Outdoor games in the gym for high school students. Collection of outdoor games for children of primary school age

Features of sports games for schoolchildren aged six to fifteen years

As a rule, sports games are usually divided by the presence / absence of equipment, the number of participants, the level of specific physical fitness or intensity, as well as the territory occupied by the game, winning goals, scoring system, plot, etc. It is recommended to alternate sports games with each other, and take a 10-minute break between periods of the game.

Conditional classification of games for schoolchildren

Physical games for school-age children are divided into: reaction games, which include tug games (power games), catch-up games, search games, relay (competitive), ball games (for accuracy), jumping games.

Team games for schoolchildren

"Herd"

Children are divided into 2-3 wolves, 1 stallion and several foals. All the remaining children join hands, forming a corral where the foals are. A stallion should walk around this pen and guard it. The wolves at this time should get into the circle, but if the stallion knocks down the reckless wolf, he is out of the game. The game lasts until the stallion "neutralizes" all the wolves or the wolves "drag all the foals.

Features of the game: helps to develop team feeling, speed and reaction.

The inventory is missing.

"Kangaroo"

Children should be divided into two teams of different number of members who will compete in jumping on one leg, while holding a glass of water in their outstretched hand. The child runs around the circle and passes this glass to the next participant. The team that has the fastest passing speed and the largest volume of water in a glass will win.

Features of the game (relay race): development of dexterity, coordination.

Inventory: a glass of water, flags or skittles, which indicate the distance.

"Pull-push"

The competition includes a run of 20-30 meters. Each pair of participants stands with their backs to each other, holding hands. The goal of the participants is to run to the finish line in such a position and return back. The difficulty of the game is that one player runs backwards while the other runs backwards. Play the game step by step until the winning pair is determined.

Features of the game (pair relay race): development of speed, coordination.

Inventory: flags that indicate the distance.

Sports games aimed at the personal victory of the participants

"The Frogs"

Two children are given 2 sheets of paper. After that, they will have to go through a conditional swamp along the so-called bumps. We put the first sheet at the start, the child stands on it with two legs, we lay the second sheet in front of him. Having stepped on it, the participant must shift the second sheet forward, etc. The essence of the game: to quickly get to the agreed place and return to the start. The game includes paired circles in the amount of 3-4, up to 10 minutes.

Features of the game (competitive): development of speed, coordination.

Inventory: A4 paper, flags indicating the distance.

"Crabs"

Two children, with their arms apart, should squat down, then move sideways with alternating steps. Goal: get to the conditional finish line and return back. You can complicate the task with the help of a ball, which each of the participants will roll in front of them with one hand. The game includes paired circles in the amount of 3-4x, up to 10 minutes.

Features of the game (competitive): dexterity, speed, coordination.

Inventory: tennis balls, flags that indicate the distance.

"Fishermen"

A thread (1.5 meters) is attached to each of the participants on the belt, on which a balloon is tied. Purpose of the game: to catch a lot of fish (to burst the balloons of other participants, while making sure that your opponents do not burst your balloon). The game continues until a winner is determined.

Features of the game (chasing without a driver): development of dexterity, speed, reaction.

Inventory: threads and balls according to the number of players.

MOBILE GAMES for students in grades 5-9

SPEED RUNNING GAMES

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

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

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

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

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

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

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

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

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

HIGH JUMP GAMES

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

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

HIGH JUMP AND LONG JUMP GAMES

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

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

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

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

GAMES WITH THROWING AT RANGE AND ON THE GOAL

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

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

Rules
1. Each player of the kicking team may hit the ball only once, regardless of whether he hit the ball with his bast shoes or missed. He gets the right to a second hit and further ones each time after he runs over the horse line and returns to the city without being touched by the ball.
2. Two or three players can run across at once.
3. For back dashes from the Kona line to the city, players can wait for the most favorable moment. In this case, it is allowed to run out of the horse line after the next blow from the suburb line.
4. Players of the field team have the right to run with the ball around the field and throw the ball to one another.
5. Players of the field team are prohibited from interfering with those who cross (get in the way, delay).
6. Runners are prohibited from crossing the sidelines of the court.
7. A ball deliberately kicked out of the field by a player is not counted and the kick is taken again.

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

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

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

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

GAMES WITH RUNNING, THROWING, OVERCOMING OBSTACLES, HIGH JUMP AND LONG JUMP

Shoe with obstacles
Two teams are playing. One is located in the "city", the other in the "field". Three circles with a diameter of 1 m are drawn in the field at a great distance from one another. These are the stations. One of the field team becomes in the city to serve the ball. The players of the city team, in turn, hit the ball with their bast shoes and run in order to the first, second and third stations, trying to return to the city without being touched. On the way from the third station to the city, they have to overcome two obstacles: a designated trench 1.5 m wide and an inverted barrier (fence 60-70 cm high). The player who hit the ball and managed to run through all three stations without stopping, overcome two obstacles and return to the city without being tagged, receives four points for his team. If the run comes after the second or third hit (the second or third player), then the team receives only one point. During runs, the players of the field catch the ball and use it to touch those running while they are outside the city or outside the station. If someone is upset, the teams change places and roles. The game lasts 15-20 minutes. The team with the most points wins.

Relay race with running, jumping, throwing

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

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

for children of primary school age.

1-4 grade

INTRODUCTION

This collection includes outdoor games that can be used in physical education lessons in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. 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.

Purpose of the game: development of the eye, dexterity.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).

All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

When all the "ducks" are knocked out, the teams change places.

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out the largest number of "ducks" wins.

Purpose and nature repeats the game ».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

The game starts from a small distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

Purpose of the game: development of dexterity, coordination of movements.

A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.

The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.

Each of the players must jump and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whom the rope has never touched on the legs.

After changing the driver, the game starts over.

Purpose and nature "(salka, ).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Purpose and nature reminiscent of the game ».

The playing area is divided by two lines at a distance of 10-15 m from one another. From the players, the driver is selected - "pike", and the rest of the participants in the game - "carp". The driver - "pike" is in the center, and "carp" are located on one side of the site behind the line.

On a signal or command from the teacher, the “carp” run across to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 "carp" are caught, they form a net, holding hands. Now, running from line to line, the playing "carp" must run through the seine (under their hands).

When 8-10 people are caught by a pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass twice under the arms).

When 14-16 people are caught, they form two lines, holding hands, between which the rest of the carp must pass, but a pike stands at the exit and catches them.

The winner is the last carp caught.

Purpose and nature » (« »).

Of the playing children, two are chosen: one is a "shuttle", the other is a "weaver". The rest of the children become pairs, facing each other, forming a semicircle. The distance between the pairs is 1-1.5 m. Each pair holds hands and lifts them up, forming a "gate".

Before the start of the game, the “weaver” stands at the first pair, and the “shuttle” at the second, etc. At the signal of the teacher (clap, whistle) or at his command, the “shuttle” begins to run “snake”, without missing a single gate, and the "weaver", following his path, tries to catch up with him.

If the “shuttle” has time to run to the last pair of the semicircle and is not caught, then he, together with the “weaver”, becomes the last pair, and the first pair starts the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “stain” it before it reaches the last pair, then it becomes a “shuttle” itself, and the player who was a “shuttle” goes to the first pair and chooses a pair from the two. With this player, he forms a pair at the end of the semicircle, and the one left without a pair becomes the "weaver".

Rules of the game: The game ends when all pairs have run.

Purpose and nature is a kind of game ».

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, the leader (“tag”) is selected, but he is called the “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 “tarnish” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

When the children run from house to house and take their places, the game resumes, but there are already two drivers.

Rules of the game: the game continues until there are three or four players not caught.

Purpose and nature is a kind of game ».

Two lines are drawn on the playground, behind which are the "houses" of the players. The distance between the lines is approximately 6-10 m. A “trap” (leader) is selected from among the players, who takes a place between the two lines.

The rest of the players stand at the line and rhyme in unison:

We are funny guys
We love to run and play.
Well, try to catch up with us.
One, two, three - catch! ..

After pronouncing the word “catch”, the children run across to the other side of the playground, and the trap seeks to catch up with those who are running and “touch” them (touch with their hand). The player who was touched by the trap before he crossed the line is considered to be caught and steps aside, sits down near the “trap”.

Rules of the game: after two or three runs of children from line to line, the number of players caught is counted, and then a new trap is selected:

    during the game it is desirable to determine the best trap.

Purpose of the game: learning to ski (in the lower grades) in various ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Purpose and nature is a kind of game ”, but instead of a “trap” of playing children, a “tag” catches.

Boundaries are marked on the playground (lines are drawn or flags are put), beyond which playing children cannot go. Of all the children playing, one is selected - “tag”. He stands in the center of the playground, and the rest of the children run around the playground.

At the signal of the teacher: “Catch! ..” (clap hands, whistle, etc.), the game begins. Children run around the playground, and the “tag” tries to catch up with someone and touch it with his hand (“tarnish”). The child who was “tarnished” leaves the playground. After the “tag” manages to “tarnish” 3-6 playing children, the teacher can stop the game and replace it with a new “tag”.

Game option: the very first child whom the "tag" managed to "tarnish" becomes the "tag", and the "tag" takes its place.

Purpose of the game: training in long jumps in water, strengthening the musculoskeletal system.

The game is played in shallow water, where the depth reaches the child's knees.

Before the start of the game, the teacher shows the children how the frog jumps, and then offers to repeat.

Standing in the water, the child crouches deeply, then, sharply straightening his legs, pushes them off the bottom and makes a jump, stretching his arms forward. During the jump, the legs are pulled up to the arms. The child falls on both legs.

After mastering the technique of jumping, the teacher can arrange a competition between 3-4 "frogs", which of them will jump further in 3-5 jumps.

Purpose and nature reminiscent of the game ».

Children line up in one line at arm's length from each other at the very edge of the water. On a signal (clap hands, whistle, etc.) or the teacher's command, the children take turns or simultaneously, pushing off with both feet, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Game option: from the water's edge, the child makes not one, but three jumps in a row, two of which are already standing in the water.

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Purpose of the game: sliding on ice while maintaining balance, development of accuracy, eye.

An ice track 5-7 m long is “rolled out” on the playground. A cube (puck) is placed at a distance of 1.5 m from the beginning of the track. Children in turn, running up from a distance of 2-3 m, slide along the path on the sole of the shoe and try to move the cube as far as possible when sliding with their foot.

The winner is the player who moved the cube the farthest.

Game option: if after the first attempt the cube is still on the ice track, the players are granted a second attempt. Moreover, the player who did not move the cube in the first attempt is eliminated from further competitions.

Purpose and nature is a type of game ».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players playing with their free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

    you can make two identical "snake" lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Purpose of the game: learning to quickly and accurately pass the ball to another player, developing dexterity and coordination of movement.

A line is drawn on the playground. Playing children are divided into 2-3 teams with an equal number of players. Teams stand at the line in columns at arm's length one after another. The distance between the columns is 1-1.5 m. The legs of the players are spaced shoulder-width apart. The child standing first in the column holds the ball in his hands.

At the signal of the teacher (clap hands, whistle, etc.) or his command: “Up! ..” or “Raise your hands! ..” all children raise their hands up, and the first child passes the ball over the head to the second, the second - to the third, etc., until the last child in the column receives the ball. When the last player receives the ball, he runs and gives the ball to the teacher.

The team whose player first gave the ball to the teacher wins.

Game options:

    first, the ball is passed from the top from front to back, and then in the opposite direction: from back to front, and therefore the player who is standing first gives the ball to the teacher;

    the ball is passed back down between legs wide apart;

Summing up the results of the game, the teacher notes the clarity of the team game.

Purpose of the game: learning in a playful manner jumping and running, 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 their legs.

At the signal or command of the teacher, the children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and themselves stand at the end of the column.

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team, they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Variety " ”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

Located between the "minks" and the dog's booth, the playground is a garden with beds. If desired, it can be marked with dashes or circles of the beds.

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “burrows”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

Variety of game ”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the educator, the “mice” leave their “minks” and begin to run around the playing field, coming close to the “cat”. After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to its place, and the game starts all over again, but without their participation.

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

From among the children playing, two are chosen: a “hunter” and a “homeless hare”. The rest of the "hares" children draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes the hunter, and the hunter becomes the hare.

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. The rest of the game follows the same rules.

Purpose of the game: learning in a playful way to walk, run, develop dexterity, coordination of movements.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

After the word "run", the children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first couple to join hands.

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

Purpose and nature it reminds me of a game ».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball in the process of movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon, and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

On the playground, before the start of the game, parallel lines are drawn at the bottom at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the start and finish lines.

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

The game involves the competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the opponent's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The team that has more uncaught own fish left, but more "caught" foreign "fish" wins.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Purpose and nature this game is close to the game ».

On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The participant who wraps the cord up to the ribbon first wins.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

Purpose and nature is a kind of game ».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

Purpose of the game: strengthening of the musculoskeletal system, development of dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

A line is drawn on the playground. At a distance from it (no more than 20 m), flags and racks are installed.

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. Sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

Purpose of the game: development of attention, the ability to respond to a signal.

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Purpose and nature the game is a kind of ».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice tracks are rolled according to the number of teams playing, 1-1.5 m long. After 2-3 m from the ice tracks, there are snow banks (according to the number of playing teams) 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, successfully jumping, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay race is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

On a signal or command, the teachers standing first in the columns start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

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On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Purpose of the game: development of dexterity.

On the playground, 2-3 pairs of children are placed against each other at arm's length, forming a kind of gate. These children are blindfolded.

The rest of the children stand in front of these "gates". The teacher sets the task for them: to pass through these “gates”. You can pass sideways, crouching or bypassing the “gate” by crawling, but you can’t run.

Blindfolded children, forming a “gate”, raise their hands at the slightest rustle, move them from side to side, trying to catch the passerby. The caught child (according to the conditions of the game, he can be grabbed or simply touched with his hand) is eliminated from the further game.

The teacher watches the game and notes those players who have successfully passed through the "gate" more times.

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent, there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must lift, crouching and bending over while moving, without losing balance.

Game option: a child can go down this hill on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

Purpose of the game: in its tasks and character resembles a game " ».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Purpose of the game: training in the main types of movement, develops discipline and attentiveness.

On the playground, hoops are laid out or circles with a diameter of 50-60 cm are drawn according to the number of participants in the game. These are bird nests. In each of them becomes a child-"bird". The teacher says: “The sun is shining. The birds have flown out of the nest."

After these words, the “birds” jump out of their nest and scatter around the playground, waving their “wings” arms, moving from walking to running and back.

The teacher gives another signal: “Evening is coming ... The birds are flying home! ..”

After these words, the “birds” rush to take a free or only their nest (depending on the conditions of the game).

Rules of the game: jump out and jump into the nest on only two legs. During the "flight" on the playground, do not collide with each other. When occupying free nests, do not push, do not quarrel, do not use force, pushing out another bird.

The teacher notes the children who were the first to return to the nests, the children who “flew out” better and returned to the nest, who “flyed” around the playground better, not forgetting to praise all the children, creating positive emotions.

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

Purpose of the game: training in the form of a game in the main types of movement (walking, running), development of coordination of movements, strengthening of the musculoskeletal system.

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" makes the movement with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

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. Very effective for solving this problem are also exercises with affordable weights - 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, they 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 jump 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 having reached the first control line, start running a race. 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 counter, 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 counter and return 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 dribbling 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

GAMES FOR STUDENTS 1 - 2 GRADES

"WE ARE FUN GUYS"

Number of players: from 10 to 40 people.
Location: hall, playground.
Training. two parallel lines are drawn at a distance of 15 - 20 m. This is "home". The driver becomes in the center of the site, and all the rest are located behind the line of one of the "houses".

Description of the game. At the signal of the leader, the children say in chorus:
We. funny boys,
We love to run and play.
Try to catch up with us!
After the word "catch up" the players run to the opposite "house". The driver tries, having caught up with them, to touch with his hand. The stained step aside. After that, the game is repeated again.

Rules: 1) you can run across only after the word "catch up"; 2) you can’t run back over the “home” line; 3) it is possible to catch those who cross only to the line of the opposite "house".
Methodical instructions. The poem must first be learned. Drivers should be changed after 3-4 dashes. Along with the new driver, the stained ones also enter the game.
The pedagogical value of the game. The game contributes to the improvement of running skills with a change in direction, brings up courage, ingenuity, speed of reaction and orientation.

WOLF IN THE DITCH


Location: hall, playground.
Training. Two parallel lines are drawn in the center of the site at a distance of 60 - 80 cm from one another. On opposite sides of the hall, two "houses" are marked with lines. 1 - 2 drivers are selected - "wolves", who take a place in the "ditch". The rest of the players - "goats" - are located behind the line of one of the "houses".

Description. At a signal, the "goats" run to another "house", jumping over the "ditch" on the move. "Wolves" are trying to tarnish the jumpers. Those caught move away. After that, the run is repeated. Those who won't be caught once win.
Rules: 1) Dashing is allowed only on a signal; 2) it is impossible to step on the "moat"; 3) "wolves" do not have the right to run out of the "ditch"; 4) those who linger in front of the "ditch" must jump over it at the command of the leader, otherwise they are considered caught.

Methodical instructions. With a large number of players, dashes are carried out by several groups. The distance between the lines and the number of "wolves" in the "ditch" can be increased.
Options: 1) jump over the "moat" from a place (with a push of one and two legs); 2) after counting, the tainted ones continue to play.
The pedagogical value of the game. The game helps to improve the skills of running and long jump, develops orientation, quick wit, courage.

"TWO FROST"

The number of players; 20 - 30 people.
Location: hall, playground.
Training. On opposite sides of the hall, two "houses" are marked with two parallel lines. Two drivers - "frosts" - become in the middle of the site. The rest are located behind the "home" line.

Description. Two "frosts" but the leader's team turn to the players with the words:
We are two young brothers.
Two frosts removed:
I am the red frost.
I am frost blue nose *.
Which one of you decides
To go on a path?
The children answer:
We are not afraid of threats
And we are not afraid of frost.
* The third and fourth phrases are pronounced by the drivers in turn.

With these words, the children begin to run to the opposite "house". "Frost" stains them - "freezes". Those caught remain in the place where the “frost” touched them.
With a reverse run performed after the same command, the players try to help out the stained by touching them. "Frosts" interfere with this.
After several runs, the drivers change. Win those who were not caught.

Rules: 1) you can run across only after the words “and we are not afraid of frost”; 2) you can not return to the "home"; 3) you can not run out of the "house" to free those caught.
Methodical instructions. Words must be learned before the game starts. It is better to place the drivers one behind the other, outlining their zone of action. Assistants should be involved in judging.
The pedagogical value of the game. The game requires quick orientation, dexterity, and courage from the players. It helps to develop a sense of comradely mutual assistance, helps to improve the ability to run quickly, easily changing the speed and direction of movements.

"HARE WITHOUT A LAIR"


Location: hall, playground.
Training. Players are counted in triplets (fours or fives). Two players join hands, a “hare” becomes between them. Two drivers are selected - "hunter" and "hare". All players are evenly distributed around the court.
Description. On a signal, the "hunter" begins to catch the "hare", which runs away from him. Fleeing from persecution, the "hare" runs into someone's "house". The owner of the "house" is forced to run away from the "hunter". If the "hunter" manages to touch the evader, then they change roles.
Rules: 1) you can not run through the "house"; 2) standing in the "house" must immediately run out to make room for the "new hare"; a hesitant "hare" can be stained; 3) you can not prevent the "hare" from running into the "house".
Methodical instructions. Those standing in pairs need to be changed with those who run away, establishing the rule that it is imperative to replace the one who has come running with the players who form the "house". It should not be allowed to catch one pair of players for a long time.
Options: 1) move "houses" around the site; 2) close "houses" on a signal.
The pedagogical value of the game. The game helps to improve the speed of reaction, orientation, dexterity, brings up resourcefulness, determination.

BIRDS AND CAGE

Number of players: 20 - 30 people.
Location: hall, playground.
Training. The players are divided into two subgroups. Some, holding hands, form a circle - a "cage". Others are located on the outside of the circle. The game is best played with musical accompaniment, for which two melodies are selected.
Description. At the signal of the leader, those standing in a circle to the music begin to move in one direction. The other part of the players - "birds" - with their arms apart, moves in the opposite direction. Then the melody changes, standing in a circle stop and raise their hands up. "Birds" run in and out of the "cage". At the second signal, the music stops, those standing in a circle squat and put their hands down. Those who find themselves inside the "cage" are considered caught and become in a common circle. So the game continues until all the "birds" are caught.
Rules: 1) you can’t lower your hands (“close the cage”) before the signal; 2) those are considered caught who, at the time of the signal, have their head inside the cage; 3) during the second melody, all the “birds” must run through the cage.
Methodical instructions. The direction of movement of the players must be changed. The duration of the melody should be different. It is necessary to ensure that children do not use force during detention.
Options: 1) move in dance steps; 2) Pick up multiple tunes requiring different modes of movement.
The pedagogical value of the game. The game improves the speed of reaction, develops an ear for music, the rhythm of movements, brings up decisiveness, creative activity.

"GUESS WHO"

Number of players: 10 - 20 people.
Location: hall, corridor, playground.
Training. The players form a circle. Inside the circle becomes the leader.
Description. At the direction of the leader, the driver closes his eyes. One of the players approaches the driver, touches him and, changing his voice, calls his name. After the player returns to his place, the leader allows the driver to open his eyes and name the one who came up. If he guesses correctly, then the named player takes his place.
Rules: 1) you can not open your eyes without the permission of the leader; 2) You only need to return to your place.
Methodical instructions. The driver, who did not guess several times, must be replaced by another. You can allow the players not to pronounce the name, but to imitate animals and birds.
The pedagogical value of the game. In this game, children learn to move silently. They develop hearing, observation. The game is typical for the final part of the lesson.

ANIMAL RELAY

Number of players: 20 - 30 people.
Location: hall, playground.
Training. Players are divided into teams with an equal number of players. Each number receives the name of an animal: “lion”, “bear”, “elephant”, etc. All teams line up in a column behind the start line. At a distance of 5 - 8 m, another line is drawn.
Description. On command, the first numbers of all teams begin to move to the opposite line. At the same time, they imitate the movement of the animals they depict. Having reached the line and touched it with their hand, they return back. The one who comes first brings his team a point. After that, on command, the second numbers start running, etc.
Rules: 1) you can start moving only on the command "March!"; 2) having reached the line, you need to touch it with your hand; 3) while running, be sure to imitate the movements of the animal.
Methodical instructions. You should not choose too complicated methods of transportation. It is necessary to monitor the preservation of the order and discipline of the players. In necessary cases, it is possible to build students not in columns, but in a line. After each run, you need to announce the total score.
Option: sudden call numbers.
The pedagogical significance of the game The game promotes the development of speed, agility, strength, brings up responsibility for one's actions to the team.

RELAY WITH BALLS

Number of players: 20 - 30 people.
Place and equipment: hall; 4 - 6 balls, the same number of maces.
Training. The players are divided into four to six teams, which are located in columns behind the start line. At a distance of 4 - 6 m from the start line, a mace is placed in a circle against each team. A ball is placed in front of each team.
Description. On a signal, the first players throw or roll the ball across the floor, trying to get it into the mace. After that, they quickly run after the ball and return it to the second player. The fallen mace is placed in a circle. The second player repeats the actions of the first. For the downed mace, the team receives a point. The team that finishes the relay early (for this it gets 10 points) wins and knocks down more maces, that is, scores more points.
Rules: 1) you can only knock down a mace in the specified way; 2) when throwing, do not step over the line; 3) players must not be prevented from picking up their ball or club; 4) it is not allowed to throw the ball to the next player without reaching the start line.
The pedagogical value of the game. The game improves throwing skills, develops dexterity and accuracy of movement.

"STOP!"


Place and inventory: hall, playground; small ball.
Training. The driver receives the ball and stands inside the circle. The rest of the players stand in a circle and are calculated in numerical order.
Description. At the signal of the leader, the driver throws the ball to the floor and calls any number. The called player runs into the circle and tries to catch the ball. At this time, the rest of the players scatter around the court. Having caught the ball, the player shouts: "Stop!". Everyone stops at the place where the team found them. The driver throws the ball at one of the players who can dodge the ball without moving. If the ball hits a player, then a penalty point is given to him and the game starts again. If the throw is unsuccessful, then the driver runs after the ball and, having caught it, commands again: “Stop!”.
Rules: 1) it is not allowed to leave the place after the command “Stop!”; 2) Don't throw the ball hard.
Methodical instructions. After an unsuccessful throw by the driver, all players must return to their places in the circle. It is not allowed to hide behind each other and in any shelters The game is played up to a certain number of penalty points
Options: 1) give each player the number or name of the animal; the driver, throwing the ball, must correctly name this player; 2) include the rule of "receiving the ball" from the driver. The player receiving the ball. becomes a leader. These options are suitable for children of older age groups.
The pedagogical value of the game. The game helps to consolidate the skills of catching and throwing a small ball, contributes to the development of speed of reaction, orientation, the ability to quickly switch from one action to another.

GAMES FOR STUDENTS 3rd - 4th GRADES

"DAY AND NIGHT"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. In the middle of the site, two parallel lines are outlined. All players are divided into two teams, which are located along the line opposite each other. Behind them, two or three meters from the wall, lines of "houses" are drawn. One team gets the name "day", the other - "night".
Description. The leader calls one of the teams. The named team catches the players of the other team, who, turning around, run away to their "home". After counting the stained teams, they return to their places, and the game is repeated again. The team that catches the most players wins.
Rules: 1) start running only on command; 2) to catch those who run away only to the line of "home"; 3) you can not run away from the pursuers by changing the direction of the run.
Methodical instructions. You need to call commands unexpectedly. Assistants should be involved in judging.
Options: 1) use different starting positions for the players; 2) offer the players to perform various tasks - exercises.
Pedagogical value. The game improves the speed of reaction to auditory signals.

"CALL"


Location: hall, playground.
Training. On opposite sides of the site, lines of "houses" are drawn. The players are divided into two teams, which are located behind the lines in one line.
Description. By appointment of the captain of one of the teams, one of the players runs to the “house” of the “opponent”. Participants stretch their arms forward, turning their palms up. The player who came running touches the palms of one or three different players three times. After the third touch, the player runs to his "home", and the participant called by him tries to catch him. If he fails, then he stands behind the player who called him, and in case of success, the escaping player goes into "captivity" to the other team. After that, the captain of the opposing team appoints his player to take out the "opponent". The team with the most captured players wins.
Rules: 1) you can not start running until the third touch;
2) you can only fish up to the “home” line; 3) the caught one goes to the opposite side and becomes the “prisoner” of the player who called him; 4) the "prisoner" can be rescued.
Methodical instructions. Captains should not be allowed to send out the same n players in a row to challenge. The game must be played without long pauses, requiring quick action from the players.
Pedagogical value. The game contributes to the education of reaction speed, running speed, courage and mutual assistance.

carp and pike

Number of players: 30 - 40 people.
Location: playground, hall.
Training. On opposite sides of the site, two lines of "carp houses" are drawn. The driver - "pike" - becomes in the middle of the site, the rest of the players - "carp" - are located in one of the houses.
Description. At the command of the leader, the "carp" begin to run to the opposite "house". "Pike" is trying to catch them. The stained step aside, and then, when there are 5-6 of them, they join hands and form a "network". "Pike" becomes behind the "net". Now, when crossing, "carp" are required to run through the "network". Those caught later form a circle - “basket”, and then - “top”, becoming in two lines facing each other. The one who is caught last wins.
Rules: 1) running across is allowed only on command;
2) "carp" are obliged to run through all the "nets" of "fishermen";
3) the players forming the "net" should not interfere with the running "carp"; 4) "pike" cannot run into the "net" (players can catch it).
Methodical instructions. With a large number of players, there can be two drivers. Participants should be encouraged to take active, decisive action.
Pedagogical value. The game contributes to the education of speed, dexterity, orientation, courage, collective action.

"RACE OF BALLS IN A CIRCLE"

Number of players: 20 - 30 people.
Place and inventory: hall, playground; two big balls.
Training. The players form a circle and count on the 1st - 2nd. The first numbers make up one team, the second - another. The guides of both teams - the captains - are given a basketball or volleyball each.
Description. On a signal, the captains pass the ball to the nearest players of their team. Moreover, it is predetermined that one team passes the ball clockwise, and the other - in the opposite direction. The ball is passed to each player in turn and returned to the captain. The team that manages to pass the ball a certain number of times in a circle wins.
Rules: 1) the ball can only be passed through one player; 2) you can not leave your place; 3) the fallen ball must be caught and, returning to its place, pass it to the next player.
Methodical instructions. If there are many players, then several circles are formed. Each circle must have its own judge. The ball should only be passed in a certain way.
Options: 1) transfers to perform in a sitting position;
2) before the start of the game, give the balls to the players who are on opposite sides of the circle; 3) pass the ball to both teams in one direction. The game ends when one ball catches up with the second.
Pedagogical value. In the game, the skills of catching and passing the ball are improved, the speed of reaction and orientation develops, and a sense of collectivism is brought up.

"SHOOT"

Number of players: 20 - 25 people.
Training. The players are divided into two teams. The site is divided by a line into two halves. On opposite sides of the site, two lines are drawn 2–3 m from the wall of the hall. All players are located inside the field, each team is on its side.
Description. One of the teams gets the ball by lot. On a signal, the players of this team begin to stain the players located on the opposite side of the court with the ball. The players of this team do not leave the field, they try to avoid being hit by the ball. The ball that bounced off the court or the player, they catch and, in turn, begin to stain the "opponent". The tainted player is out of the game. The team that manages to quickly knock out the players of the opposite team wins.
Rules: 1) a player is considered to be tarnished, in which the ball hits from the fly; 2) you can not step over the lines of the site;
3) it is allowed to catch the ball, but if the ball is not caught, the player is considered to be spotted; 4) you can’t run with the ball in your hands (you can move freely without the ball).
Methodical instructions. Each team should appoint a captain. The length of the field should not be too large, as this will complicate the actions of the players. It is better to determine the methods of throws in advance and seek their use. Do not throw the ball hard, do not aim at the head of the fleeing.
Options: 1) the spotted are taken prisoner between two lines on the side of the enemy. They can be rescued by throwing the ball to them; 2) allow throws at players only from two or three points on the middle line. Players at these points can pass the ball.
Pedagogical value The game is a typical example of team games in which a high coordination of the participants' actions is necessary. It contributes to the consolidation and improvement of skills in throwing the ball, the development of speed, orientation and reaction, the development of collectivism and mutual assistance.

FORTIFICATION PROTECTION

Number of players: 12 - 15 people.
Place and inventory: hall, playground; big ball, three gymnastic sticks.
Training. A circle is drawn in the center of the hall. The players are evenly spaced behind his line. In the center of the circle, a “fortification” is installed - three connected sticks. The driver is selected, who becomes next to the "strengthening".
Description. On a signal, the players try to hit the ball into the "fortification". The driver prevents this. The player who hits the target changes place with the driver.
Rules. 1) throw the ball without going beyond the circle line; 2) the driver does not have the right to hold the reinforcement with his hands; 3) change the driver only after the "fortification" is knocked down (or the defender himself drops it).
Methodical instructions. The distance between the reinforcement and the throwers should be adjusted according to the abilities of the students. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball.
Options: 1) instead of “strengthening”, put several maces in a circle, which the driver has the right to set again after a fall; 2) to the driver to protect the player who enters the non-circle.
Pedagogical value The game helps to improve the skills of throwing, catching and passing the ball, brings up courage, quickness of orientation and decision.

"DO NOT GIVE THE BALL TO THE LEADER"

Number of players: up to 10 people.
Training. The players form a circle with a diameter of 8 - 10 m. 2 - 3 drivers become in the center of the circle. One of those standing in a circle is given a ball.
Description. On a signal, the players begin to pass the ball to each other. Drivers try to intercept the ball or touch it. If they succeed, then the player who made the mistake takes the place of the driver, who moves into the circle.
Rules: 1) the driver has the right to touch the ball not only in the air, but also in the hands of the players; 2) you can not run with the ball in your hands; 3) it is not allowed to throw the ball over the head of the drivers.
Methodical instructions. It is necessary to draw the attention of the players to the importance of using distracting movements with the ball and the coordination of the actions of the drivers. To teach the players to keep their place, you can arrange them in a drawn circle.
Pedagogical value. The game is one of the preparatory for basketball, handball. In it, students master the skills of technology and tactics of these games.

"FIGHT OF COCKS"

Number of players: 20 - 40 people.
Place; hall, playground.
Training. Players are divided into pairs according to their abilities. In each pair, the players stand opposite each other on one leg, bending the other leg, hands behind their backs.
Description. On a signal, the players seek to unbalance the “opponent” with a push of the shoulder, forcing him to stand on two legs. One point is awarded for each successful attempt. The one with the most points wins.
Rules: 1) you can not push with your hands; 2) you can not change the leg without a command.
Methodical instructions. The playing field must be level, without holes or potholes. Crowding of players in the hall should not be allowed, which can lead to injury.
Pedagogical value. The game is used mainly in the introductory part of the lesson. It contributes to the development / strength, agility, speed of reaction.

"CLASS, QUIETLY!"

Number of players: 30 - 40 people.
Places o: hall, playground.
Training. The players line up in one line.
Description. The leader gives various commands. It is necessary to fulfill those of them, before which the word "class" will be said. Those who make mistakes take a step forward, but continue to play. At the end of the game, the most inattentive are marked.
Rule: the player who did not execute the command with a preliminary word, as well as the one who executes the command without a preliminary word, take a step forward.
Methodical instructions. You need to pause between successive commands. The game does not have to be played standing still.
Pedagogical value. The game helps to learn combat commands and rebuilding, brings up attention and speed of reaction.

GAMES FOR 5TH-8TH GRADE STUDENTS

"FIGHT IN SQUARE"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. Three squares are drawn in the middle of the hall.
one measuring 10X10 m and two 5X5 m. All players stand in a large square.
Description. At the signal, the fight begins. Everyone strives to stay in the big square. Those who are behind the lines go to the next square. After a certain time, at the signal of the leader, the fight stops. Those who have passed to the next square are preparing to continue the struggle there. Those who manage to stay in the big square win.
Rules: 1) during the fight it is allowed to grab the "opponent" only by the arms and torso; 2) you can not attack the player from behind; 3) the one who crosses the limiting lines with both feet is considered to be out.
Methodical instructions. The game is recommended for boys only. The time of struggle must be strictly dosed (no more than 1 min.). This is followed by a break for explanations and transitions. Each square must have its own judge. It is necessary to demand from the players a fair fight, excluding an attack from behind and two against one.
Option: alternately call one or two pairs into the square. For a win in a pair, the team receives a point.

OVERCOMING OBSTACLES RELAY

Number of players: 20 - 30 people.
Location: hall, playground.
Training. At 3 - 4 m from the steppe, two parallel lines are drawn on opposite sides of the hall. An inverted gymnastic bench is installed in the middle, a gymnastic horse and a goat are placed 5-6 m from the lines.
The players are divided into 2 teams, which, in turn, are divided into two halves. One part of the team is located on one half of the hall, the other is opposite it (Fig. 2).
Description. On a signal, the guide columns located on one of the sides begin to run towards the opposite column. On the way, they jump over a goat, run along a rail, a gymnastic bench, crawl under a horse. Then the guides touch the next player on the start line, who repeats their entire path, and they themselves become the last in the column. The game may end when all players switch sides or return to their places.
Rules: 1) you can start running only after touching the next player; 2) for violation of the method of overcoming obstacles, players are penalized with points.
Methodical instructions. When distributing players among teams, their strengths must be taken into account. Assistants should be involved in refereeing, who would count the penalty points. You can pre-determine the amount of points for the winner, from which to subtract penalty points in the future.
Pedagogical value. The game improves the skills of overcoming various obstacles, develops dexterity, a sense of balance, coordination of movements, brings up responsibility for one's actions to the team.

"SHUTTLE"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. A line of 3 - 4 m is drawn in the center of the hall. The players, divided into two teams, are located in two opposite lines. Team captains determine by lot which team to start the game (Fig. 3).
Description. The player appointed by the captain from the starting line jumps forward. At the landing site on his heels, the judge draws a line. From this line, a player of the other team jumps in the opposite direction. And so the game continues until all the participants jump. The team whose last player jumps over the start line wins. After that, the teams switch roles.
Rules: 1) when jumping, you cannot step on the line; 2) the mark of the length of the jump is made at the closest touch to the start line; 3) everyone has the right to jump no more than once.
Methodical instructions. The game is best played on soft ground. When playing in the hall, you can use mats. Before the game begins, it is useful to repeat the technique of jumping from a place. To avoid disputes, it is advisable to make accurate measurements using a tape measure, meter, etc.
Pedagogical value. The game improves the skill of the long jump from a place. At the same time, strength, jumping ability develop, concentration, perseverance, and responsibility for one's actions are brought up.

"CITY BY CITY"

Number of players: 20 - 30 people.
Place and inventory: hall, playground; bast shoes and a small ball.
Preparation In the immediate vicinity of the wall of the hall, a line of the "city" is drawn. In the rest of the field, 3-4 circles with a diameter of 1-2 m are planned.
The players are divided into two teams. By lot, one team gets the right to play in the "city" and stands behind the line, while the other team is located under the "city", in the rest of the site (but not in circles). Each team chooses a captain (Fig. 4).
Description. The captain of the team playing in the field takes the ball and, standing in the "city", throws the ball in front of him. The player of the other team hits the ball with a bast shoe.
After that, the puncher runs out of the "city" to the first station and, if given the opportunity, runs into the remaining stations and returns. For this, the team is awarded a point.
After the hit, the players in the field try to catch the flying ball. If they succeed, the teams switch roles. If it is impossible to catch the ball, then the players try to stain the running player with the ball. The game continues until the allotted time runs out or a certain number of points are scored. The team with the most points wins.
Rules: 1) you can run across only when the ball is in the field; 2) each player has the right to serve one ball, the captain can serve three times; 3) a player who is hit by the ball during a run can take the ball and immediately spot the players of the opposing team; 4) hitting the ball and catching the "candle" give the right to go to the "city". The change is also carried out if the team in the "city" has no one to serve the ball.
Methodical instructions. In the game, it is mandatory to use assistants - score counters. It is necessary to draw the attention of team captains to the correct placement of participants, depending on their capabilities.
Pedagogical value. This game is one of the variants of the widespread game of bast shoes. Its value lies in the active impact on the entire motor apparatus of those involved. The game consolidates the skills of running, throwing and catching the ball, improves speed, accuracy and dexterity of movements, brings up a sense of camaraderie and collectivism.

"CROSSING"

Number of players: 20 - 30 people.
Place and equipment: hall; gymnastic equipment, stuffed balls.
Training. On opposite sides of the hall, the lines of the "city" are drawn. The players are divided into teams of 6-8 people. Captains are chosen. Each team takes a place in the "city" and receives at its disposal the same means of crossing - benches, stuffed balls, etc.
Description. On a signal, all teams begin crossing to the opposite "river bank". To do this, they use the shells they have. When moving, do not touch the floor. The team that solves this problem faster and with fewer losses wins.
Rules: 1) touching the floor is out of the game; 2) when crossing, everyone can help each other (except those who left the game).
Methodical instructions. Before the start of the game, you need to give the teams time to think about their plan of action. The inventory chosen for the game should not be too heavy and bulky. Each team has its own referee. In some cases, assistants can be appointed to insure the players.
Those who are eliminated from the game take their place in advance. They should not interfere with the game with their tips.
Pedagogical value. This "quest" type game is very useful. It contributes to the development of creative initiative, ingenuity, mutual assistance, collectivism of the players, and also improves balance, accuracy of movements and strengthens strength.

RELAY WITH BASKETBALL ELEMENTS

Number of players: 30 - 40 people.
Place and inventory: hall, playground; several basketballs.
Training. The players are divided into several teams and are located in columns on opposite sides of the site. Each team receives the ball (fig. 5).
Description. On command, the guides quickly lead the ball to the opposite shield and throw it into the ring. Having picked up the bounced ball, they lead it back and pass it to the next participant, and they themselves stand behind the last player in the column. The team that finishes the relay first and scores the most points wins.
Rules: 1) dribble starts only from the court line; 2) a point is counted for hitting the ball into the ring; 3) a penalty point is assigned for violation of the rules of dribbling and movement with the ball.
Methodical instructions. The relay race can be used in the study of dribbling and throwing the ball into the ring. Those who throw the ball into the ring can be allowed several attempts. Each team must be supervised by a judge - scorer. The way of passing and throwing the ball must be determined.
Pedagogical value. The relay helps to consolidate the skills of catching, passing, dribbling and throwing the ball into the ring.

"FIGHT FOR THE BALL"

Number of players: about 20 people.
Place and inventory: hall, playground; big ball.
Training. For the game, the markings of the basketball field are used. The players are divided into two teams. Each team wears a jersey or headband of the same color.
Description. At the signal of the leader, the team captains play the ball. The team in possession of the ball tries to keep the ball and make as many passes as possible. The other team is trying to take the ball away and prevent many passes from being made. Having mastered the ball, this team, in turn, tries to keep the ball in their hands. The game continues for a certain time or until a specified number of points. The team with the most points wins.
Rules: 1) it is not allowed to take more than 3 steps with the ball and step over the court lines; 2) players must not be held by hands, pushed, etc.; 3) the intercepted ball is put into play from behind the lines; 4) you cannot pass the ball between the same players more than twice; 5) with each new transfer, the team captain is obliged to name the score.
Methodical instructions. With a large number of players, you need to create four teams playing in their own halves of the field. Assistants judge the game, and the head monitors the score and time of the game. When organizing the actions of the players, it is important to draw their attention to the correct play in defense, based on holding one specific player.
Pedagogical value. The game is preparatory to basketball and handball. Students learn the technical and tactical elements of these sports games.

GAMES FOR STUDENTS 9 - 10 GRADES

"CIRCLE RELAY"

Number of players: 15 - 20 people.
Location: hall, playground.
Training. In the middle of the site, a corridor 5 - 6 m wide is planned. At a distance of 8 - 10 m from the corridor, four racks for players are installed. Teams are located in columns opposite each other (Fig. 6).
Description. At the signal of the leader, the guides of both teams take a place on the start line. At the command "March!" they start running to the counter, run around it and head in the opposite direction. Having rounded the second rack, they run into the corridor, where they pass the baton to the next participant. The team that finishes the run first wins.
Rules: 1) pass the baton only in the corridor; 2) you can not hold on to the turns on the racks and interfere with the running participant.
Methodical instructions. It is necessary to monitor the correct transfer of the baton. The direction of the players should be changed.
Pedagogical value. In the game, special athletics skills are improved (transmission of the baton and distance running), strength and speed are developed, orientation and accuracy of movements are brought up.

"PURSUANT"

Number of players: 15 - 20 people.
Location: hall, playground.
Training. The players are divided into several teams, each of which lines up in a column. The starting points for each team are marked on the site (Fig. 7).
Description. On command, the guides of each team start running in a clockwise direction. And everyone is trying to catch up and tarnish ahead of the running one. Having run around the circle, the guides touch the next participants, who continue the competition. The team whose player is the first to catch up ahead of the running "rival" wins.
Rules: 1) do not start running before touching; 2) you can not interfere with the running players of other teams; 3) when running, strictly observe the marking of the distance.
Methodical instructions. It is better to mark the path of the players with the help of some objects (racks, stuffed balls). In anticipation of the start, the next participant must be located behind the second line. If the forces of the teams are equal and it is not possible to catch up with anyone, then the game should be interrupted, making a pause for rest.
Pedagogical value. The game contributes to the improvement of running speed and endurance, brings up responsibility to the team for their actions.

tug of war

Number of players: 20 - 30 people,
Place and inventory: hall, playground; rope.
Training. In the middle of the hall, a start line and two finish lines are drawn, 1 - 2 m apart from the start line.
The players are divided into two teams in strict accordance with their strength and capabilities (Fig. 8).
Description, The players take the rope and become caught on both sides of the start line. Moreover, the mark on the rope is strictly on the start line. On command, the players try to pull the "opponents" to their side. The team wins, which during the "time" of the game will be able to pull the "opponent" more times.
Rules: 1) pull only at the command of the leader; 2) the game stops as soon as the mark on the rope crosses the finish line of one of the teams; 3) you can not abruptly let go of the rope at the moment of pulling.
Methodical instructions. Of great importance is the selection of teams and the appointment of a good captain who would correctly place the participants. Players must wear sports shoes. After each attempt, you need to take a short pause to perform several relaxation exercises.
Pedagogical value. The game promotes the development of strength, strengthens the feeling of camaraderie and collectivism. It can be carried out both in training sessions and during recess, sports holidays, etc.

"LAPTA OF VOLLEYBALL PLAYERS"

Number of players: 12 - 20 people.
Place and inventory: hall, playground; volleyball.
Training. The players are divided into two equal teams, one of which becomes the server, the other - the receiver. Both teams are located on opposite sides of the volleyball courts (Fig. 9). On a signal, the first player serves the ball in the agreed way to the side of the opponent, and he quickly runs around the court and returns to his place. Players of the opposite team receive the ball and play among themselves, trying to make as many accurate ball passes as possible during the run of the player who served the ball. As soon as he returns to his place, the rally of the ball stops and the ball is passed to the next player to serve. This continues until all players on the serving team have crossed. After that, the amount of points awarded for each pass is calculated, and the teams change roles. The team whose players manage to score more points wins.
Rules: 1) serve the ball only on a signal; 2) a running player does not have the right to run into the court and to change direction, grab the players of the opposite team, touch the ball; 3) two attempts are given to perform the service. If after the second attempt the ball is not served correctly, then the opposite team is awarded 5 - 10 points; 4) when passing, the ball cannot be re-passed to the same players; the ball should be sent to another player each time; 5) the rally of the ball is terminated after the completion of the run, after the ball falls to the floor and after a technical error made when passing the ball.
Methodical instructions. The game can be used after students master the technique of serving and passing the ball. You can play not only on the volleyball court, but also in an unequipped room. To play the game, it is necessary to allocate a score counter. The method of serving and passing the ball must be determined in advance.
Pedagogical value. The game helps to consolidate and improve the technical methods of playing volleyball, promotes the development of speed of action and speed of running, educates, composure and responsibility to the team for their actions.

JUMPERS

Number of players: 20 - 40 people.
Place and inventory: hall, playground; racks and straps for jumping.
Training. Two teams are created from the players, the players of which have differences in form. Teams line up in front of the jumping area (Fig. 10).
Description. On a signal, the first participants from each team start jumping. They must clear a set height in order to participate in a further competition. Each performs two attempts in the general stream. If in one of the attempts the height is taken, the participant continues the competition.
When performing a jump, points are awarded for the correct repulsion and landing. For repulsion from the line "3" - 3 points, from the line "2" - 2 points, from the line "1" - one (in accordance with the markings). The same for landing. In the best case, a participant can get 6 points for a jump. The game is played either until the agreed amount of points scored, or until the largest number of remaining participants is determined.
Rules: 1) all jumps are performed in a certain way, on a signal; 2) those who did not take the height are eliminated from the competition.
Methodical instructions. It is necessary to clearly mark the places of repulsion and landing. The next jump should be performed only after the complete preparation of the competition site. Several people are involved in judging: scorers, judges at the lines, at the bar and in the jumping pit.
Pedagogical value. The main purpose of this game is to consolidate the skills of athletics high jumps, to develop the ability to compete and help the team achieve victory.

"GATE PROTECTION"

Number of players: 26 people.
Place and inventory: hall, playground; jumping racks, handball ball.
Training. A circle with a radius of 6 m is drawn in the center of the site. A middle line is drawn through it, which divides the site in half. In the center of the circle at a distance of 3 m from one another, jumping racks are installed. The players are divided into teams. Each team consists of 13 people - one goalkeeper, G forwards and 6 defenders. Teams choose half of the field and the beginning of the game by lot. Each team leaves 6 forwards in their half of the field, and sends the goalkeeper and 6 defenders to the side of the enemy. The goalkeeper takes a place in the goal, and the defenders are located along the radius of the circle (Fig. 11).
Description. On the signal, the team in possession of the ball starts the attack. Passing the ball and moving, the attackers try to throw the ball into the goal. The defenders interfere with them and, having intercepted the ball, pass it to the opposite side of their attackers. Those, in turn, begin to attack the opponent's gate. The game continues until a certain time or score.
Rules: 1) you can not go beyond the middle line, outside the site and into the central circle; 2) it is not allowed to hold the ball for more than 3 seconds. and run with him more than 3 steps; 3) it is forbidden to detain, push the players, snatch the ball from their hands. For all these violations, the ball is taken away from the team in possession of the ball and passed to the attackers of the opposing team, and the defending team is penalized with a free throw from the place of the violation (while the defenders cannot be located closer than 3 m from the ball).
Methodical instructions. The number of players may vary. At the first stages of training, it is desirable to play the game in small teams. And there should be more attackers than defenders. In the future, this ratio is gradually equalized.
Pedagogical value. The game is used in handball lessons. It helps to consolidate and improve the elements of technique and tactics of this sports game. This version of the game can be played in small halls, and almost a subclass can participate in it at the same time.

SKI RELAY

Number of players: 15 - 20 people.
Place and equipment: hall. area; racks.
Training. Start and finish lines are marked. In the middle of the site, several special racks are installed (5 for each team) at a distance of 2 - 3 m from one another. The players are divided into teams (of 3 people each) and stand behind the start line (Fig. 12).
Description. On a signal, the guides run around each post to the finish line and return back. On the start line, they are taken by the second team numbers by the belt. Now they overcome this distance together, then three. Returning to the start line for the third time, they quickly change formation: two take the prone position, and the third takes them by the ankle joints. In this position, they advance in the corridor between the racks to the finish line. Here they again change the position: the two extreme ones carry the middle participant hanging between them. The team that finishes the race first and receives the fewest penalty points wins.
Rules: 1) you can not knock down racks and break the formation; 2) it is not allowed to start and end the run prematurely - before the partner arrives and before the lines cross. Penalty points are awarded for all these violations.
Methodical instructions. The game is best played on the ground, on a slope. Tree branches can be used as racks. The distance between the racks can be changed in accordance with the preparedness of the participants. The distance between the start and finish line should not be more than 20 m.
Assistants are involved in judging, counting the errors of each team.
Pedagogical value. The game contributes to the acquisition of the skier's necessary motor qualities, endurance. speed and strength, cultivates perseverance in overcoming difficulties, collectivism and coordination of actions. The game can be used in the preparatory period of training for young skiers.

"SNIPERS"

Number of players: 15 - 20 people.
Place and equipment: hall, specially equipped platform; soccer ball.
Training. On opposite sides of the site (at a distance of no more than 30 m), two parallel lines are outlined. The place of filing is marked on the "city" line. All players are divided into two teams, one of which takes a place in the "city", the other - in the field. The team in the "city" is given the ball (Fig. 13).
Description. On a signal, one of the players from the place of delivery sends the ball into the field with a blow, and he immediately rushes to the opposite "city". The player of the team acting on the field receives this ball and tries to tarnish the running participant by kicking the ball. If the latter manages to run clean, then his team gets a point. Otherwise, the teams are reversed. The team wins. which will be able to score more points in a certain time.
Rules: 1) when serving, the ball must fly with a low trajectory and be sure to hit the field; 2) it is not allowed to stop the ball with hands; 3) it is impossible to interfere with the running player; 4) the person running over after the strike is obliged in all cases to run out into the field. He can return back only after crossing the line of the opposite "city"; 5) the ball that went out of the field or into the "city" goes to the other team; 6) the player who did not serve the ball loses the run. After two unsuccessful innings, the teams switch roles.
Methodical instructions. The game is played in a specially equipped room with protected windows or on the court. Ball kicks, stoppages must be done in a certain way.
Pedagogical value. The game helps to improve the technique of playing football, develops speed, courage, decisiveness of action.

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