child must pick it up. Whoever did not have time to quickly perform this action loses (he must give forfeit). At the end of the game, a “redemption” of forfeits is carried out (solve a problem, a joke problem, guess a riddle, etc.).

From 5 to 6 years

With running:“Traps”, “Corners”, “Hunters and Monkeys”, “Pair Running”, “Mousetrap”, “We are funny guys”, “Make a figure”, “Crucian carp and pike”, “Sly fox”, “Counter dashes” , “Empty Place”, “Entertainers”, “Homeless Hare”, “Geese-Swans”, “Tags in a Circle”, “Cosmonauts”, “Two Frosts”, “Relay Race in Pairs”, etc.
With jumping:“Frogs in the swamp”, “Jumpers”, “Tag in two circles”, “Shepherd and the flock”, “Don’t stay on the ground”, “Who will jump better”, “Fishing rod”, “From bump to bump”, “Who will do less jumping", "Classes", etc.
With throwing, catching, throwing: “Bumblebee”, “Ball through the hoop”, “Ball for the average”, “Nimble couple”, “Traps with the ball”, “Throw - catch up”, “Fast ball”, “Nimble couple”, “Hunters and hares”, “Throw for the flag”, “Hit the hoop”, “Knock down the ball”, “Knock down the pins”, “Ball for the driver”, “Ball school”, “Carry the ball without hitting the pins”, “Throw the ball into the hoop”, etc.
With climbing, crawling: “Squirrels in the forest”, “Who’s the fastest to the flag”, “Bear and bees”, “Firemen in training”, etc.
With elements of orienteering: “On your way with a map”, “If you go exactly, you will find something”, “Hide the object and describe the path to it”, etc.
Belarusian folk games: “Garlachyk”, “Palyaunichya i pitching”, “Ivanka and Marylka”, “Reshata”, “Farby”, “Kashka”, “Canopy”, “Millet”, “Palatno”, “Gaspadynya and the cat”, “Lyanok”, “Pig”, “Bird”, “Kachka”, “Garnushak”, “Geese-swans”, “Mikhasik”, “And we sowed millet”, “Vartaunik”, “Palyavanne na lisau”, “Shchupak”, “Hapanka” , “Passing the bulba”, “Koniki”, “Vyarovka-snake”, “Zolata”, etc.

From 6 to 7 years

Outdoor games and play exercises

With running:“Quickly take it, quickly put it down”, “Whose link will gather sooner”, “Catch up with your mate”, “Kite and hen”, “Tag in two circles”, “Traps”, “Hunter and watchman”, “Shuttle”, “White bears", "Running for flags", "Running centipedes", "Fast train", "Two Frosts", "Corners", "Changing places", "Burners", "Obstacle course", "Sly fox", "Trap, take the ribbon”, “Homeless Hare”, “Keys”, “Empty Space”, “Circle Relay Race”, “Stop”, etc.
With jumping:“Wolf in the Moat”, “Hares in the Garden”, “Jumping Sparrows”, “Frogs and Heron”, “Fishing Rod”, “Birds and Cage”, “Hunter and Hares”, “Penguins with a Ball”, “Be Nimble” , “Don’t stumble”, “From bump to bump”, “Jump-hop”, “Colors”, “Classes”, etc.
With throwing and catching, throwing: “Catch and Hit”, “Ball in the Air”, “Pass the Ball Around”, “Pass and Sit”, “Ball through the Hoop”, “Precise Shot”, “Hit the Ball”, “Lizard”, “Hunters and Ducks” ", "Shot into the sky", "Play and play, don't lose the ball!", "Volleyball with balloons", "Ball for the driver", "Relay race with balls", etc.
With climbing, crawling: “Catching Monkeys”, “Migration of Birds”, “Bears and Bees”, “Hunter and Hares”, “Fun Competitions”, “Crayfish”, “Brave Steeplemen”, etc.
Belarusian folk games: “Frozen”, “Damn garyts”, “Lyka”, “Peraskoch garu”, “Kaza”, “Bradnik”, “Ivanka”, “At the hare”, “Sadzi lyanok”, “Myanki”, “Redzka”, “Vyadzmar” ", "Kulukushki", "Shavets", "Padsyakalka", "Ball at the house", "At the farba", "At the mlyn", "Plyatsen", "Snake", "Garachae mesa", "Shtandar, stop!", “Gusi-swans i voўk”, “Tseramok”, etc.

JUNE 1-2 weeks

"We are funny guys"
Target: teach children to act on a signal, to run from one side of the playground to the other quickly while dodging. Develop agility, speed, spatial orientation.
Progress of the game:
Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. In the center of the site is the Trap. The players say in unison:
"We are funny guys,
We love to run and jump,
Well, try to catch up with us.
One, two, three, catch it!”
After the word “catch,” the children run to the other side of the playground, and Trap catches them. The one whom the Trap manages to smear before he crosses the line is considered caught, moves aside and misses one run.

Option 2.
Children walk in a circle and recite the text. Trap in the center. They scatter in different ways
types of running.

"Mousetrap"

Target: teach children to run under clasped hands in and out of the circle, without bumping into each other, to act on a signal. Develop agility, speed, spatial orientation.
Progress of the game:
The players are divided into two unequal groups, the smaller one forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children pretending to be a mousetrap, hold hands, walk in a circle and say:
“Oh, how tired the mice are,
It was just passion that got them divorced.
They gnawed everything, ate everything,
Attacks are coming everywhere.
Beware of the cheat,
We'll get to you.
Let's set up mousetraps,
We’ll catch them all at once!”
At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the teacher’s signal “clap!” the children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that do not have time to run out of the circle are considered caught, they stand in a circle

"Carousel"
Target: teach children to walk and run at a faster and slower pace in a circle in accordance with the text. Develop the ability to move in a circle clockwise and in the opposite direction.
Progress of the game:
Children form a circle, holding the cord with their right hand, and walk in a circle, first slowly, then faster and start running. The movements are performed in accordance with the text spoken by the text:
"Barely, barely, barely, barely,
the carousels started spinning,
and then around, around,
keep running, running, running!”
after the children run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn in a circle and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:
“Hush, hush, don’t rush!
Stop the carousel!
One-two, one-two,
The game is over!”
The movement of the carousel gradually slows down. At the words “The game is over!” the children stop, put the cord on the ground and disperse across the entire playground.

Option 2.
Children hold hands, walk in a circle in one direction, then in the other.

"Traps - dashes"
Target: teach children to run from one side of the playground to the other while dodging, and develop the ability to act on a signal. Develop speed and agility.
Progress of the game:
Children stand behind the line on one side of the playground. A line is also drawn on the second side. There's a Trap on the side. In response to the teacher’s words: “One, two, three - run!” the children run to the other side of the playground, and Trap catches them. After 2-3 runs, the trap is chosen from the most dexterous and fastest children who have not been caught.

Option 2.
Children run different types of running.

"Crucian carp and pike"
Target: teach children to walk and run in all directions, hide behind pebbles when given a signal, and squat down. Develop agility, speed, spatial orientation.
Progress of the game:
One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind someone playing and sit down on the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.
Option 2
crucian carp swim not only in a circle but also between the stones, the pike is on the side. You can choose two pikes.

"Sly Fox"
Target: teach children to run without bumping into each other, act on a signal, and navigate the playground. Develop agility and speed.
Progress of the game:
Players stand in a circle, one step apart from each other. The teacher asks everyone to close their eyes. The children close their eyes, and the teacher walks around the circle behind the children and touches one of the children, who becomes the sly fox. Then the teacher invites you to open your eyes and carefully look at which of them is the fox - whether she will give herself away in some way.
The players ask three times at short intervals - first quietly, then louder: “Sly fox, where are you?” while everyone looks at each other.
When all the players, including the fox, say for the third time - sly fox, where are you? The sly fox jumps into the center of the circle, raises his hand up and says, “I’m here!” all players scatter around the court, and the fox catches them. Those caught move aside. The game repeats itself.

Option 2.
You can choose 2-4 foxes and run around the site with different types of running

ROUND DRIVING GAMES

Geese and wolf.
One participant in the game in the middle of the round dance portrays a “wolf”, another - a “mother”, all the rest - “geese”.
The “mother” talks to the “geese”:
-Geese, my geese,
Where were the geese?
-And we were in the field,
On blue on the sea.
-Who, the geese, did you see?
-And a gray wolf.
The wolf carried away the gosling, the “wolf” runs out of their round dance.
Instead of a pig, “Geese” stand in a row,
By the hand, by the leg, clasping each other by the belt.
For the white sleeve! The “mother” stands in front.
The “wolf” is trying to pull one “goose” out of the row, but the “mother” interferes with him - she turns to the “wolf”, and the whole row follows her. "Mama" shouts:
-Geese, my geese,
Pinch the wolf!
Yes, drive:
Through mosses, through swamps,
Along steep ravines!
The “geese” pounce on the “wolf” and pinch him.

"PALYAUNICHY I KACCHI"
The players are divided into two teams with the same number of participants. One team is ducks, the other is hunters. The hunters form an outer large circle and outline it. Ducks outline an inner small circle at a distance of 2.5 - 3 m from the circle of hunters. At a signal, the hunters shoot at the ducks and try to hit them with the ball. When all the ducks are caught, the teams change.
Rules of the game: hunters and ducks are not allowed to leave the outlined circles. The one hit by the ball leaves the game. If several teams are playing, the team that catches the ducks the fastest wins.

"IVANKA"
A circle with a diameter of 5-10 m is drawn on the ground. This is a forest, and in the middle there is a square - the forester’s house. Ivanka is placed in the square and the forester is chosen. The rest are swans.
Swans, flying into the forest, try to take Ivanka. And the forester can catch the swans with his hand or touch them with a twig. The swan, who manages to bring Ivanka out of the forest, becomes a forester himself, and the game begins all over again.
Rules of the game: you cannot run into the forester’s house. Caught swans are eliminated from the game until the roles are changed. The forest worker does not have the right to leave the forest and stand near the house all the time; he must move around the site.

"At KAZOO"
At the kazoos we walk with gallouns at the poli, at the time of grazing the horses - “kalya kony”. First of all, the shepherd is chosen. Robitsa geta like this: dzeshi shyrok, spread your legs, fold your ears, throw your hats back. Chya hat fell closer, that i pavinen herded goats. Tada ubivaetstsa u zemlyu slupok, pryvyazvaetstsa yes yago abrots z povadam i daetstsa shepherd kanets povada u ruki. On such adleglasci pavinen shepherd znahodzitsa hell slupka. Uzelniks are folded for slupka piles of hats, which they call goats.
Shepherd byare u ruki dubets abo pugu i graze goats, geta znachyts staretstsa ne dapusci, kab nekhta padbeg da slupka i uhapiu pile my hat. If you were lucky enough to grab three kazy (hats), chase a shepherd through the gauntlet. All the bridles are spreading their legs in the heat, and the shepherd is on his feet, running away from them. Get on with it and fuck your hats.

JUNE 3-4 weeks

"Homeless Hare"
Target: teach children to run fast, trying to occupy the house. Develop attention and speed of reaction to a signal.
Progress of the game:
A hunter and a homeless hare are selected. The rest of the hares draw circles for themselves and each one stands in his own. A homeless hare is running away from a hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle must immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as a hunter kills a hare, he himself becomes a hare, and the former hare becomes a hunter.
Option 2.
Children form a circle holding hands, 3-4 children each, and in the center of such a circle there are hares.
Option 3
Children stand in circles drawn on the ground, at the teacher’s signal, the hares change houses - they run from one to another, and the hunter takes any vacant house; whoever is left without a house becomes a hunter.

"Make a figure"
Target: teach children to run randomly around the hall or area. Accustom to change movement on a signal, develop balance, the ability to maintain motionless prose.
Progress of the game:
At the teacher’s signal, all children scatter around the hall. At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be more interesting, the most successful.
Option 2.
You can choose a driver who will determine whose figure is more interesting and more complex, those who come up with new figures every time.

"Corners"
Target: teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, spatial orientation.
Progress of the game:
Children stand near trees or in circles drawn on the ground. One of the players remaining in the middle comes up to someone and says, “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to the other. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of those running across. If he succeeds, the one left without a corner stands in the middle.
Option 2. If the driver fails to take a seat for a long time, the teacher says: “Cat!” All children change places at the same time, the driver manages to occupy a corner. You can’t stand in your corner for a long time.

"Entertainers"
Target: teach children to walk in a circle, holding hands to the right, left. Repeat the movements after the driver. Develop attention, memory, creativity.
Progress of the game:
A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle and say:
"In an even circle one after another
we go step by step.
Stand still1 together
Let's do it like this..."
The children stop, lower their hands, and the entertainer shows some movement and everyone must repeat it. The game is repeated with another entertainer.

"Swan geese"
Target: teach children to run from one side of the playground to the other so as not to get dirty. Develop the ability to act on a signal, dexterity, and speed.
Progress of the game:
At one end of the hall there is a house in which there are geese, and on the opposite side of the hall there is a shepherd. To the side of the house is a den in which a wolf lives, the rest of the area is meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.
Shepherd: Geese, geese!
Geese: stop and answer in chorus: ha-ha-ha.
Shepherd: You want to eat!
Geese: yes, yes, yes!
Shepherd: so fly home.
Geese: we can’t, the gray wolf under the mountain won’t let us go home, he’s sharpening his teeth and wants to eat us.
Shepherd: fly as you wish, just take care of your wings!
The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch the geese. Then, after 2-3 runs, a new shepherd and wolf are selected.

“Traps” (with ribbons)
Target: teach children to run in all directions, without bumping into each other, and to act quickly on a signal. Develop orientation in space, the ability to change direction.
Progress of the game:
Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. At the teacher’s signal: “One, two, three - catch it!” children run around the playground. The trap tries to pull out the ribbon. At the signal: “One, two, three, quickly run into a circle - all the children line up in a circle.” After counting those caught, the game is repeated.
Option 2
A circle is drawn in the center and there is a Trap. At the signal “One, two, three catch,” the children run across the circle, and the Trap tries to grab the ribbon.

ROUND DRIVING GAMES

The gardener and the sparrow.
The Gardener and Sparrow are chosen. The remaining participants in the game, holding hands, form a circle. Nuts (apples, plums, etc.) are placed in the middle of the circle - this is a “vegetable garden.” To the side, about ten steps away, they draw a circle - a “nest”. The round dance moves slowly in a circle, everyone sings:
Small sparrow.
Gray, remote,
Snooping around the yard
Collects crumbs;
Spends the night in the garden
He steals berries.
The sparrow runs into a circle (the guys, raising and lowering their hands, let him in and out), takes one nut and tries to take it to the “nest”. The gardener guards the circle and, as soon as Sparrow runs out of the circle, he begins to catch him. If Sparrow manages to put the nut in the “nest”, he plays again. The caught Sparrow changes role with one of the participants. But before that, he must pay off Ogorodnik and fulfill the wishes of the round dance, for example, sing, dance, etc. At the same time, they sing to him
It's been a long time since the little sparrow can fly,
Don't peck berries in the garden,
Don't sit on an oak stamen.
And you, little sparrow, sit on the meadow,
And you, little gray one, sit in a circle.
Isn't it time for you to get up and fly,
Let's dance in our round dance!
At the end of the game, they count which sparrow brought the most nuts to the “nest”. He is declared the winner and all the nuts are given away.

BELARUSSIAN FOLK RUKHOMYYA GULNI

"At LAPTU"
All the players are chertsyats circles and byaruts lapatki (rackets). Adzin without a circle. One throws the ball, and the other throws it with its paws. Yana try to avoid getting out of the circle, because the player without a circle will have to occupy the empty circle. If you find yourself without a circle, throw the ball, and the party will begin.

"At KATA"
Use dzetsi stanovyatstsa u adzin glad, and nasuprats flock chosen by the personal cat. Everybody jump and scream:
Tra-ta-ta, tra-ta-ta,
We are not afraid of kata!
The cat looks timid because he doesn’t care about their respect. Kali dzetsi nadta razyduzza, cat skokne. I'm all freezing. Hto zvarukhnetstsa or zasmyaetstsa, perahodzitsa and kata.

"MIHASIC"
To play the game, six pairs of bast shoes are placed in a circle. The seven participants in the game are located around the bast shoes. After the words spoken by the presenter:
You, mikhasik, don’t yawn, don’t yawn!
Put on your little shoes, put on your shoes! -
A Bularusian folk melody sounds. Everyone moves in a circle with jumps or the steps of a Belarusian polka.
When the music ends, everyone stops and everyone tries to put on their sandals as quickly as possible. A child left without bast shoes is eliminated from the game. One pair of bast shoes is removed and the game continues until one player remains. He is considered the winner.
Rules of the game: players put on their sandals only after the music ends. You need to move around the circle made of bast shoes from its outer side..

JULY 1-2 weeks

"Winter and Summer"
Target: teach children to line up in 2 lines with their backs to each other, run fast, and catch their mate. Develop attention and reaction speed.
Progress of the game:
Children standing in two lines turn their backs to each other. One line is winter, the other is summer. At the signal “Winter!” - the players of this team turn around and each catch their pair. Also on the signal - “Summer!”
Option 2
Each child has a ball of small diameter; at a signal, the children turn and throw the ball at their pair.

"The Kite and the Mother Hen"
Target: teach children to move in a column, holding each other tightly, without breaking the clutch. Develop the ability to act in a coordinated manner and dexterity.
Progress of the game:
8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone hold on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.
Option 2.
If there are a lot of children, you can play in two groups.

"Counter dashes"
Target: teach children to run from one side of the playground to the other at a fast pace. Develop attention and speed of movement.
Progress of the game:
Two groups of children with an equal number of players stand in lines on opposite sides of the playground behind the lines. (the distance between children in a line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blues”!” - children with blue ribbons run to the opposite side, those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.
Option 2.
You can add two more colors - red, green.

"Empty place"
Target: teach children to run fast in opposite directions. Develop reaction speed and attention.
Progress of the game:
The players stand in a circle, placing their hands on their belts, creating windows. The driver is selected. He walks outside the circle and says:
“I walk around the house,
and I look out the windows,
I'll go to one
and I’ll knock softly.”
After the words I will knock, the driver stops, looks into the window and says: knock, knock, knock. The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” the driver replies: “Let’s run in a race” - and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Option 2.
The driver simply walks around the circle and puts his hand on someone’s shoulder, and with him they run in different directions, trying to take an empty place.

"Traps"
Target: learn to run around the site in all directions while dodging. Develop the ability to act on a signal, dexterity, and speed of movement.
Progress of the game:
The children are on the playground, Trap is standing in the middle of the playground. At the signal - one, two, three - catch1 - all the children scatter around the playground, dodging the trap. The one whom Trap has tainted moves aside.
Option 2.
The trap cannot catch someone who has managed to sit down.
Option 3.
You cannot catch someone who managed to stop and stand on one leg.
Option 4.
The trap must hit the runners with the ball.

"Pair Run"
Target: teach children to run in pairs, without releasing their hands, and to bend around objects. Develop dexterity and attention.
Progress of the game:
Children stand in columns in pairs on one side of the site outside the line. On the other side of the site, objects are placed (pins, cubes, etc.), according to the number of links. At the teacher’s signal, the first pairs of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second pairs run. The pair that separates their hands is considered the loser.
Option 2.
Run with your shin caught. Running between objects like a snake to a landmark

ROUND DRIVING GAMES

Loaf.

Having formed a circle, the players sing:

The peacock walked like a mountain,
All the people are behind me
We don’t have one (name of one of the players)
His mother's stove is burned out,
Baked pancakes,
The loaf is cooked,
So tall
So wide
So short.

The players raise their hands up, spread them to the sides, lower them to the floor, squeeze the circle, showing the height, width, etc.

BELARUSSIAN FOLK RUKHOMYYA GULNI

"At PICKER'S"
Picker - geta kiy, killed at the ground, right yakim stait adzin za udzelnikau gulni sa svaim kiem. Use dzesi taxama z kiyami flock voddal. Pa kamanze vartaunika pikera yany throw piles of sticks at pikera, kabiz yago. The one who is a stait of pikers, pavinen rises up and kills the ground, and with his cue datknuzza yes adnago for the attackers. Kali geta yama udaetstsa, toi yago zmyanye. Pikershchyk imknetstsa pastavits picker, all udzelniki attack yago i tryajutstsa znow fall picker. Pickershchyk aram picker, dates with our cue and hook. Ale is important, ka en datknuusya at the hour, Kali picker is killed at the ground.

"At TsURKI"
Two people are walking. Yany beruts pa fingers i tsurku, zn. a short, 18-26 cm long stick, and interrupt: whoever is more willing to stick a stick with a stick, don’t let it fall to the ground, that one is found at the town, and the other one at the field.
Khto zastaetstsa at goradze, abvodzitsa palkai vakol saba krug, stanovitstsa at the center of yago i b*e palkai at tsurku so, kab yana began to dance like a magician far away. The one who is at the poly, drops the tsurka, zrabiushy on three kroki “spring” and the city, throws the tsurka there, if Yana ended up at Kruse. Kali geta yama udaetstsa, en uvahodzitsi near the city, and garadski idze near the field; Kali ne, abodva zastajutstsa on months i tsurku znow fucking near the field. Kali, thrown out of the fields, lay down on the trot of the Akruzhnastsi, then garadski b*e yae stick to the hellish ends, the boar fell upward. As soon as the Apynets tsurka is inside the circle, the towns are inferior to palyavy. For others, the attack is en znow idze in the field.

"At CHYZHYK's"
Two people are walking, sometimes with sticks, which they call bast shoes. Akramya tago, timidly yashche karotsenkuyu stick (15-17 cm). Geta stick is for the chyzhykam. Then on the ground chertsyats circle or square i adzin z igrakou, kamu went up on his fingers, stood with chyzhykam at the circle, and others idze at the field. Kruse has chyzhyk kladzestsa on the ground; iplayer b*e bast pa kantsu yago, i chyzhyk padskokvae up. At the geta hour the player pavinen strikes yago so that the palatse is far away from the field. Kali igrok prymusic chyzhyk padskochyts three times i do not longer drive Iago near the field, en praygrau i himself idze from the circle near the field, and on the Iago month it becomes palavy. Kali zhen vyganit chyzhyk near the field, palyavi pavinen peranyats yago on a pile of bast shoes. Tady en idze u circle. Kali geta pit not udastsa i chyzhyk upadze on the ground, en padnimae yago from the ground i throw in the circle. kali papadze, idze himself in the circle i knock out chyzhyk from the field.
Dagavorvayuzza is extreme at 50 strikes. Who first zrobits so many blows, May right prymusic prygraushaga praskakat on the hellish naz adleglas hell of the fields and myazhy so many times, as long as it is not crushed by them blows.

JULY 3-4 weeks

"Paints"
Target: teach children to run, trying not to catch up, to jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.
Progress of the game:
Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:
-Knock! Knock!
-Who's there?
-Buyer.
-Why did you come?
- For paint.
-For which one?
-For blue.
If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example: jump on one leg along the red carpet.

Option 2.
The conversation is repeated, if the buyer guessed the paint, the seller says how much it costs and the buyer slaps the seller on the outstretched palm so many times. With the last clap, the child pretending to paint runs away and the buyer catches up with him and, having caught him, takes him to the appointed place.

"Who will do the least jumps"
Target: teach children to long jump, making a strong swing of their arms, pushing off and landing on both feet. Develop pushing power and strengthen leg muscles.
Progress of the game:
On the site, two lines are marked at a distance of 5-6 meters. Several children stand up to the first line and, at a signal, jump to the second line, trying to reach it in fewer jumps. Spread your feet slightly and land softly on both feet.
Option 2.
Increase the distance to 10m. (this is an average of 8-10 jumps)

"From bump to bump"
Target: teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, and agility.
Progress of the game:
Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one bank and the other. The teacher draws flat rings of hummocks in the swamp) at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, at a signal, jump from hummock to hummock, pushing off with two legs or one, without standing between the hummocks. trying to get to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher assigns someone to lead the children out of the swamp. He gives the stuck child his hand and jumps to show the way out of the swamp.
Option 2.
Competition: “Who can cross the swamp the fastest?”

"Fishing rod"
Target: teach children to jump on two legs while standing still, landing on their toes, legs bent. Develop agility, speed, eye.
Progress of the game:
Children stand in a circle with a teacher in the center. He holds in his hands a rope at the end of which a bag of sand is tied. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made and those caught are counted.
Option 2.
Those children who are caught leave the game until the most dexterous ones remain.

"Don't stay on the floor"
Target: teach children to run around the hall in all directions, jump onto cubes, benches without using their hands, and jump off them easily on their toes with bent legs. Strengthen the ability to act on a signal. Develop agility and speed.
Progress of the game:
Trap is selected and runs around the hall with the children. As soon as the teacher says, “Catch!” - everyone runs away from the trap and climbs onto objects - benches, cubes, stumps. The trap tries to harass those running away. Children touched by Trap go to a designated place.
Option 2.
Select 2 traps, run in different types of running, use a musical signal.

"Firefighters in training"
Target: teach children to climb the gymnastic wall in a convenient way, without missing the slats and without jumping. Develop coordinated work of arms and legs, speed, dexterity.
Progress of the game:
Children line up in 3-4 columns facing the gymnastics wall - these are firefighters.
Bells are hung at the same height on each span. At the teacher’s signal, a blow to the tambourine or the words “March!” the children standing in the column are the first to run to the wall, climb up it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, at the signal, the second ones standing in the column run. Make sure that children do not miss the slats or jump off.

ROUND DRIVING GAMES

Grandfather Vodyanoy.

Grandfather Vodyanoy
Why are you sitting underwater?
Look out for a little bit
For one minute.

A child is squatting in the center of the circle. He is a Waterman. The children walk around him in a round dance, quietly pronounce the words, and stop at the end of the words. The child gets up, closes his eyes, the teacher takes him to another child and he determines by touch who he has approached and calls his name. If you guess correctly, then the child who guessed sits down. The game starts again.

Option for girls:
Grandmother Water
Why are you sitting and blinking?
Look out for a little bit
For one minute.

BELARUSSIAN FOLK RUKHOMYYA GULNI

"SLYAPETS"
Adnam's eyes are tied to his neck. Geta slap. Everyone is running around in a slyaptsa, and he is staretstsa kago - he is truly evil. Kali slyapets idze na stsyanu, table or inshi pradmet, pit krychatsa:
Blast, blast!
Kali slyapets evil kago - nebudz, toy stanovitstsa na yago month. I gulnya pratsyagvaetstsa.

"BARADA"
Walk together in the dvara. Chym bole dzyatsey prymae knot at the gulni, tym vesyaley yana prahodzitsy. For the face of Udzelnikau, choose Barada. Geta player pavinen lavic usih. Pryznachayutsya peunae mesa, dze barada do not catch. Geta house. Dzetsi spreads the wings, and catches the barada. Kago wickedness, that pamagae baradze lavic of the wicked.
Kali well walk davodzitsa u hatse, dze mala mesa, tada baradze tie hustkay hands back. Barada is trying to grab something - with her hands tied.
At the hour of the party, inshy times the barada became the one who hit the barada first.
U getai gulni dzetsyam treb veves an hour zvyartats uvagu, hto u kozhna momentant barada, bo roli manyayutstsa hutka. Geta robits gulnya tsikaveshaya. Dzeti runs around non-stop.

"BRIDGE"
Take a step, become a couple after a couple, and sing like a song. Toy, who didn’t grab the pair, idze the bridge, geta mean fall with his outstretched arms, and break any kind of pair, idze right away, hang the bridge and stand behind. And the one who finds herself without a partner, has a svayu chargu idze praz bridge and vyadze behind her kago - nebudz.

AUGUST 1-2 weeks

"Bears and Bees"
Target: teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes with bent legs, and run in all directions. Develop agility, courage, speed.
Progress of the game:
Children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. according to a conditioned signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” the bees fly to the hives, trying to sting the bears, they run away into the den, the stung bears miss one game. After 2-3 repetitions, children change roles.
Make sure that the gymnast is with you. The walls must be removed without jumping or missing the slats. Jump off the benches on your toes with your legs bent.

"Who's quickest to the flag"
Target: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, and run races. Develop the ability to compete and pass the baton.
Progress of the game:
Children are distributed equally into three columns. Arcs or hoops are placed at a distance of 2m from the starting line, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.
Option 2
A complication is introduced: the rope is pulled at a height of 60 cm, children must crawl under the cord without touching the floor with their hands.

"Squirrels in the Forest"
Target: teach children to climb the gymnastics wall without missing the slats or jumping off. Develop and strengthen the muscles of the shoulder girdle. Cultivate interest in outdoor games.
Progress of the game:
A hunter is selected, all the other children are squirrels, they sit on the “trees” - a gymnastic wall, benches, boards placed on large cubes. At the teacher’s signal: “Beware!” or when the tambourine is hit, all the squirrels change places: they quickly get off, jump off the instruments and climb onto others, at which time the hunter touches them with his hand. Squirrels that are caught by the hunter are considered to be caught, as well as those that remain in their original places; they go to the hunter’s house.
Option 2.
The hunter spots the squirrels with a ball, you can choose 2-3 hunters.

"Ball for the driver"
Target: teach children to catch a ball thrown by the driver with their hands without pressing them to their chest. Throw the ball with both hands from the chest. Develop eye, hand motor skills, speed, throwing accuracy.
Progress of the game:
Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a driver with a ball in his hands. At the teacher’s signal, the drivers throw the ball to the children one by one with both hands from the chest and receive it back. When the ball has passed all the players, he raises it above his head and says: “Done!”
Option 2.
The driver throws the ball out of order, but out of order; the group that never drops the ball wins.

"Hunters and Hares"
Target: teach children to jump on two legs, moving forward in all directions, and act on a signal. Strengthen the ability to throw a ball, trying to hit the hares. Develop dexterity and eye.
Progress of the game:
A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for the hunter, on the other there is a house for hares. The hunter walks around the hall, pretending to look for traces of hares, and then returns to his place. Hares jump on two legs or on the right on the left alternately in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws a ball at them. Those whom he hit are considered shot, and he takes them to his house.
Option 2.
There may be 2-3 hunters, and the hares have no home; they simply dodge the ball.

"Knock down the pin"
Target: teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop your eye and throwing power.

Progress of the game:

Option 2.

"Ball School"
Target: consolidate children's ability to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Progress of the game.
⦁ Throw the ball up and catch it with one hand.
⦁ Hit the ball on the ground and catch it with one hand.
⦁ Throw it up, clap your hands and catch it with both hands.
⦁ Hit the wall and catch it with one hand.
⦁ Hit the wall, catch it with one hand after it hits the ground.
⦁ Hit the ball against the wall, clap your hands and catch it with one hand.
⦁ Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it.
Hit the ball against the wall, throwing it from behind, from behind your head, from under your feet and catch it.

"Throw it - catch it"
Target: teach children to throw a tennis ball and catch it, roll it to a friend. Develop eye, dexterity, coordination of movements.
Progress of the game:
Children stand in two lines, at a distance of -3m. everyone has balls in one line. At the signal, the children simultaneously throw the ball up and catch it with both hands, then roll it with those standing opposite. They do the same.
Option 2.
Complication: when throwing the ball, clap, turn around yourself, throw with one hand and catch with the other.

ROUND DRIVING GAMES

Summer
Children stand in a circle. As the reading begins, the poems jump in one direction, while Summer jumps in the opposite direction inside the circle.
On the lawn
Barefoot,
Warmed by the sun,
Behind the flowery moth
Summer has passed.
Swimmed in the river, the circle stops
Lying on the sand, Summer performs jumps
in place with swinging arm movements (“mill”).
Tanned, Summer runs out of the circle
Flew by and sits down behind someone
And disappeared into the distance. of those playing
V. Danko
With the end of the text, the children look for where Summer hid. Whoever finds him behind his back goes into the middle. This is a new Summer.

BELARUSSIAN FOLK RUKHOMYYA GULNI

"U LYKI"
Two boys land on the ground and rest their feet on the adzin. Astatnia, the boys of the pavins step on their feet. They torture us:
Where are you going?
U lyki!
Well, idzi!
Kali u pyaroyduts u lyk, tada pachynayuts peraskkvats praz legs back, iduchi “z lyk”. Cots, why don’t sit in soft poses, look at their faces. Chym vyshey i hrytney khlopchyk skokne, tym tsyazhey yago zlavits. Angry sadzitstsa na mestsa tago, hto zlaviu, i myself pachynae lavits inshih.

"AROL"
Choose from usey gramada dzyatsey dzyauchynka matkai ptushanyat i cotton arlom - hapats ptushanyat. Dzetsi stanovyatstsa for matkay u rad i tryamutsya adzin adnago with his hands by the shoulders, and arol stanovitstsa ubaku. Tsyaper matka byare kiy u ruki i, waving them, krychyts: “Akysh, arol!” Akish, arol!” arol hapae aposhnyae ptushanya, tuzae there - here i adryvae, then adryvae in the same way in another way, thirdly, pakul not zastanetstsa adna uterus. Tady matka havaetstsa syarod dzyatsei i adtul krychyts: “Arol, arol, fuck off!” Arol, arol, fuck off!” Dzetsi u geta chas hutka stanovyatstsa vakol uteri in pairs, schaplivayutsya between your hands and cover, closing the approaches and uteri. Arol, pressing his breasts with his hands, irve the gates of the castles, i, yak parve ikh, gulnya kanchaetstsa.

"STICK - BAROVACHKA"
Dzetsi choose someone with a vartaunik stick. Vartaunik byare doshchachku (palena abo kavalachak dreva), kladze yae na panadvorku i, uzyaushy u ruka stick, krychyts: “Havaitsya!” The vartaunik itself closes your eyes, hustkay or hat, if not bachyts, where to go. Kali use shavayuzza, vartaunik kladze stick on the board, hodzits, pragavorvayuchy:
The stick - the barovachka has arrived,
I didn’t know anyone at home.
Kago pershaga znoidze,
Toy and sticks go.
Paslya idze shukat. How to respect someone - nebudz, bastards and executioners, and b*e her assholes, calling the name sultry. That one becomes kalya sticks on the side and face “swimming.” Kali vartaunik "fish" in such ways usih igrakou, tada pershi "fish" stanovitsa na mestsa vartaunika. Ale kali kamu - nebudz udastsa stole the stick, geta znachyts dabegchy yes yae earlier vartaunika i hit the pads with it, say: “The stick is stolen!”, then all the players iduts havazza, and vartaunik znow pachynae gulnu.

AUGUST 3-4 weeks

"Hunters and Beasts"
Target: teach children to throw a small ball, trying to hit the animals, to perform imitative movements, depicting forest animals. Develop dexterity and eye.
Progress of the game:
Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go out into the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot and leaves the circle. Then the players change roles.
Option 2 There may be 2-3 balls.

"Ball over the net"
Target: teach children to throw the ball over the net with both hands from the chest and behind the head and catch it. Develop agility, throwing accuracy, eye.
Progress of the game:
Children (2-4) stand on both sides of the net at a distance of 1.5 m, the net is stretched 15 cm. above the child's raised hand. Children throw the ball over the net to each other from behind the head with two hands, from the chest with two hands. If there are four players, then one child throws the ball over the net to the other side, the one who caught the ball throws it to his neighbor, and he throws it again over the net.
Option 2.
You can enter the score into the game. On which side the ball fell less on the floor, that side won.

"Hit the Hoop"
Target: teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop eye and throwing accuracy.

Progress of the game:
Children stand in a circle with a diameter of 8-10 m. through one in the hands of a bag of sand. There is a hoop in the center of the circle. At the teacher’s signal, children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them trying to hit the hoop. Then the children pick up the bags and return to their places in the circle. The signal is heard again, and the children pass the bags to their neighbors - number two, etc.
Option 2.
Throw two bags with one hand from behind your head, sitting or kneeling.

"Serso"
Target: teach children to throw wooden rings, trying to throw them on a “cue” (wooden stick), develop dexterity and eye.
Progress of the game:
Two people are playing. One throws wooden rings with a cue, and the other catches them on the cue; you can first throw them with your hand and catch them with your hand, and then use the cue. The one who catches the most rings wins.
Option 2
If there are a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4 m.

"Throw for the flag"
Target: teach children to throw bags with their right and left hands from behind their heads, try to make the bag fly as far as possible. Develop throwing power and eye. Strengthen the muscles of the shoulder girdle.
Progress of the game:
Children stand in two lines one behind the other, with sandbags in the hands of the first line. Ahead at a distance of 4-5m. There are several flags on the same level. Children simultaneously throw the bags from behind their heads with both hands or one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, the results are compared.
Option 2.
You can transfer the bags to your pair by tossing them.

"Ball from the slide"
Target: teach children to roll table tennis balls down a slide and run after it, passing the baton.
Progress of the game:
2-3 slides are made from cubes and planks. Children stand in columns in front of the slides, 5-6 people each. Those standing in front take a ball, at the teacher’s signal they roll the ball down the slide and run after them. Having caught up with them, they return, pass the ball to the next player, and they themselves run to the end of the column. The team that completes the task faster wins.

"Catch the Ball"
Target: teach children to catch the ball on the fly by jumping up. Develop agility, speed of movement, endurance.
Progress of the game:
Three children participate in the game. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball flying over them. If he managed to catch the ball, then he takes the place of the child who threw the ball, and he takes the place of the driver.
Option 2.
More children can play, then they stand in a circle and the driver is in the center. The game continues as in option 1.

"Ring Throw"

Target: teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.
Progress of the game:
Children agree on how many rings each person will throw, stand in order of priority in the first line, and throw the rings onto the pegs. After all players complete the task, they count who threw the most rings onto the pegs.
Option 2.
Children stand at the second line and throw rings from there.
Option 3.
Ring throwers can be tabletop or small in size.

"Changing Places"
Target: teach children to run from one side of the playground to the other in a line, without bumping into each other. Develop the ability to form a line evenly, to act in concert, on a signal. Strengthen the side gallop, running with straight legs.
Progress of the game:
Two teams of 8-10 people line up facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge at arm's length. At a signal, they run towards each other, trying to get outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.
Option 2.
Cross at a side gallop, with straight legs.

"Knock down the pin"
Target: teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop eye, strength and throwing accuracy.
Progress of the game:
On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2 m, a line is marked from them with a cord. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.
Option 2.
Throw the ball with your right, left hand, push with your foot.
Option 3.
The pins are placed behind the line in a certain order: in one row close to each other, with a high pin in the middle. In one row, one from the other at a short distance of -5-10cm; in a small circle, with a large pin in the center. In two rows there is a large pin between the rows; square, large in the center, etc. at a distance of 2-3 meters from the line on which the pins are located, draw 2-3 lines from which the players knock down the pins. Children, observing the order, begin to roll the balls from the closest line. The one who knocks down the most pins from the near line wins. He starts rolling balls from the second line, etc.

ROUND DRIVING GAMES

Cap and stick

One of the children goes to the center of the circle with a stick in his hands,
puts a cap on his head so that it goes down to
nose itself, covering your eyes. The rest of the children hold on
hands forming a circle. They walk in a circle, saying:
One two three four five -
The stick will knock, the presenter will knock with the stick. Points with a wand at one of the children standing in a circle. - He says the last three words
Skok, skok, skok.
Guess whose voice all the children speak, after which the presenter guesses.
If you guess correctly, he chooses who will go to the middle.

BELARUSSIAN FOLK RUKHOMYYA GULNI

"SHULYAK"
Dzetsi choose sa svaygo asyarodzya uterus and shulyaka - the most secretive ones with dzetsi. The uterus stands in front, and behind it, the rad dzeti i motsna pulls the adzin from the adnago’s belt. Such chins flock and a bunch of gulni. Then the shuljak satzitsa on the cookies, I’m going to stomp, drip a hole and gavoryts:
I'm dripping, I'm dripping!
What's your dimple?
Fire of the sword.
Is this your agony?
Varytsi meat.
What kind of meat do you have?
Dzyatsei karmitsi.
Will you take some meat?
Wu tsyabe.
But I won't give it to you!
I'll take it!
I shouted: “And I’ll take it!” - shuljak kidaetstsa lavic aposhnyaga khlopchyka.
The uterus won’t let you get away. Angry lad adyhodzitsitsya ubok and no longer uzzelnichae yes kanza gulni, and the rogue such a zha chynam staretstsa peralavits usih.

"CHEN'S LOVE"
At the gulni you can prymats the knot with a limp kolkast dzyatsey. Adzin z udzelnikau - peven, astatniya - chickens. Peunyu zavyazvayuts vochy hustachkay. En rasstaulyae ruki i gonits kuray pad pech:
Shoot, shoo, shoo...
Then you try the song:
How many of you are there?
Rings in the forest drow!
The chickens scatter, and the song catches them with tied vachyma.
Love the skin of the chicken three times. Paslya mustache on the lava, song twisting torture with hustki or handbrake. Z kozhnay kurytsay adbyvaetstsa razmova:
What are you sitting on?
For ganache.
What are you fussing about?
For the klamachka.
What about the geta on the side?
Barrel.
What about the barrel?
Honey.
And who is there?
I'm the master, and I'll piss off my nose.
Tada sing f*ck torture the chicken, taya utsyakae i havaezza. Kali is a chicken on torture “Who is there?” adkazvae: “Peunik, little songster, is sweet for you,” - don’t sing the song, but move and step.

"GRAH"
For getai gulni choose rounae month i timidly from the ground as many yamak as kolki dzyatsey gulai. The pits are dripping from the rads: the skin chooses a pit for itself and the station is kalya. Z kantsou is glad to stand two uterus, yakiya swinging the sack (ball), jumping like that, so that the sack traps at the chyu - nebudz hole. Kali yana trapit at the hole, then pakul toy, chyya hole, nagnetstsa fallen kulu, mustache hutka razbyagayutstsa, bo, yak en fallen kulyu, mustache pavinna spnittsa for months. The one who tries to grab the bag, throw it at the nearest step, and if it’s not a papadze, then the kladze at the pile of the hole is a sin - little Kamenchyk, and if you’re lucky enough to kick the papas, then the sin is the treasure of the one who has a daddy’s bag. Kali u adnago z udzelnikau gulni nabyaretstsa three grahi, Iago prygavayuts and shoot i stavits and stsyany. Kozhny z igrakou mozha blows yago kulyu three times, kali u ikh yamtsy nyama nivodnaga grahu. Well, you, whose yamtsa has grahs, fuck the prygraushaga so many times, since they don’t have grahou and three. Praygraushy can’t get out of the way with a svaygo month, but can only be adhinatstsa ubok.
Shepherding the feast, we begin to grow old, as I did earlier.

Maria Ilyina
Card index of outdoor games in the senior group

"Traps with Ribbons"

Goal: to practice fast running with dodging, orientation in space; develop dexterity, the ability to act quickly on a signal, and accurately follow the rules of the game.

Material: colored ribbons 25-30 cm long

The driver is selected. All children have ribbons tucked into their backs, like ponytails. You need to run away or dodge the trap, not letting him pull out this tail. Whoever pulls out the tail of the trap is considered caught and moves aside.

"Sly Fox"

Goal: to practice fast running and spatial orientation; develop attention and endurance.

At the beginning of the game, children stand facing in a circle with their hands behind their backs. An adult or a child driver walks around the circle and quietly touches the hand of one of the children. The one touched by the driver immediately becomes a “sly fox.” The children ask in unison:

Who is the sly fox?

and look at each other's faces, trying to guess and find the cheat.

If you guessed the fox, then the game starts over. If the fox still managed to escape, then after three questions asked, she answers:

I'm here!

and runs to catch the guys. Everyone scatters. After 3 children are caught and greasy, the game ends and everything starts all over again.

“Who will jump better?”

Goal: to learn to long jump from a running start (from a standing position, to develop the ability to concentrate effort, combining strength with speed.

It is advisable to play next to some kind of slide. In turn, everyone must take a running jump - up, onto the mountain.

This is where the difficulty lies. Not everyone manages to make a successful jump to cover a significant distance. The driver evaluates everyone's jumps and awards them points. At the end of the game the results are summed up. The winner is the one who scores the maximum amount of points.

"Knock down the pin"

Goal: to achieve improvements in coordination of movements: to develop accuracy, attention, and the ability to throw force.

Material: skittles (5-6 pieces per group of children).

Children are divided into two subgroups and stand one after another. A line is drawn before each subgroup. 5-6 pins are placed 2-3 meters from it at a distance of 10-15 cm from one another. The children of each group take turns approaching the line and energetically rolling the ball, trying to knock down the pin. When all the children have completed the exercise, count which group knocked down the most pins.

"Fishing rod"

Goal: practice jumping in place; develop dexterity, coordination of movements, attention.

Material: rope 3-4 m long with a bag filled with sand or jump rope.

The game is played in the hall or on the court. The players stand in a circle, with the driver standing in the center with a string in his hands. The driver begins to rotate the rope so that the bag slides along the floor under the feet of the jumping players. The one who touched the bag stands in the center of the circle and rotates the rope, and the former driver goes to his place. The one who never touches the rope wins. When the rope rotates, you must not move away from your place.

"Swan geese"

Goal: continue to learn how to correlate your own actions with the actions of the participants in the game; teach the runner how to dodge and communicate, develop spatial orientation skills, and cultivate friendly relations.

At one end of the hall the house in which the geese are located is indicated. On the opposite side stands a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are selected to play the roles of a shepherd and a wolf, the rest are geese. The shepherd drives the geese out into the meadow, and they graze.

Shepherd: Geese, Geese!

Geese: Ha-ha-ga!

Shepherd: Do you want to eat?

Geese: Yes, yes, yes?

Shepherd: So fly here!

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

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

The geese fly with their wings spread, and the wolf tries to catch them. After several runs, the number of those caught is counted.

"Hunters and Hares"

Goal: to practice throwing a ball at a moving target, light and soft jumps, fast running, climbing; develop courage and attention.

On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for tracks of hares, and then returns to his place. At a signal, the hares run out of their houses into the clearing and jump on two legs, moving forward. According to the teacher, “hunter!” the hares run into the houses, and the child, pretending to be a hunter, throws a ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place. The game is repeated several times, after which another hunter is chosen.

"Relay race in pairs"

Goal: to consolidate elements of competition in the game, develop running, agility, and spatial orientation.

Material: cubes

Children stand in 2 columns in pairs behind a line on one side of the site; the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m) some objects (cubes) are placed. At a signal from an adult, the first pairs, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the starting line, the second pairs run away, and so on until all the pairs have run. The column whose players complete the task faster and do not separate their hands while running wins.

"We are funny guys"

Goal: to teach walking and running in a limited area; learn to clearly pronounce the text in the game, follow the rules of the game, act quickly and deftly; increase physical activity.

The children stand on one side of the playground, beyond the line. A line was also drawn on the opposite side of the site. To the side of the children, approximately halfway between the two lines, there is a trap. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. Anyone whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, those caught are counted and a new trap is selected. The game is repeated 4-5 times.

"Ball for the driver"

Purpose: to learn to perform actions on a signal from the teacher; practice throwing a ball and catching it; develop coordination of movements, dexterity.

Material: balls (1 ball for 5-6 children)

The children participating in the game are divided into two equal subgroups (5-6 people in each) and lined up in columns. The distance between the columns is 3-4 steps. A line is drawn in front of the columns. At a distance of 3 m from it, a second line is drawn, parallel to the first.

Two drivers are selected and stand behind the second line opposite the columns. At the agreed signal, both drivers throw the ball to those in front of them in their columns. Having caught the ball, the player throws it back to the driver, and he himself stands at the end of the column. The driver throws the ball to the second player, and after receiving the ball back, to the third, etc. The column in which the last player returns the ball to the driver first wins.

"Who will do the least jumps"

Goal: Improve jumping technique (strong push, energetic swing of arms); start the game at the teacher's signal. Continue to teach children to take giant leaps.

Option 1. Children in a line on one side. At a signal, they jump on two legs to the other side of the platform. Whoever makes the least number of jumps wins

Option 2. Two lines are marked on the playground at a distance of 5-6 m. Several children stand next to the first line and, at a signal, jump to the second line, trying to reach it in fewer jumps. To do this, you need to push off harder, land softly and immediately begin pushing off for the next jump.

"Throw for the flag"

Goal: to develop the eye.

Material: balls or sandbags, flags

Children stand in two lines one after another, the first line has balls and bags of sand in their hands. Ahead, at a distance of 4–5 m, several flags stand at the same level. Children simultaneously throw sandbags from behind their heads with both hands or one, trying to throw them over the line of flags. The teacher counts how many children threw the bags behind the flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, then the results are compared.

"Mousetrap"

Goal: to practice walking and running in one direction, agility and squatting.

The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. According to the rules of the game, they are required to constantly be in motion, either running into the circle or running out of it. Players in a circle raise their hands up and move in a circle saying:

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mousetraps) are considered caught. Those caught stand in a circle, the mousetrap increases in size. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times.

"Homeless Hare"

Goal: to exercise the ability to run without bumping into each other; follow the rules of the game, act quickly and deftly; continue to develop children’s ability to quickly move from one movement to another, agility, endurance, and spatial orientation.

A hunter and a homeless hare are selected from among the players. the rest of the players - the hares - draw circles for themselves, and everyone stands in their own.

A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare standing in the circle must run away immediately, because now he is becoming homeless and the hunter will catch him. As soon as a hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter. This game can be played with the whole group of children. In this case, a circle is formed by 4-5 children holding hands. In each such circle there is a hare. The game is played according to the same rules. After 2-3 minutes, at the teacher’s signal, the game is interrupted. One of the children forming the circle changes places with the hare standing inside the circle. The game is resumed and repeated 4-5 times so that all children play the role of a hare. Game duration is 5-7 minutes.

"Empty place"

Goal: to learn to perform actions on a signal from the teacher, to consolidate the ability to run quickly without bumping into each other; develop speed and agility.

The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind the circle and says:

I walk around the house

And I look out the windows.

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says:

Driver: “Knock, knock, knock.”

The person standing in front asks: “Who has come?”

The driver says his name.

The person standing in the circle asks: “Why did you come?”

The driver answers: “We’re running in a race,”

And both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues. Game duration is 5-7 minutes.

"Hit the Hoop"

Goal: develop agility, accuracy, endurance; develop the ability to throw at a horizontal target, at a distance of at least 5-9 m; improve coordination of movements.

Material: balls or sandbags, hoops

Children throw a small ball from behind their back over their shoulder with their right or left hand, trying to hit the hoop (at a distance of 2 m).

"Counter dashes"

Goal: continue to teach children to act on the teacher’s signal, to obey the rules of the game; exercise speed and agility, increase the motor activity of children while walking.

Material: blue and yellow ribbons according to the number of children

The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least a step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blue”, children with blue ribbons run to the opposite side, the children standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side of the court, stops behind the line and raises his hand up. Etc.

"Don't stay on the floor"

Goal: continue to teach how to run and jump without bumping into each other.

A trap is selected. Children are placed in different places on the playground. According to the instructions of the teacher, they walk, run, and jump together with the trap at a certain pace and rhythm, determined by musical accompaniment, hitting the tambourine, clapping, etc. As soon as the teacher’s signal “Catch!” is heard, everyone runs away from the trap and climbs up the towering items. The trap tries to catch the ones running away. Children touched by the trap immediately move aside. The game is repeated 2-3 times, then the caught are counted and a new trap is selected. The game resumes. Game duration is 5-7 minutes.

“Who can get through the hoop to the flag faster?”

Purpose: to learn to perform actions on a signal from the teacher, to follow the rules of the game; develop coordination of movements, the ability to roll hoops correctly and deftly with your hand; develop basic types of movements - running, climbing.

Material: hoops, flags (4-6 pieces)

In the middle of the site there are hoops (4-6) - at a distance of 1-2 steps from one another. On one side of the court, flags are laid out in one line so that each flag is opposite the hoop. A line is drawn on the other side of the site. Behind it there are 4-6 link columns. Each link is lined up against its hoop.

At the teacher’s signal: “Begin!” - the first in the columns each run to their hoop, squat down and, taking the hoop in their hands, place it vertically, pressing one side to the floor (to the ground).

After the teacher’s words: “One, two, three – run!” - the children who were second in the column are running. They crawl through the hoop, run to the flags and raise them up. Then, having put the flags in place, the children replace their comrades holding the hoop, they run to the end of the columns, and those who are in them are the first to run after the flag at the signal: “One, two, three - run!”

Each time the first person in the column runs behind the flag, the column moves closer to the line. When the children who held the hoop at the very beginning of the game also run and raise the flags, the game ends. The column in which the largest number of participants raise the flag first wins. The game continues 3 - 4 times.

"Who is taller"

Goal: to improve standing jumps, to develop children’s rhythm and coordination of movements, determination, and speed; foster a sense of camaraderie.

Material: jump ropes, cubes or building material bricks

The players must overcome several obstacles, which are made from three jump ropes placed on cubes or bricks made of building material. The first rope lies at a height of 15 cm, the second - at a height of 20 cm, the third - at a height of 25 cm; the distance between the ropes is 30-40 cm. Children, divided into two groups, line up in pairs or threes. Everyone holds their neighbor's hand. One squad approaches the obstacles and jumps, the other watches. The winning team is the one that had fewer failures and mistakes. You need to jump without stopping in a coordinated manner. At first, children jump without holding hands: it’s easier this way. Then, after practicing, they jump in pairs or threes. At the discretion of the teacher, the height to which the jump ropes are raised can be increased. The game is played on a carpet or a flat, not too hard track.

"Make a figure"

Goal: Improve basic types of movement (running, jumping, balance, increase motor activity.

A leader is selected from among the players and stands aside. The rest of the children are running, jumping from foot to foot all over the playground.

At the teacher’s signal (strike on the tambourine or the word “stop”), everyone stops in place and takes some pose and does not move: squat, raise their arms to the sides, etc. The leader goes around all the “pieces” and chooses the one that suits him I liked it the most. This child becomes the driver-evaluator, and the previous driver joins the rest of the children, and the game continues.

Burn, burn clearly (folk game)

Goal: to teach to follow the rules of the game, to develop dexterity and speed.

The players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. The “catcher” stands on this line. Everyone says:

Burn, burn clearly, so as not to go out.

Look at the sky - Birds are flying,

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

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

"Entertainers"

Goal: to teach children to clearly pronounce the text of the game, to follow the rules of the game; improve walking in different directions; continue to strengthen children’s ability to coordinate movements; develop resourcefulness.

Children stand in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children follow the instructions of the teacher to the right or left under the following text:

In an even circle, stand still,

One after another, together

We are going step by step. Let's do it...like this.

At the end of the text, the circle expands, the children stand at arm's length.

After the word “so,” everyone stops, the entertainer shows some kind of movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer chooses someone instead of himself, and the game continues.

The players must make the movements shown by the person standing in the middle of the circle. Each entertainer must come up with movements himself and not repeat those that have already been shown before him. The game continues 3 - 4 times.

"Pair Run"

Goal: continue to teach how to run in pairs, obey the rules of the game; foster a sense of camaraderie; develop attention and speed.

Material: skittles (chairs, inflatable balls, etc.) according to the number of links.

Children stand in lines of pairs on one side of the site outside the line. On the other side of the court, pins (chairs, inflatable balls, etc.) are placed according to the number of links. The teacher gives a signal, according to which the first pair of the link, holding hands, runs to the object in front, goes around it and returns to the end of its link. At the next signal, the second pair will run out, etc. the pair that releases their hands is considered a loser.

"Corners"

Goal: to develop attention, determination, ability to navigate in space, speed of reaction.

Children stand in designated circles (each child in a separate circle). The driver is in the middle. He approaches one of the children and says: “Mouse, mouse, give me the corner!” She refuses. The driver goes with the same words to the other player. At this time (while the dialogue is ongoing), children run out of their circles to change places. The driver tries to take someone's place. If he succeeds, then the one left without a place becomes the driver. If the driver cannot occupy a corner for a long time, then the signal is given: “Cat!”, According to which all the children change places at the same time, and the driver takes someone’s corner.

"Carry the ball without hitting the pin"

Goal: to teach jumping on two legs with a ball clamped between the feet like a snake between objects, without knocking them over.

Material: balls, skittles

There are different pins placed on the court. The child holds the ball between his feet and jumps on 2 legs with the ball sandwiched between them between the pins "snake"

"Crucian carp and pike"

Goal: to develop the ability to run in all directions, without bumping into each other, without touching objects; exercise the ability to act on a signal from the teacher; continue to learn how to independently negotiate the distribution of roles; develop attention and intelligence.

Half of the players, standing at a distance of three steps from each other, form a circle. This is a pond on the shore of which there are pebbles. One of the players, appointed by the teacher, depicts a pike; he is outside the circle. The rest of the players are crucian carp, they swim (run0 inside the circle, in the pond. At the teacher’s signal “Pike!” the pike quickly swims into the pond, trying to catch the crucian carp. The crucian carp rush to hide behind one of the players standing in a circle and pretending to be pebbles. Pike catches those crucian carp that did not have time to hide behind the pebbles and takes them to his house. The game is played 2-3 times, after which the number of crucian carp caught by the pike is counted. Then another player is assigned to the role of the pike. The game is repeated 3-4 times.

"From bump to bump"

Goal: learn to jump with a push of one or two legs, act according to the rules; cultivate friendliness.

Two lines are drawn on the ground - two banks, between which there is a swamp (the distance between the lines is 30 m). The players are distributed in pairs on one bank and the other. The teacher draws hummocks in the swamp - circles (you can use flat hoops) at different distances from each other: 30, 40, 50, 60, 70, 80 cm. Two children, at a signal, jump from hummock to hummock, trying to get to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher nominates who will lead the children out of the swamp. He gives the stuck hand and shows with jumps the way out of the swamp.

"Bears and Bees"

Goal: to practice climbing, climbing, walking, running, and the ability to quickly change movements; develop a sense of responsibility.

Equipment: gymnastic wall

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. To the side is a den of bears. 12-15 people participate in the game at the same time. The players are divided into two unequal groups. Most of them are bees that live in the hive. Bears in a den. At a conditioned signal, the bees fly out of the hive (they get off the gymnastic wall, fly to the meadow for honey and buzz. As soon as the bees fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the signal “Bears ", the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. The stung bears do not participate in the next game.

"Two Frosts"

Goal: development of dexterity, speed of reaction. Ability to act according to rules

One line is drawn at a distance of 3-4 steps from each edge of the site. The fenced areas will now be called houses, and the space between them will be called a street.

Two drivers are selected, one is Frost-red-nose, the other is Frost-blue-nose. If there are colored noses on the elastic band, there will be no end to the delight.

It gets frosty in the middle of the playground - the streets, the rest of the children hide in one of the houses.

Frosts say in chorus:

We are two young brothers,

Two frosts are removed:

I am frost Red Nose,

I am frost Blue nose

Which one of you will decide

Should we hit the road?

All the children answer in unison:

We are not afraid of threats

And we are not afraid of frost!

After these words, the children try to run to the opposite side of the playground, to another house.

The leading Frosts are trying to make them angry - to “freeze” them.

Players overtaken by Frosts stop, frozen - they are frozen, suffering from frost.

The rest of the guys gather in the house, the Frosts repeat their chant, the guys repeat theirs, and again run across the street to the opposite house.

Frosts are also trying to bite them. Only now players can unfreeze their frosty friends by touching them with their hand. The rescued players “die off” and run away over the line along with other players.

After some time, new Frost drivers are selected and the game starts all over again.

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