Movable for high school students. Sports events, relay scenarios, children's outdoor games

"Mobile games for grades 9-11" at physical education lessons



"Be able to catch up"

  • Preparation. Four racks are placed three steps from the corners of the hall. The boys of the class are located near the walls of the hall, stretching along its entire circumference. They turn right side to the walls. The distance between players must be the same.
  • Game content. On command "March!" everyone starts running counterclockwise, running around the racks from the outside. The task of everyone is not to let themselves catch up and try to touch the hand of the one running ahead. The rest go to the center of the hall so as not to disturb the others.
  • The three most enduring students win the game.
  • Rules of the game: 1. The game is played separately between boys and girls. 2. Be sure to touch the player running ahead with your hand.

  • The captain of the team in the Santa Claus hat must run around the counter, return, take the second player by the hand, run with him to the counter, pass the cap to him and stay at the counter, and the second player, putting on the cap, returns for the third and. until the whole team crosses over to the other side.

"Who is stronger?"

  • Preparation. For the game, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, in which rope rings are placed. Control lines are drawn 2 m from the circles on each side.
  • Game content. At the direction of the leader, five or six people from each team come up to the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed in advance). On a common signal, each of the players making up a pair tries to pull the opponent over the control line located behind. The out-drawer receives one point for his team.
  • The team with the most points wins.
  • Rules of the game: 1. When pulling, you must not intentionally let go of your hands. 2. A person who has crossed the control line with both feet is considered to be overdrawn.

"ball average"

  • Preparation. Two basketballs or volleyballs are required to play the game. The players are divided into two equal teams, and each of them lines up in a circle at arm's length or wider. The first numbers stand in the middle of their circles with the ball in their hands.
  • Game content. At the signal of the leader, the central players in the circles throw the ball to the second numbers, get it back from them, throw it to the third, also get it back, etc. When the center player receives the ball from the last (numbered) player, he passes it to the second player and changes place with him. The second player stands in the middle of the circle and also starts the game: throws the ball to the third player, receives from him, passes to the fourth, etc. The game ends when everyone has been the center player.
  • The team that finishes the ball first wins.
  • Rules of the game: 1. You can pass the ball in any predetermined way: with one or two hands, from below, from the chest, from behind the head, with the ball hitting the ground, volleyball pass, passing the ball with the foot on the ground. 2. The ball is thrown to all players in strict sequence. 3. The one who drops the ball or does not catch it must pick it up himself and continue the game. 4. The next post player may start passing the ball as soon as he catches it from the previous post.


"Elimination Race"

  • Preparation. With the help of flags, a circle with a diameter of 9-12 m is marked and a start-finish line is drawn on it.
  • Game content. On a signal, all participants in the game simultaneously begin to run counterclockwise along the outside of the circle. After each lap (or two laps), the participant who was the last to cross the start control line is eliminated from the game.
  • Gradually less hardy are eliminated.
  • The winner is the one who remains the leader, i.e. the toughest and fastest player.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Running is allowed only on the outer part of the circle. 3. Participants can run with a medicine ball, wear weight belts, backpacks with weights.

"Carousels"

  • Preparation. The game is played in the form of a competition of fours. The first of them is located on one half of the site, the second - on the other. Pairs of players in each four stand opposite, putting their hands on each other's shoulders and clasping their hands around their necks. The second pair in the same starting position stands at an angle of 90 degrees to the first pair, joining their hands under the hands of the players of the first pair.
  • Game content. On a common signal, the second couples begin to move in a circle. At the same time, other couples are spinning through the air, like on a carousel. The more one pair rotates, the higher the other flies.
  • In which four carousels rotate longer, that one wins, after which the players in the fours change roles.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Hands must not be disengaged.

"Change of Places"

  • Preparation. The players of the two teams, standing in ranks facing each other on opposite sides of the site (behind the lines of their "houses"), crouch and put their hands on their knees.
  • Game content. On a signal, all players, jumping from a deep squat, move forward, trying to quickly cross the line of the opposite "house". Then jumps in the opposite direction follow, but the one who crossed the "home" line last does not participate in the game. the game continues until 2-3 of the most enduring jumpers remain on the court.
  • The team with the most jumpers at the end of the game wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. You can’t remove your hands from your knees. 3. Jumping is only allowed from a deep squat position.

"Shootball"

  • Preparation. Players are located on both sides of the net (as in volleyball). There are 6-8 people in the team.
  • Game content. The game begins with the submission of one of the teams. The other team receives the ball and plays it according to all the rules of volleyball, sending the third blow to the side of the opponents who are trying to take the ball and also play it.
  • The player who made a technical error is sent to the opposite side beyond the captivity line. The team loses pitch. The game is restarted. The game lasts 10-15 minutes. The team with fewer players in the prisoner zone at the end of the game wins.



"Rush for the ball"

  • Preparation. The players are divided into two equal teams, which line up on one side of the court. Each team is calculated in numerical order. There is a starting line in front of the teams. The leader with the ball in his hands stands between the teams.
  • Game content. Calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first, he brings the team a point. After that, the ball is returned to the leader, who throws it again, calling a new number, and so on. Play for a set time.
  • The team with the most points is considered the winner.
  • Rules of the game: 1. You can start running from a high or low start (by agreement). 2. If two players touch the ball at the same time, each team scores a point.

"Fifteen Gears"

  • Preparation. The game requires a medicine ball weighing 5 kg. Several teams can play simultaneously, each of which consists of three players with numbers 1, 2, 3. They stand in one line at a distance of 7-8 m from each other.
  • Game content. The center player (number 2), at the signal of the teacher, throws a stuffed ball to his partner on the left (number 1). He catches the ball and throws it to the right through the center player to number 3, who returns the ball back to the center player. This counts as one transfer. The game continues until 15 passes have been completed, which earns the team a victory point.
  • The team with the most points in the set time wins.
  • Rules of the game: 1. The center player must announce the number of the completed pass each time. 2. If the ball has fallen from any team, then it must pick it up and start the transfer from the beginning. 3. Players must not push each other with their hands.

"Penguin Run"

  • Preparation. Teams line up in columns in front of the starting line. The first players hold a volleyball or stuffed ball between their legs (above the knees).
  • Game content. At the signal of the head in the position of the ball between the legs, the players must run around the rack (mace, stuffed ball) and go back, passing the ball with their hands to the second number of their team. Participants who have finished their run stand at the end of the column.
  • The team that manages to complete the relay faster and without errors wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. If the ball fell to the ground, you need to pinch it with your feet again and continue the game.

"Moving Ring"

  • Preparation. A thick rope or rope (3-5 m long) is tied with free ends and placed in the middle of the site. Players are conditionally distributed by weight categories into fours. The first four come to the rope from different sides and, taking it with their hands, lift and pull it, as if forming a ring. Three steps behind each player's back, a stuffed ball is placed.
  • Game content. At the signal "Pull!" each player tries to be the first to reach the ball and touch it with his foot. The one who succeeds wins and steps aside. The remaining three players again take the rope and pull it in three directions, trying to complete the same task. The winner takes second place. The third place is played in the same way: the players pull in different directions. The balls are rearranged each time in a certain position, for which marks can be made on the site in advance. Then the second four compete, after it the third, etc., the winners meet in the final.

  • In the final struggle between the winners, the best one is revealed, and he is considered the winner.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Be sure to touch the stuffed ball with your foot.

Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful way to jump and run, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

Outdoor games are the most accessible and effective method of influencing a child. Thanks to them, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement, mostly in an unobtrusive form of entertainment. The game is a companion of the child, and it meets the laws laid down in them by nature itself - an irrepressible need for movement. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The use of outdoor games allows you to develop not only physical, but also intellectual qualities: observation, memory, logical thinking, quick wits. In games that have a story form, there is room for imagination and artistry, elements of dance and singing. In addition, games can be played with musical accompaniment. All this forms an aesthetic worldview. Being carried away by the game, children very clearly show character traits and other individual characteristics.

For children with a mental and physical retardation, play is a vital need, as it contributes to the development of understanding of instructions and orientation in space. Along with insufficiently formed general motor skills, there are deviations in the organization of fine motor skills, which provide fine, differentiated movements, for example, when modeling, constructing, writing, etc. Children with mental retardation have practically no ability to work out and consolidate motor actions. This takes a lot more time and repetition.

The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially with elements of competition, more than other forms of physical education, meet the needs of children with mental retardation. In addition, outdoor games, selected taking into account age, state of health, the degree of their physical fitness, contribute to recovery, hardening, strengthening the body.

The game develops

When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness of the gym and the air temperature. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, metabolism increases significantly, gas exchange and heat transfer increase. In this regard, children need to develop the habit of systematically washing their hands and feet, wiping the body with a damp towel and dousing with water, using the generally accepted rules of hygiene and hardening.

If the problem is solved in the lesson strength development, then it is very beneficial to include in his program auxiliary and lead-up games associated with short-term speed-strength tensions and the most diverse forms of overcoming the opponent's muscular resistance in direct contact with him. The main content components of such games include various tugs, pushes, holds, pushes, elements of wrestling, weightlifting, etc. Exercises with available weights are also very effective for solving this problem - tilts, squats, push-ups, lifts, turns, rotations, running, jumping with a load that is feasible for students. This should also include throwing various objects at a distance.

For speed development games should be selected that require instant responses to visual, sound or tactile signals and include physical exercises with periodic accelerations, sudden stops, rapid jerks, sprinting and other motor actions aimed at consciously and purposefully getting ahead of the opponent.

For development of dexterity use games that require precise coordination of movements and quick coordination of their actions with the actions of teammates, a certain physical dexterity.

For endurance development it is necessary to use games associated with a deliberately large expenditure of strength and energy, with frequent repetitions of exercises or with prolonged continuous motor activity, due to the rules of the game.

The game teaches

Outdoor games are best used in close relationship with other means of physical education through complex use with general developmental, leading and special exercises. When planning, you need to take into account the overall load of the lesson and determine the purpose, time and place among other exercises and learning activities used. The level of its difficulty and duration should be accessible to those involved and increase smoothly and gradually.
When conducting games, serious attention must be paid to strict observance of generally accepted norms and safety rules for both the players themselves and the spectators.

In gymnastics lessons

Keep your balance

Purpose of the game: development of coordination abilities, courage. It is used as an auxiliary exercise for teaching motor actions in balance.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 2–3 m. In front of each team there is a gymnastic bench with 3 stuffed balls on it, and 10 m after it there is a reversal stand.

Conduct: on a signal, the first numbers rush forward, run along the bench, jumping over the balls lying on it, then run to the rack, go around it to the left and return back, where they pass the baton to the second numbers by touching the outstretched hand, and they themselves stand at the end of the column. If a player loses balance while running and leaves the bench, he must resume movement from the beginning of the bench. If a player knocks the ball down, he must replace it. The team that finishes the relay first wins.

Crossing the narrow poles

Target: development of dexterity, vestibular apparatus.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 3 m. After 10 m in front of each team there are two inverted benches parallel and close to each other.

Conduct: on a signal, each team, holding hands, runs up to its crossing and begins to cross the river along the narrow rails of an inverted bench in a chain, without breaking their hands. The team that crosses the fastest without losing balance or breaking the chain wins.

Wrestling on the balance beam

Target: development of coordination abilities, perseverance and tactical thinking. It is used as a lead-in exercise for teaching motor actions on the balance beam.

Organization: the class is divided into equal teams, which line up in a column one at a time: the boys are in front, and the girls are behind them - from different ends of the log. Gymnastic mats are laid directly under the log and near it.

Conduct: on a signal, one player from each team climbs the log from their end and, converging in the middle, try to unbalance the opponent with the help of deceptive movements and push them off. The player who succeeds earns 1 point for his team. The team with the most points wins.

Acrobatic relay

Target: development of dexterity, speed, courage. It is used as an auxiliary exercise for teaching acrobatic elements.

Organization: the class is divided into three teams that line up in columns one at a time behind the starting line. At 2–3 m in front of the columns, three benches are installed 3 m apart from one another; behind each of them lay gymnastic mats. At a distance of 15 m from the start line, reversal stands are installed.

Conduct: on a signal, the first numbers run to their reversal stands, perform three long somersaults from a run through three benches standing in their way, run around the reversal stand and return back, where they pass the baton to the second numbers. The team that finishes the relay first wins.

Medicine ball medley relay

Target: development of dexterity, speed-strength qualities, flexibility. It is used as a lead-in exercise for teaching acrobatic elements.

Organization: the class is divided into two teams, which, in turn, are divided into two groups and line up in opposite columns at a distance of 10 m from each other. Each player assumes a wide stance position. The distance between the players is 70 cm. A gymnastic mat is laid in the middle between the columns. The captains (guides) of one of the subgroups receive a stuffed ball.

Conduct: on a signal, the captain passes the medicine ball overhead to his partner backwards, bending over. He, having received the ball, leans forward and gives it back between the legs of the third participant, etc. The last player, having received the ball, runs forward with it; having reached the mat, he does a somersault forward with the ball in his hands, then continues to run and passes the ball to the guide of the other column, and he steps aside. The players of the second column perform the same task. The team that completes the task first wins.

Don't let the hoop fall

Target: development of dexterity, speed. It is used as a lead-in exercise for teaching motor actions with a hoop.

Organization: the class is divided into teams that line up one after the other on the start line; the interval and distance between the players is 1 m. Three lines are drawn at 6, 8 and 10 m from the start line. Players in the first rank receive a hoop.

Conduct: The game is played in three rounds.

First tour. On a signal, the players of the first line should roll their hoop forward, and when it crosses the 6-meter mark, run out and catch it before it falls to the floor. A participant who does not have time to catch his hoop or runs out ahead of time is out of the game.

In second round the same task must be completed when the hoop reaches the 8-meter mark, and in the third - 10-meter. The team that retains the most players after the final round wins.

Ten rope jumps

Target: development of dexterity, speed, attention. It is used as a lead-in exercise for learning to jump rope.

Organization: The class is divided into four teams that line up in columns. The interval between students is 1.5–3 m. The first numbers receive a rope. The method of jumping is negotiated in advance.

Conduct: on a signal, the first numbers perform 10 jumps in place in the agreed way and pass the rope to the second numbers. The last participant, having completed the task, raises the rope above his head. The team that completes the task first wins.

Catching "frogs"

Target: development of agility, speed, strength. It is used as an auxiliary exercise for teaching vaults.

Organization: the class is divided into two teams that line up in two lines: one is on the starting line and takes emphasis crouching, the other is 1.5 m in front of them. At a distance of 10-12 m from the start line mark the finish line.

Conduct: on a signal, all participants in the game begin to perform jumps in an emphasis, crouching relying on arms extended forward (“frog”), pushing off with their arms and legs. The task of the standing team behind is to catch up and knock down the players in front of the standing team until they reach the finish line. Then both teams return to the starting point and change places. The team whose members catch the most "frogs" wins.

In athletics lessons

Downhill running

Target:

Organization: on a free meadow with a slope of up to 10–12 °, the class lines up in one line behind the common starting line. Ahead, after 20 and 50 m, two control lines were drawn.

Conduct: on a signal, all players run forward downhill, and for the first 20 meters they must run evenly, without overtaking each other, but when they reach the first control line, start racing. The winner is the participant who first crosses the 50-meter line without violating the rules. The scores for boys and girls are separate.

Relay race with obstacles

Target: development of speed and agility. Used as an introductory exercise for learning to pass the baton.

Organization: the class is divided into two teams that line up in a column one behind the starting line. The interval between the columns is 3 m. The first numbers receive a baton. A reversal stand is set 15 meters from the teams, and a hoop is placed in the middle of the distance, in the center of which a small white circle is drawn with chalk.

Conduct: on a signal, the first numbers run to the reversal post, having reached the hoop lying on the way, climb through it, then put it in place so that the white circle is in the center, and run further, run around the reversal post and come back, climbing through the hoop again, after which they pass the wand to the second numbers. The team that finishes the relay first wins.

Jumping on one leg

Target: development of strength, agility, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line.

Conduct: on a signal, the first numbers, standing on one leg, perform 5 jumps in a row as far as possible and stop. The second numbers begin the execution of the same task from where the first ones stopped, and so on. The winner is determined by the total length of jumps of all team players.

jump over the stream

Target: development of speed, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line. After 8 m from the starting line, two parallel lines indicate a conditional stream 2 m wide, and after another 8 m, reversal racks are installed.

Conduct: on a signal, the first numbers run to the reversal counter, jump over the stream with a run, run around the counter, come back, overcoming the stream in the same way, and pass the baton to the second numbers. If the player could not jump over the stream, then the team is awarded 2 penalty seconds. The team that finishes the relay in the shortest time, including penalty seconds, wins.

Accurate throwing

Target: development of dexterity. It is used as an auxiliary exercise for learning to throw at a target.

Organization: the class is divided into pairs, who receive a small ball and a gymnastic mace. The players of each pair stand facing each other at a distance of 8 m from each other, marked with intermediate lines 1 m apart. Maces are placed in the middle between the players.

Conduct: on a signal, the players in pairs take turns throwing the ball into the mace, trying to knock it over. The participant who succeeds moves it one line closer to him, and the game continues. The winner is the one who, as a result, moves the mace closest to himself.

Dodge the ball

Target: development of speed and dexterity, operational thinking. It is used as a lead-in exercise for learning to throw the ball at a target.

Organization: the participants of the game disperse around the site, in the center of which is the leader with a tennis ball in his hands.

Conduct: on a signal, the players begin to randomly move around the court, dodging the ball that the driver throws at them. The participant who was hit by the ball goes into the support group of the driver and, together with him, tries to knock down the players; ball passes can be used. The winner is the player who does not have time to knock down.

Throwing with the ultimate rebound

Target: development of dexterity, strength. It is used as an auxiliary exercise for learning to throw a ball and a grenade at a target and at a distance.

Organization: 8 m from the basketball backboard, a control line is drawn, after it, every meter - parallel lines indicating the footage. The class is divided into two teams that line up in a column one behind the control line. The first numbers get the ball.

Conduct: on a signal, the first numbers throw the ball at the shield so that it bounces as far as possible, then they pick it up and pass it to the second numbers. The further the rebound, the more points the participant brings to his team. The number of points corresponds to the footage of the applied lines. The team whose players score the most points wins.

catch up with the front

Target: development of speed, agility and attention. It is used as a lead-in exercise to complete training tasks for practicing low or high start techniques.

Organization: The class is divided into two teams, which line up in two lines. The distance between the lines is 2–3 m. A control line is drawn 30–40 m in front of the first line.

Conduct: on a signal, both teams from a high (low) start run to the control line. Players in the back rank strive to catch up and, with a touch of the hand, tarnish those running in front. Players who have been tarnished before the control line must stop and raise their hand. Their number is counted. Then the teams change places. The team that manages to tarnish more players from the other team wins.

penguins

Target: development of speed and agility, jumping ability. It is used as a lead-in exercise for long jump training.

Organization: the class is divided into two teams that line up in a column one behind the starting line. At 15 m from it, reversal racks are installed. The first numbers take a basketball and pinch it between their legs.

Conduct: on a signal, the first numbers in long jumps, holding the ball between their knees, rush to the bar, go around it and return to their teams, where they pass the ball to the second numbers, etc. The player who lost the ball must pick it up, return to the place where he dropped it, and continue from there. The team that finishes the relay first wins.

Throw the ball higher

Target: speed development. It is used as an auxiliary exercise for learning to run short distances.

Organization: participants line up in one line in front of a circle with a diameter of 3 m, in which lies a small ball. The treadmill starts from the circle. Two judges are appointed: one at the circle, the other at the treadmill. The second referee has flags of different colors in his hands.

Conduct: on a signal from the line, the first participant enters the playing circle, takes the ball and throws it up. While the ball is flying, the player accelerates along the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the judge at the circle says loudly: “Stop!” - and the judge at the track puts a flag in front of the place where the runner was at the time of landing. Then the same task is performed alternately by all participants. The winner is the one whose flag will be farthest from the circle.

Running with obstacles

Target: development of speed, jumping ability and attention. It is used as an auxiliary exercise for learning to overcome vertical and horizontal obstacles.

Organization: the class is divided into 2-3 teams, which line up in a column one at a time on the start line at a distance of 5 m from one another. At 20 m from them, reversal racks are installed, and on the way to them at an equal distance there are two barriers, between which a gymnastic mat is placed.

Conduct: on a signal, the first numbers run to the racks, jumping over the barriers along the way, run around the racks and come back, jumping over the mat with a run, then with a touch of the hand they pass the baton to the second numbers, etc. For each mistake - for example, if the player did not jump over the barrier or the mat - 2 penalty seconds are added. The team that completes the task in the shortest time, including penalty seconds, wins.

Caterpillar

Target: development of speed, dexterity, tactics of joint actions.

Organization: the class is divided into two teams that line up in a column one at a time at the start line. A stuffed ball is placed 10 meters in front of each team.

Conduct: all participants take a gray-haired position, bending their legs. Each player grabs the partner sitting behind him by the ankles. Thus, the whole column resembles a caterpillar. On a signal, both teams, alternately moving either their legs or their buttocks, move to stuffed balls, go around them and come back in the same way. The team that completes the task first without disengaging wins.

Handicap Pursuit

Target: development of speed, agility and attention.

Organization: With an interval of 3–4 m, two parallel lines are drawn from one another - A and B. The finish line C is drawn at a distance of 8–10 m from line B. The players are divided into two teams and line up in two lines on lines A and B, respectively. The participants of the second team occupy an uncomfortable position - crouching emphasis, lying emphasis, sitting down, standing with their backs in the direction of movement, etc.

Conduct: on a signal, the participants rush to line C, and the players standing on line A try to catch up and spot the players who are on line B. 1 point is awarded for each tagged one. Then the teams change places. The team with the most points wins.

In the lessons of sports games

ball flight

Target: development of speed and agility. It is used as a lead-in exercise for learning to catch and pass the ball in basketball.

Organization: the class is divided into several teams that perform the task in turn. The game is played in several rounds.
The team lines up in one line at a distance of 1 m from a cord with flags stretched across the hall, the height of which is 2.5 m. Each player has a ball in his hands.

Conduct: on a signal, the members of the first team must throw the ball over the cord and, quickly running under it, catch the ball on the other side. A player who does not have time to catch the ball before it lands is out of the game. Then the second team does the same task. In the second round, the distance increases to 1.5 m, in the third - up to 2 m, and so on. The team with the most players left after the final round wins.

Race balls in a circle with side steps

Target: development of speed, agility and attention. It is used as an auxiliary exercise for learning to dribble and pass the ball in basketball.

Organization: the class is divided into two teams that line up opposite each other on the front lines of the basketball court. At 2 m in front of each line, a circle with a diameter of 6 m is drawn with chalk. The first numbers receive a basketball.

Conduct: on a signal, the first numbers begin to dribble the ball with side steps in a circle, making the first turn with the right side forward, and the second with the left side, after which they pass the ball to the second numbers and step aside. The team that completes the task first wins.

Interception of the ball

Target: development of speed, agility and operational thinking. It is used as an auxiliary exercise for learning to catch and pass the ball in basketball.

Organization: The participants in the game receive the ball and line up in a circle. A ball interceptor is selected that goes to the center of the circle.

Conduct: on a signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept it in flight, on the floor or pull it out of the hands of the participants. Having mastered the ball, he takes the place of the player who lost the ball. Players who have not made a single mistake in catching and passing the ball win.

Throws into the basket from the spot

Target: development of dexterity, attention and accuracy. It is used as an auxiliary exercise for teaching basket shots in basketball.

Organization: The class is divided into two teams. Team members occupy their half of the basketball court and line up in a column one by one behind the free throw line. The first numbers - on the ball.

Conduct: on a signal, the captains throw into the ring, then run to the backboard, pick up the ball and pass to the second numbers, and they themselves return and stand at the end of the column. The team with the most balls in the basket within the time limit wins.

Volleyball pass relay

Target: development of speed, accuracy of movements, attention. It is used as a lead-in exercise for teaching ball passes in volleyball.

Organization: The class is divided into two teams. The members of each team line up on their half of the volleyball court in two opposite columns on opposite sides of the net behind the attack lines. The captains get the ball.

Conduct: on a signal, the captains pass the ball with both hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed sends it through the net to the next player in the same way, and so on. The team that finishes the relay first wins.

Single combat at the shield

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for learning to fight for the ball in basketball.

Organization: the class is divided into two teams, which line up in a column one by one behind the middle line of the basketball court and are calculated in order. The distance between the columns is 2–3 m.

Conduct: the teacher throws a basketball at the backboard and calls any number of the participant in the game. Players of both teams under this number run out of formation and rush to the ball, trying to take possession of it before the opponent. The one who succeeds brings his team 1 point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column from hand to hand to the last player in the ranks, who, having received the ball , lifts it up. The participant who lost the fight for the ball runs with side steps to his original place in the column, trying to overtake the ball, which is passed over the heads of the players of the opposing team. If the runner with side steps is in his place earlier, then his team is awarded 1 point; if not, the opposing team gets 1 more point. The team whose players score the most points wins.

In ski lessons

On one ski

Target: development of repulsion force with sticks, balance, attention. It is used as a lead-in exercise for learning to move with a sliding step.

Organization: The class lines up in one line. The interval between students is 2 m. Each participant builds a ski track for himself, and the teacher marks the start and finish lines at a distance of 20–50 m from one another.

Conduct: on a signal, all participants in the game try to slide as quickly as possible along their ski track to the finish line on one ski, lifting the other top and pushing off with sticks. A player who touches the snow with a raised ski is out of the game. The winner is the one who finishes first.

Now on the right, then on the left

Target: development of repulsion force with sticks, balance, speed, dexterity. It is used as an auxiliary exercise for learning to move on skis with a sliding step.

Organization: The class lines up in one line at the start line. The interval between students is 2 m. After 20–30 m from the start line, the turn line is marked.

Conduct: on a signal, the players, pushing off with sticks, slide to the turning line on the right ski, and back on the left. The winner is the one who completes the task first, never stepping on the snow with his free foot.

Down the snow slope

Target: development of dexterity and courage. It is used as an auxiliary exercise for learning to ski.

Organization: on a hill with a slope of 15–18°, the class is divided into two teams.

Conduct: on a signal, the players of both teams alternately ski down the slope in a high stance, trying not to fall. For each fallen team a penalty point is awarded. The team with the fewest penalty points wins.

Descent together

Target: development of dexterity and courage, attention. It is used as a lead-in exercise for learning to ski.

Organization: on the slide, the class is divided into two teams that line up in a column two behind the starting line. Each pair of participants has one pair of skis.

Conduct: on a signal, the players, trying not to fall, alternately slide down the slope, standing together on one pair of skis. The partner standing behind holds the front partner by the belt. A pair that makes a descent without falling brings their team 1 point. The team with the most points wins.

summit assault

Target: development of agility and speed. It is used as a lead-in exercise to teach skiing technique.

Organization: the class is divided into two teams that line up in one line in front of the slide.

Conduct: on a signal, all players rush forward, trying to climb to the top of the snowy mountain as quickly as possible. The team wins, all the players of which will gather at the top before the other.

Vacancy

Target: development of speed, coordination abilities and attention. It is used as a lead-in exercise to teach the technique of turning on skis.

Organization: in the clearing, the class lines up in two circles. The interval between students is 2 m. Girls are in one circle, boys are in the other. The distance between the circles is 10 m. In each circle, a leader is chosen.

Conduct: on a signal, the drivers begin to detour their circle from the outside and, having chosen one of the players standing in it, touch it with their hand, while they themselves continue to move. The tanned skiers immediately turn around and run in the opposite direction, trying to go around the circle as quickly as possible and take their former (vacant) place. The driver is trying to do the same, moving in his previous direction. The player who did not have time to take a place becomes the driver.

Descent with snowball throwing

Target: development of dexterity, courage. It is used as an auxiliary exercise for learning to ski.

Organization: the class is divided into two teams, which line up in a column one at a time on the top of the mountain behind the starting line. All players prepare two snowballs. At the end of the descent, 5 m to the side of the finish line, a portable shield measuring 1 × 1 m is installed.

Conduct: on a signal, the players take turns rolling down the slope and, passing by the shield, throw two snowballs at it. For each snowball hitting the target, the team is awarded 1 point. The team whose players score the most points wins.

Pick up the flag

Target: development of coordination abilities. It is used as an auxiliary exercise for learning to ski.

Organization: the game is played without sticks on a small slope. The class is divided into two teams, which line up in a column one at a time. On one of the sections of the descent, a control flag is placed on the right side, a judge with spare flags is also located here.

Conduct: on a signal, the players of the first team one by one with an interval of 10 seconds. start from the hill and try to pick up the flag on the descent without delaying the next participants. The judge immediately replaces the taken away flag with a new one - for the next participant. After the task is completed by the first team, all flags are returned to the judge. Then the second team does the same task. The team whose players pick up the most flags wins.

Don't get behind the gate

Target: development of coordination abilities and courage. It is used as a lead-in exercise for learning to ski.

Organization: The game is played on a long gentle slope, along which gates made of ski poles are placed. Opposite the gate are judges. The class is divided into two teams that line up in a column one behind the starting line.

Conduct: on a signal, the players take turns skiing down the slope, trying to pass through all the gates in the way, crouching so as not to hit them. For each gate that is hit or overturned, a penalty point is awarded. The team with the fewest penalty points wins.

Mutual Pursuit

Target: development of speed endurance, coordination abilities. It is used as a training exercise in preparation for passing training standards in cross-country skiing.

Organization: the class is divided into two teams that line up opposite each other in lines, the distance between which is 100 m. A reversal flag is set to the left of each player.

Conduct: on a signal, the players rush forward to the flag of the opposing player of the oncoming team, and, bypassing the flag on the right, turn back, trying to catch up with the opponent and touch him with his hand. The one who manages to do this in the time indicated by the teacher brings his team 1 point. The team with the most points wins.

Tatiana Kreminskaya,
physical education teacher, Special correctional boarding school No. 11, Mezhdurechensk, Kemerovo region

"Sharp Footballer"

A ball is placed in a circle drawn on the ground, 6 steps from which a player becomes behind the line. They blindfold him or put a paper cap on his head, shaped like a bucket without a bottom. The player turns around 360° trying to face the ball again, approaches the ball and kicks it. Few people manage to complete the exercise the first time.

"Accurate calculation"

For each team, a circle with a diameter of 40-60 cm is drawn on the ground. The player of the team becomes blindfolded in it. His task, leaving the circle, take 8 steps and return to the circle again. If the leg is on the line, then the exercise is not considered completed.

"Hit the ball"

A well-inflated ball for each team of a different color is tied to the support at a distance of at least 2 steps. At 8-10 steps from his ball, the player stands with his eyes closed. In his hands is a gymnastic (or any other) stick. The player makes a 360° turn without assistance, then walks forward. His task is to stop in front of the ball and hit it with a stick.

"Two captains"

Two teams are playing. Teams stand in circles drawn in chalk at opposite ends of the court. The rules of the game are the same as in basketball, only the teams throw the ball not into the nets, but each to their own captain. He must catch it. In this case, the team gets 1 point. The game goes up to 15 points.

"Hurry up to take a seat"

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

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

"Jump rope" ("Fishermen and fish")

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

Another version of the game involves changing the driver every time one of those standing in a circle touches her foot.

"Stop!"

The players stand in a circle and are calculated in numerical order. One of them (leader) receives a small ball and goes to the middle of the circle. The driver hits the ball hard on the ground and calls the number. The called one runs after the ball, and the rest of the players scatter in different directions. The called (new driver), grabbing the ball, shouts: “Stop!” Everyone stops and stands motionless where the team found them. The driver seeks to hit the nearest player with the ball, who can dodge the ball without leaving the spot (lean, squat, bounce, etc.). If the driver misses, then he runs after the ball, and the rest scatter. Taking the ball, the driver shouts: “Stop!” and throws the ball at one of the players. The player salted by the ball becomes the new driver. The players surround him, and the game starts over.

The rules prohibit leaving the place after the “Stop!” command, but as long as the ball is not in the hands of the driver, you can move around the court as you like.

"Living Target"

The players stand in a circle at arm's length. A circle is drawn in front of their toes. Choose a driver who goes to the middle of the circle. One of the people standing in a circle picks up a volleyball. The players throw the ball and try to hit the driver, who, escaping the ball, runs, jumps, dodges in a circle. The one who hit the driver with the ball without going beyond the line changes place with him. According to the rules of the game, a hit from the ground, as well as to the head of the driver, does not count.

"Ball on target"

A volleyball is placed in the middle of the court, and those playing with tennis (rubber) balls in their hands stand 10 steps from it beyond the line. Everyone takes turns throwing their ball at the volleyball. The winner is the one who did not miss and who, after hitting the volleyball, rolled further.

Winter training games

"Snowballs in a circle"

Two teams of 6-8 people compete in accuracy. They are located behind a common line at a distance of 5-8 m from a blank wall, fence or wooden shield, where a circle with a diameter of 0.5 m is drawn in front of each team. The teams are grouped randomly. A few minutes are given to the players to prepare the snowballs. On a signal, each team begins to throw snowballs, trying to cover their circle with them as soon as possible. The team whose players do it faster wins.

"Live targets"

Two teams are built in ranks facing each other at a distance of 10-12 steps. Each participant in the upcoming skirmish outlines himself in a circle with a radius of 0.5 m. The head of the game stands on the side between the lines. At his signal, "First, start!" the first number of one of the teams makes a snowball and throws it at the player standing opposite. In this case, the thrower has no right to leave the circle. The one who is thrown at can dodge in any way (crouch, jump), but does not leave the circle. Then a new command is given: “First, answer!” Now the player of the other team throws a return snowball.

When all players throw snowballs at each other once, the referee counts the number of hits. For each hit, the team gets 1 point. After three rounds, the total number of points scored by the teams is calculated. The team with the most points wins.

"On a sled with a transfer"

Teams (7-8 people) are built in a column one by one behind the common start line. In front of each of them there is a path 3-4 m wide marked with colored paper or flags. At the end of the path there is a turning sign: a flag, a snowball. The guides hold the sled by the rope, on which the next player of the team sits. At the signal, the sleigh carriage sets off. Participants go to the turntable, go around it and come back. Then they go around their team (counterclockwise) and the one who carried the sled remains at the end of the column, the second player gets up from the sled to set off with the sled, on which the next (standing in front) player of his team took his place. The team whose players have previously been in the role of both a rider and a rider wins.

"Compass"

A circle with a diameter of 2-3 m is drawn on the ground. At a distance of about 3 m from the circle, the cardinal directions are written (marked), checking with the compass: C (north), S (south), 3 (west) and B (east). The players stand with their backs to the center and listen to the leader’s command: “South!”, “North!”, “West!”, “East!” Hearing, for example, the command “North!”, Everyone should turn towards the north. Players facing south turn 180°, others only need to make half a turn to the right or left.

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

Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful way to jump and run, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

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