Card index of folk outdoor games. Outdoor game "Kite and hen"

Elena Kiseleva
Summary of the outdoor game “Mother and Chicks” in the second junior group of a preschool educational institution

The peculiarity of this summary is that it is focused on the stages of development of outdoor play (defined by D.V. Khukhlaeva) taking into account the age of children - 3 years.

Please note that there is no separate explanation of the game.

STAGES OF ACTIVE GAME DEVELOPMENT

1. Game selection

2. Create interest in the game

3. Gathering children for a game

4. Organization of children playing

5. Explanation of the rules of the game

6. Distribution of roles

7. Site marking

8. Distribution of equipment and attributes

9. Signal to start the game

10. Conducting the game

11. Signal to end the game

12. Pedagogical analysis of the game

Tasks:

1. Practice crawling under a rope suspended at a height of 50 cm, using the “head first” method, practicing the sequence of actions: head and one leg, bend your back, put the other leg on.

2. Cultivate a desire to act in a team, a friendly attitude towards each other.

Equipment.

2 racks with a rope fixed at a height of 50 cm (bows are tied along the rope, every 50 cm. - visual guidelines for each child)

Image of chickens - 15 pieces

Image of a mother hen and a big bird.

PROGRESS OF THE GAME

1. stages: creating children's interest in the game, getting ready for the game

Educator - Children! Look who came to visit us (shows an IMAGE OF A HEAN).

Children look at the image

2. stages: organization of players, explanation of the rules, distribution of roles,

marking the site, distributing attributes.

Teacher - Well done! Everyone guessed correctly! Let's play with you! I will

HENS (puts on a hat with a picture of a hen, and you -? That’s right,

chickens.

Take pockets with a picture of a chicken from the windowsill and put them on (each child puts on a pocket with a picture of a chicken himself)

Educator - Where do the hens and chickens live?

Children - In the chicken coop!

Educator - Here is the chicken coop, your “house” (puts 2 stands with a rope tied). Go into the house (the children go into the house, the hen behind the house).

3. stages: explanation of the rules, playing the game, signal to start the game.

Educator - The chickens are in the house, and the hen found food and calls: “Dear children, Ko-ko-ko! Yellow chickens, Ko-ko-ko! You go out for a walk, Little ones, to peck at worms.” Climb under the rope: head first, do not touch it - bend your back. Well done. everyone arches their back. (Chicks crawl under the rope and run to the hen)

The hen (teacher) runs to another place - Ko-ko-ko! (The chickens run after her.)

4 . stages: explanation of the rules, signal to end the game

After 4-5 runs, the teacher loudly says: “Big bird!”, run into the house (removes the stand with the rope to one side, clearing the way to the house).

Children run in a straight line and run into the house.

5. stages: explanation of the rules, pedagogical analysis of the game

Educator - Well done chickens! Big Bird didn't catch anyone! You were all attentive, fast and clever chickens!

Publications on the topic:

Artistic development of preschool children. Summary of educational activities in the second junior group for the creative activity “Hen and Chicks” Goal: to teach children to combine various artistic techniques: appliqué, origami, paper crumpling. Tasks: -Develop color.

Summary of direct educational activities on modeling “Ryaba the Hen and her chickens” in the 2nd junior group. Author Tatyana Vasilievna.

Prepared and conducted by: Tatyana Syugalievna Murzagalieva, teacher at the Children's Preschool Educational Institution " kindergarten No. 33" Saratov Goal: To introduce children to art.

Tasks: continue to teach children to draw a circle, hold a brush correctly when drawing, dip it in paint, wash off the paint in a jar with.

"Chicks and Dandelions." Summary of visual activities in the second junior group Summary of a lesson on art activities (drawing) in the 2nd junior group “Chickens and Dandelions” Purpose: Creating a monochronic composition on.

Summary of an outdoor game for the first and second junior groups “Mice and Norushki” Goal: Continue to teach children to perform actions in accordance with the words of the poem. Move at different paces, change directions.

Before the game starts, children choose a kite and a hen, the rest of the players are chickens. They stand one after another and hold on to their belts, with the hen in front. The kite is digging a hole, the hen with her chickens comes up to him and asks:

Kite, kite, what are you doing?
- I'm digging a hole.
- What do you need a hole for?
- I'm looking for a penny.
- What do you need a penny for?
- I'll buy a needle.
- What do you need a needle for?
- Sew a bag.
- What do you need a bag for?
- Put down pebbles.
- What do you need pebbles for?
- To throw at your children.
- For what?
- They trampled the cabbage in my garden.
- Was your fence high?

Kite stands up, raises his hands up, showing the height of the fence:

That's what it is!
- No, my chickens won’t fly over this one.
- But I’ll still catch them.
- I won’t let you catch my children.

The kite tries to catch the chickens, the hen protects them, chases the kite: “Shi, shi, shi, villain!” The caught chicken leaves the game, and the kite continues to catch the next one. The game ends when half the chickens are caught.

Rules

1. Chicks should hold each other's waist tightly.

2. The one who could not stay in the chain quickly takes his place.

3. The hen, protecting the chickens, should not push the kite away with her hands.

Instructions for carrying out

All players need to be given a cord or ribbon, they will tie it around their waist. This belt is comfortable to hold on to while playing. It is easier for the hen to protect the chickens if no more than 10 children take part in the game. If the playground allows, then two groups can play at the same time, each with its own hen and kite.

Sometimes, before starting a conversation with the kite (he is digging a hole at this time), the hen and chicks walk around and sing:


Game "Kite" Progress of the game

The teacher calls those who want to play, puts the children in a circle (at random) and asks: - “Who wants to be sung about him?

"NUDE?"

Misha (Masha, Tanya) comes out.

The teacher sings:

Like for Misha(Children clap their hands.)

On our birthday we baked a loaf -

Such a height(Children stand on tiptoes.)

Such lows(Children sit down.)

This is the width(Show with hands.)

These are the dinners(Children run in a circle.)

Loaf, loaf,

Choose whoever you want!(Children clap their hands.)

The child chooses one or two guys and dances with them.

Dance, dance,

Our kids are good!(Everyone claps their hands.)

ByIf the children wish, the game is repeated.

Kite and hen.

Several children participate in the game. One of the players

is chosen by a kite, the other by a hen. The rest of the children are chickens, they stand behind the hen, holding each other, and the one standing in front -

for the hen. On the opposite side of the site a circle is outlined - a kite's nest. At the adult’s signal “Kite!” a child kite flies out of the nest and tries to catch the last chicken in the column. The hen, spreading her wings (extending her arms to the sides), protects her chickens and does not allow the kite to grab the chicken. All the chicks follow the movements of the kite and move behind the hen, without looking away from each other, trying to prevent the kite from catching the last one.

The kite takes the caught chick to its nest. When he catches 2 - 3 chickens, other children are chosen to play the roles of kite and hen.

If there are more than 10 people playing, you can play in two groups in turn. You can play simultaneously (if there is enough space) in two groups.

Rules of the game : the hen should not grab the kite with her hands, she can only block his path; the kite flies out of the nest only after a signal from an adult; When catching a chick, the kite should not grab the hen's hands.

Cap and stick.

The players stand in a circle. Using a counting rhyme, a driver is selected, he receives a stick and stands in the middle of the circle. An adult puts a beautiful cap on his head so that it reaches his nose.

Children, holding hands, run in a circle and say: “One, two,

three, four, five - the stick will knock.” Driver in

This time he knocks the stick on the floor.

WITH the last word the children stop, and the driver extends the stick towards the children. The one to whom the stick points takes hold of its end and calls the driver by name, and the driver guesses who called him.

The game continues with a new driver.

By the bear in the forest.

At the edge of the forest, between two trees, a bear’s den is indicated. At a distance of 20-25m from it there is a house in which children live. The players choose a leader - a bear. He hides in his den. When an adult says: “Go, children, for a walk in the forest, pick mushrooms and berries!” - they all disperse, catch butterflies, smell flowers, pick berries, etc. (bend over, jump, make various imitative movements) and say in chorus:

By the bear in the forest

I take mushrooms and berries,

And the bear is sitting

And he growls at us.

After the word “roars,” the bear runs out of the den and catches the children running home. Whoever the bear catches (touches with his hand), he takes to his den. The bear is not allowed to catch children within the house. After the bear catches 2-3 players, another driver is selected (you can choose two).

Burners.

The players stand in a column in pairs, with the driver in front of the column. The children say in chorus:

Burn, burn clearly,

So that it doesn't go out.

Look at the sky -

Birds are flying.

The bells are ringing!

One, two, three - run!

With the last word, the children standing in the last pair release their hands and run to the beginning of the column - one to the left, the other to the right of it. The driver tries to catch one of them before the children have time to meet and hold hands in front of him. If the driver manages to do this, he and the captured person join hands and they stand in front of the column. The one left without a partner becomes the driver.

Geese, geese!

On one side of the meadow there is a house, there are geese in it. There is a shepherd standing on the opposite edge of the meadow. To the side is a den in which a wolf lives. The rest of the place is meadow. The shepherd drives the geese onto it, they nibble the grass and flap their wings.

Shepherd. Geese, geese!

Geese (stop and answer in unison). Ha, ha, ha!

Shepherd. Do you want to eat?

Geese. Yes Yes Yes.

Shepherd. So fly.

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

Shepherd. So fly as you want, just take care of your wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them (touch them with his hand). The caught geese go to the den.

After several dashes, a new wolf and shepherd are appointed.

Brook

The players line up in pairs one behind the other. Every couple

holding hands, lifts them up (forms a “gate”). The last pair passes through the line of players and stands in front. And so on.

The game is played at a fast pace. They play until they get bored.

Zhmurki

The "blind man's buff" is selected. He is blindfolded and forced to turn around several times. A dialogue takes place between the players and the blind man's buff.

- Cat, Cat, what are you standing on?

- In a kneading bowl.

- What's in the kneader?

- Kvass,

- Catch the mice, not us.

After these words, the game participants scatter, and their “blind man’s buff”

catches, Whoever he catches becomes a “blind man’s buff”.

Grandma Yozhka

The driver stands in the middle of the circle - Grandma Hedgehog, in her hands

"broom". The players are running around and teasing her:

Grandma Ezhka

Bone Leg

Fell from the stove

Broke my leg

And then he says:

- My leg hurts.

She went outside

- Crushed the chicken.

I went to the market and crushed the samovar.

Grandma Ezhka jumps on one leg and tries to touch someone with a broom. Whoever it touches freezes.

Cabbage

A circle is drawn - “vegetable garden”. Hats, belts, scarves, etc. are placed in the middle of the circle. This is cabbage. All participants in the game stand behind a circle, and one of them is chosen as the owner. He sits down next to the cabbage. “The Master” depicts with his movements what he sings about:

I'm sitting on a pebble

I touch the pegs with chalk.

I play with small pegs,

I will build my own vegetable garden,

So that the cabbage is not stolen,

They didn’t come to the garden

Wolf and fox, beaver and chicken.

Willow - willow"

(Games on Palm Sunday)

Children choose drivers, a girl and a boy. The players stand in two circles and begin to move. At the word “whits,” the girl and boy break up the round dance and make “collars” with their hands. Children walk through them, at the end they break up the whole round dance and dance.

Willow, willow, willow,

Curly willow.

Do not grow, willow, in the rye,

Grow, willow, on the boundary.

Like a princess in the city

Stands in the middle of the circle

The wind doesn't take her

The canary is building a nest.

Canary - Mashenka,

Nightingale - Vanechka.

People will ask: “Who is he?”

Vanya,” he will say, “my dear.”

Keys.

Children playing stand in circles drawn on the ground. The driver approaches any of the players and asks: “Where are the keys?” He answers: “Go to Sasha (Seryozha) and knock.” During this conversation, the players try to change places. The driver must quickly take the circle that is free during the dash. If he cannot occupy the mug for a long time, he can shout: “I found the keys!” All players must change places, and the driver takes someone’s circle. A child left without a place becomes a driver

card index

Outdoor game -This is a conscious, active activity of the child, characterized by accurate and timely completion of tasks based on different types of movements and associated with rules that are mandatory for all players.Outdoor games, first of all,means of physical education.They provide an opportunity to develop and improve movements such as walking, running, jumping, climbing, crawling, throwing, catching, etc. Various movements require active activity of large and small muscles, contribute to better exchange substances, blood circulation, respiration, i.e. increasing the vital activity of the body.

Outdoor play is an indispensable means of replenishing a child’s knowledge and ideas about the world around him, developing thinking, ingenuity, dexterity, dexterity, and valuable moral and volitional qualities. A preschooler realizes his freedom of action in outdoor games, which are the leading method of developing physical culture. IN pedagogical science outdoor games are considered as the most important means comprehensive development child. The deep meaning of outdoor games lies in their full role in physical and spiritual life, existing in the history and culture of every nation.

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Preview:

"Burners"

Target: teach children to run in pairs at speed, start running only after finishing the words. To develop speed of movement and dexterity in children.

Progress of the game:

Children stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. According to the counting, a Trap is selected. He stands on the line with his back to the other children. Everyone standing in pairs says:

"Burn, burn clearly,

so that it doesn't go out.

Look at the sky - the birds are flying,

The bells are ringing.

One, two, three – run!”

With the end of the words, the children standing in the last pair run along the column (one on the right, the other on the left0.), trying to grab hands. The trap tries to catch one of the pair and connect hands with him.

If the catcher managed to do this, he forms a new pair with the caught one and stands in front of the column, and the one left without a pair becomes a trap. If the Trap is not caught, he remains in the same role.

While pronouncing the words, the Trap does not look back; you can catch before the players hold hands.

“Traps” (with ribbons)

Target: teach children to run in all directions, without bumping into each other, and to act quickly on a signal. Develop orientation in space, the ability to change direction.

Progress of the game:

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a Trap in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The trap tries to pull out the ribbon. At the signal: “One, two, three, quickly run in a circle - all the children line up in a circle.” After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center and there is a Trap. At the signal “One, two, three catch,” the children run across the circle, and the Trap tries to grab the ribbon.

"Frost - red nose"

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

Progress of the game:

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

“I am frost - a red nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

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

Option 2.

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

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

Two frosts are daring, which of you will decide

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

After answer:

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

all the children run to another house, and both frosts try to freeze them.

"The Kite and the Mother Hen"

Target: teach children to move in a column, holding each other tightly, without breaking the clutch. Develop the ability to act in a coordinated manner and dexterity.

Progress of the game:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone hold on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.

Option 2.

If there are a lot of children, you can play in two groups.

"Paints"

Target: teach children to run, trying not to catch up, to jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, and the ability to change direction while running.

Progress of the game:

Participants in the game choose the owner and two buyers. The rest of the players are paint. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers. The buyer knocks:

Knock! Knock!

Who's there?

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example: jump on one leg along the red carpet.

Option 2.

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

"Take it quickly"

Target: teach children to walk, run in circles, act on a signal, develop dexterity and speed.

Progress of the game:

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), of which there should be one less. At the next signal6 “Take it quickly!” - each player must take an object and lift it above his head. The one who did not manage to pick up the object is considered a loser. The game repeats itself

Option 2.

Children perform dance movements, different types of running and walking. There may be 3-4 fewer items.

“Whose column is most likely to form?”

Target: teach children to move around the playground in different directions; at a signal, they form three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, spatial orientation.

Progress of the game:

Children are divided into three groups with the same number of players. Each subgroup chooses a specific object, for example a pine cone or a pebble, etc. all children in one group have the same subject. At different ends of the site, places are chosen for these subgroups - a stump, a bush, a plank, which are designated by the same object. Everyone walks or runs in different directions to the beat of the tambourine. At the signal “To your places” they run and form a column near the corresponding object.

Option 2.

The teacher gives the signal: “Stop!” The children stop, close their eyes, and the teacher at this time changes the places of the objects, then gives the signal “In place!” Children open their eyes, run to their objects and line up.

"Owl"

Target: teach children to act on a signal, run, scatteredly imitating birds, and maintain a motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. At the signal “day,” the birds fly away, flap their wings, and peck grains. At the signal “night” everyone stops and stands motionless. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The “day” signal is given again, the owl flies to the nest, and the children - birds fly around the playground.

Option 2.

Two owls are selected. Take interesting poses.

"Tag"

Target : teach children to run around the playground in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Progress of the game:

A driver is selected, who receives a colored bandage and stands in the center of the site. After the signal: “Catch!” - all the children scatter around the playground, and the driver tries to catch up with one of the players and make fun of them. The one who is insulted by the driver moves aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can’t stain someone who managed to stand on one leg.

"Running in lines"

Target: teach children to walk in a line with different positions of their hands: on their shoulders, clasped in front, to run away in all directions without bumping into each other. Develop the ability to act on a signal, in coordination, dexterity, and speed of movements.

Progress of the game:

The teams line up in lines (at a distance of 15-20 steps), you can give them the names “Rocket” and “Sputnik”. At the signal, the children of one of the teams, holding hands, walk forward, trying to maintain alignment. When there are 2-3 steps left to the other line, the participants of which are sitting on the ground, the teacher gives the command: “Run!” The children of the first rank unclasp their hands and run to their house, and the children of the second rank try to insult them. When repeating, the teams switch roles

Option 2.

Each time, the children of both teams must take a certain starting position, for example: those who advance can take each other under each other, put their hands on their shoulders, clasp them in front; those who are waiting for rivals to approach may stand with their backs or sides to them.

"Catch up with your opponent"

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

Progress of the game:

Two lines of children are located in front of the starting lines at a distance of 5 steps from one another; a house is outlined 15-20 steps from the starting line. At the signal, everyone starts running at the same time: the children behind them try to make fun of those running in front. After counting the dirty ones, the children change roles. When repeating, the ranks change places.

Option 2.

Children run away different types running.

"Changing Places"

Target : teach children to run from one side of the playground to the other in a line, without bumping into each other. Develop the ability to form a line evenly, to act in concert, on a signal. Strengthen the side gallop, running with straight legs.

Progress of the game:

Two teams of 8-10 people line up facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge at arm's length. At a signal, they run towards each other, trying to get outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.

Option 2.

Cross at a side gallop, with straight legs.

"Collect the flags"

Target: teach children to throw from one side of the court to the other, trying to quickly raise the flag, hold the flags tightly, trying not to drop them. To develop dexterity, speed of movement, coordination, and attention in children.

Progress of the game:

On the field or site there are flags placed every 8-10m. in the first row there should be two fewer flags than there are players, in the second row there should be another 2 fewer. Thus, if 10 children are playing, then there should be 8, 6, 4, 2, 1 flags in each row. At a signal, the children run, each trying to take possession of the flag in the first row. Two who do not have time to do this are eliminated from the game. After the second stage, six participants remain, then 4 and finally the two strongest. The child who masters the last flag is the winner.

Complication: reach the flags by jumping forward on two legs.

"Be careful"

Target: teach children to quickly run after objects, listening to the command which object needs to be brought. Develop attention, dexterity, speed of movements.

Progress of the game:

On one side of the court there are 5-6 players, on the opposite side (distance 8-10m) in front of each of them there are three objects (a cube, a rattle, a flag) to the signal “Run!” children rush towards objects. Approximately halfway along the path there is a signal indicating which of the three objects you need to take, for example a cube. Children take the named object and run with it to the starting line, the one who brought the object first wins, if the wrong object is taken, you need to go back and replace it.

Option 2

Tell the children right away which item to bring. Run to take the object and lift it up.

"Salki - don't fall into the swamp"

Target: teach children to run without running beyond visual cues, with dodging. Develop dexterity, speed of movement, spatial orientation.

Progress of the game:

On the site, sticks, cones, and pebbles indicate a place where you cannot run - a swamp (anthill, vegetable garden). Choose a trap. At a signal, he catches up with the children, trying to make them dirty.

Haunted by the trap, he leaves the game.

Option 2.

The trap stands in the center of a circle drawn on the ground or made of cord. Children run in and out of the circle, and Trap tries to make fun of the one who doesn’t have time to run out of the circle.

"Blind Man's Bluff"

Target: teach children to run randomly around the playground, move blindfolded, listening to warning signals. Develop the ability to quickly move around the room, dexterity, and speed of action.

Progress of the game:

The driver is selected - blind man's buff. He stands in the middle of the room, is blindfolded, and turned around several times. Then all the children scatter around the room, and Trap tries to catch someone. When they see any danger to blind man's buff, children must warn with the word “Fire!” Having caught someone, the blind man's buff transfers his role to the person caught.

Option 2.

If the game takes place on the street, then a boundary is drawn beyond which the players have no right to run. Anyone who has crossed the agreed boundary is considered burned out and is obliged to replace the blind man's buff.

"Tag with a skipping rope"

Target: teach children to run in pairs or threes around the playground, holding on to a jump rope, trying to make the children run around in all directions. Develop the ability to act coordinatedly in pairs, threes, coordination of movements, dexterity.

Progress of the game:

Two children take an ordinary short jump rope by the ends and run around the playground, trying with their free hand to slap the rest of the children running away from them. The first one caught stands between the drivers, grabs the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them needs to catch one player.

Complication: include 2 pairs of traps in the game.

"Change the subject"

Target: teach children to quickly run to the opposite side of the site, take an object and give it to their friend. develop the ability to act in a team, follow the rules, agility, and general endurance. Cultivate persistence in achieving positive results.

Progress of the game:

On one side of the court, the players stand behind the line, forming 4-5 columns. On the opposite side of the site, opposite each column, circles with a diameter of 60-80 cm are outlined. everyone first in the column holds a bag of sand, a cube or another object in their hands. The same object is placed in the center of each circle. At the signal, players run to the mugs, put down an object and take another, then run back to their place and raise the brought object above their heads. The one who did it first is considered the winner. Those who come running pass the objects to those standing behind them, and they themselves run to the end of the column. When everyone has completed the task, the column with the most winnings is marked.

"Catch up with your mate"

Target: teach children to run quickly in a given direction, trying to catch up with their partner. Develop the ability to act on a signal, dexterity, and speed of movement. Promote endurance.

Progress of the game:

Children stand in pairs on one side of the playground: one in front, the other behind, retreating 2-3 steps. At the teacher’s signal, the first ones quickly run to the other side of the site, the second ones catch them - each with their own pair. When repeating the game, children change roles.

Option 2

Stain your partner with a ball.

"The second odd one out"

Target: teach children to run quickly in a circle, standing in front of the child. Develop attention and reaction. Cultivate interest in outdoor games.

Progress of the game.

Children stand in a circle, the distance between them should be at least 1-2 steps. There are two drivers behind the circle. One of them runs away, the other tries to catch up with him. The running child, escaping from the catcher, stands in front of some child. If he ran into the circle and stood up before he was stained, he could no longer be salted. Now the child who turned out to be second must run away. If the Trap managed to touch the runner, then they change roles.

Run only outside the circle, do not cross it, do not grab children standing in the circle, do not run for too long so that everyone can join the game.

Option 2.

You can stand in pairs in a circle, then the game will be called “The Third Wheel”.

"Simple Traps"

Target: teach children to run in all directions, dodging traps. Develop speed of movement, reaction, and the ability to act on a signal.

Progress of the game:

The children are on the playground, Trap is standing in the middle of the playground. At the signal - one, two, three - catch1 - all the children run around the playground, dodging the trap. The one whom the Trap has tainted moves aside.

Option 2.

The trap cannot catch someone who has managed to sit down.

Option 3.

You cannot catch someone who managed to stop and stand on one leg.

Option 4.

The trap must hit the runners with the ball.

Option 5.

You cannot catch those children who managed to stand on some elevated object in time.

"Rope"

Target: teach children to run fast, trying to pull the rope. Develop speed and agility.

Progress of the game:

A rope 1 m long is placed on the floor. Flags are placed at a distance of 5-6 m from its ends. Two children stand at the ends of the rope facing their flags. At the signal: “One, two, three, run,” the children each run to their flag, run around it, return and pull the end of the rope. The one who manages to do this first wins.

2 options:

A jump rope is placed under two chairs with their backs facing each other, the children sit on the chairs while the music is playing, the children run around the chairs, as soon as the music stops, the children must sit on their chair and grab the end of the rope; the one who did it first wins.

"Relay race in pairs"

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

Progress of the game:

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

Complication:

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

"Donkey"

Target: teach children to move around the playground, in limited space in groups without falling. Develop imitation movements. Cultivate interest in games.

Progress of the game:

Children with a teacher walk around the playground. Suddenly a donkey appears with a cart.

Educator: along the yellow path

Clack-clack - hooves clatter.

The gray donkey has arrived

Do you want to go for a ride?

All children: donkey, donkey

This is our donkey! (They sit in the cart).

Donkey, donkey,

This is our donkey1

Educator: we sat in the cart,

Clack-clack - hooves clatter.

And as if on command

Everyone's faces smiled.

All children: donkey, donkey

This is our donkey!

Donkey, donkey,

This is our donkey!

We're riding in the park

Clack - clatter - the hooves are knocking, the wind is jealous of us,

And the sun sparkles.

donkey, donkey (donkey stops).

This is our donkey!

Donkey, donkey,

This is our donkey!

Educator: but soon long-eared

I thought about getting angry:

The wheels don't turn

Hooves don't stomp.

All children: donkey, donkey

This is our donkey!

Donkey, donkey, (they get out of the cart, push it, the donkey is stubborn)

This is our donkey!

Along the sunny path That's our donkey!

We're knocking our heels, Donkey, donkey,

Stubborn and a cart That's our donkey!

We'll take it back ourselves.

Donkey, donkey The cart is made without a bottom so that the children can move themselves.

"Don't get caught"

Target: teach children to jump over the rope on two legs forward, backward, swinging their arms, pushing with their legs. Develop dexterity. Strengthen the arches of your feet.

Progress of the game:

Children sit around a cord placed in the shape of a circle. There are two drivers in the center. At the teacher’s signal, the children jump on two legs in a circle, and jump out as the traps approach. Anyone who has been stained receives a penalty point. After counting those caught, the traps are changed and the game resumes.

Complication: children jump into a circle on one leg or sideways.

"Frogs and Heron"

Target: teach children to jump in place from a deep squat, jump over a rope located at a height of 15 cm, different ways: with two legs, one, running, trying not to be caught by the heron. Develop agility and speed of movement.

Progress of the game:

A swamp is marked in the middle of the site, pegs are driven in with a height of -15 cm. They hang a rope with weights on them so that it does not sag. To the side of the swamp is a heron. Frogs jump in the swamp, catching mosquitoes. At the signal “Heron!” -she steps over the rope and begins to catch frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, or running. The caught frogs go to the heron's nest.

Anyone who steps over the rope is considered caught; you can only jump over.

Complication: introduce a second heron, raise the rope to a height of 20 cm.

"Don't step on it"

Target: teach children to jump over a stick sideways to the right, left. Develop a sense of rhythm, alternating jumps from right to left, attention, dexterity. Strengthen leg muscles.

Progress of the game:

A subgroup of children each place a 40cm long stick on the ground and stand to their right. At the count of the teacher and the rest of the children, they jump, moving their legs to the right and left of the stick. The one who made a mistake - did not jump exactly to the count, stepped on a stick, leaves the game.

Complication: jump forward and backward with each foot in turn.

"Wolf in the Moat"

Target: teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to get hit by a wolf. Develop agility and speed of movement.

Progress of the game:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another; this is a ditch. On one side of the site there is a goat house. All the playing goats are one wolf. The goats are located in the wolf's house in the ditch. At the teacher’s signal - “goats to the meadow”, the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, at the signal - “goats home”, they run into the house jumping over the ditch. The wolf, without leaving the ditch, catches the goats by touching them with his hand. Those caught move to the end of the ditch. After 2-3 dashes, another wolf is assigned.

Option 2.

Introduce the second wolf; make 2 ditches with a wolf in each; increase the width of the ditch - 90-120cm.

"Jump - turn around"

Target: teach children to perform rhythmic jumps in place while counting, completing the task: turn 360 degrees, pull their legs to their chest, clasping them with their arms. Teach children to push off and land on both feet. Develop dexterity and vestibular apparatus. Strengthen leg muscles.

Progress of the game:

Children, standing freely, perform three jumps on the spot in a hoop (diameter 1 m); on the fourth high jump, they try to top point Takeoff, pull the knees of your bent legs towards your chest, clasp them with your arms, then quickly straighten your legs and land softly.

Option 2.

Instead of bending your legs, perform a 360-degree turn.

"Be Nimble"

Target: teach children to jump in a circle, jumping over sandbags and back, trying not to make the driver dirty. Push off and land on both feet, on your toes. Develop agility and speed of movement. Strengthen the arches of your feet.

Progress of the game:

Children stand facing in a circle, each with a bag of sand at their feet. The driver is in the center of the circle. At the teacher’s signal, the children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Trap.

The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

Option 2.

Jump on one leg in a circle, introduce another trap.

"Jump - sit down"

Target: teach children to jump over a rope with both feet, pushing off and landing on both feet, and take a crouching tuck position. Develop dexterity, attention, speed of movements.

Progress of the game:

Children stand in a column at a distance of one step from another. Two drivers with a rope in their hands - length 1.5 m, are located to the right and left of the column. At a signal, children carry a rope in front of the column at a height of 25-30 cm from the ground. Children in a column take turns jumping over the rope. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60cm. the children quickly squat down, taking a tucked position so that the rope does not hit them. When repeated, the leaders change.

Jump up with a push of both legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

Complication:: raise the rope as it hangs, carry it lower over the children.

"Swipe"

Target: teach children to jump in place as high as possible, trying to hit a ball suspended 25 cm above the children’s height. Learn to land on your toes with bent legs. Strengthen the arches of your feet. Develop eye, dexterity, coordination of movements.

Progress of the game:

The ball is suspended at a height of 25 cm above the child’s raised hand. Two children of approximately the same height stand on both sides of the ball. They jump up and try to hit the ball harder. The winner is the one who hits the ball away from him in the other direction more often. Touch the ball with both hands.

Option 2.

The children's task is to hit a ball suspended on a rope from a high pole so that it spins around the pole.

"Penguins with a ball"

Target: teach children to jump to a visual reference on two legs with a ball clamped between their knees, trying not to lose the ball, and land on both feet. Develop agility, speed of movement, coordination.

Progress of the game:

Children stand in 4-5 lines. Opposite each link at a distance of 5 m is a landmark - a stump chip. The first in the lines receive the ball. Holding them between their knees, they jump to the object, take the ball and run around the landmark, each returning to their own link and passing the ball to the next one.

To jump without losing the ball, the loser must again hold the ball with his feet and start jumping from the place where the ball was lost.

Option 2

Jump with the ball to a landmark and back, play as a team.

"Drive the ice"

Target: teach children to jump on one leg, trying to drive an object into a circle with their toes. Develop dexterity and the ability to calculate the force of a push.

Progress of the game:

A large circle is drawn on the snow with colored paint, from it there are 8-10 colored lines - rays - in different directions, their length is 2.5 - 3. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand while waiting for the rest of the players. After that, everyone drives their piece of ice back, bouncing on one leg, trying to stick to the drawn line, and passes the piece of ice to the next one. Drive a piece of ice by pushing it forward

the toe of the foot on which the jumps are performed.

Option 2

Hit ice with sticks.

"Migration of Birds"

Target: teach children to run freely around the hall, imitating the flight of birds, jump onto cubes, benches, without using their hands, jump off, landing on their toes, legs bent. Teach children to act on cues.

Progress of the game:

At one end of the hall there are children - they are birds. At the other end of the hall there are trees that you can climb on.

At the teacher’s signal: “The birds are flying away!” - children, waving their arms, scatter throughout the hall like wings, at the next signal: “Storm!” - children run to the hills and hide there. When the teacher says: “The storm has stopped!” children descend from the heights and scatter around the hall again (the birds continue their flight). During the game, the teacher must provide insurance for the children.

Option 2.

When approaching projectiles - trees and obstacles, children must jump over them.

"Don't stumble"

Target: teach children to jump on one leg, landing on their toes with a half-bent leg. Develop coordination of movements and dexterity. Strengthen leg muscles.

Progress of the game:

Two teams of 5-6 children compete. The first in each team moves forward by jumping on one leg, the rest walk side by side. As soon as the jumper stumbles, the second child from the same team begins to jump. The team that manages to jump over a longer distance wins.

Jump on one leg; those who stand on both legs are immediately replaced. The player who replaces him begins to jump from the place where the previous player made a mistake.

Option 2

Jump either on your right or on your left leg, the main thing is not to stand on two legs.

"Jump Relay"

Target: teach children to perform different types of jumps at speed: sideways, with a ball clamped between their legs, in their hands, from foot to foot, on one leg.

Progress of the game:

Children stand in columns and move forward with different types of jumps: from one leg to the other, on two legs, with medicine balls in their hands, sideways. At the end of the movement, give a task - jump up, touch your hand to a mark on the wall, a basketball hoop, or a suspended ball.

Option 2.

You can combine tasks: jump in one direction on your right leg, and in the other on your left; with the ball held between the knees, back with the shin.

"Magic Jump Rope"

Target : teach children to jump rope as many times as there are syllables in the word. Strengthen the ability to divide words into syllables. Develop attention and coordination of movements.

Progress of the game:

Children stand in 3-4 columns, they have jump ropes in their hands. The child playing the role of the leader pronounces a word, and those standing in front of the column must say how many parts there are in the named word, and perform as many jumps forward as there are syllables in the word. The teacher and children note the correctness of the actions performed.

The one who does it correctly moves to the other side of the platform, the one who makes a mistake stands at the end of the column.

Option 2

Children jump rope until they make a mistake.

Run with skipping ropes together. Who can run faster to the line without touching the rope?

"Sideways"

Target: teach children to jump sideways while maintaining distance, landing on their toes with bent knees. Strengthen leg muscles.

Progress of the game:

Children stand in a column at a distance of two steps from each other. At the teacher’s signal, the children jump sideways, all in one direction. Will the column be preserved?

Option 2.

Standing in a column, they count on the first second. At the signal, the first numbers jump sideways to the right, the second to the left.

"Running in a sack"

Goal: teach children to jump in a bag. Develop agility, speed, endurance.

Progress of the game:

Two or three children put spacious bags on their feet and jump to a landmark; whoever manages to cover this distance faster wins.

Complication: there are 2 children in the bag.

"Wolves and Sheep"

Target: teach children to jump with long strides, trying to stain the “sheep.” Develop agility and speed. Strengthen leg muscles.

Progress of the game:

Children pretend to be sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. The sheep live on the opposite side of the lawn. They go out for a walk, run across the lawn, jump, sit down and nibble the grass. As soon as the teacher says: “Wolves!”, the wolves jump out of the ravine and run in wide leaps after the sheep, trying to catch them; when caught, the wolves take them to their ravine.

"The Fox and the Chickens"

Target : teach children to jump off objects, landing on their toes with bent knees, to run in all directions without bumping into each other. Develop dexterity and attention. Strengthen the arches of your feet.

Progress of the game:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox and sits in his hole. At a signal, the chickens jump from their perch and run around the yard, jumping up, flapping their wings, and pecking at grains. At the teacher’s signal, the fox runs out of its hole and tries to catch the hen who has hesitated. The chickens should quickly fly to roost. Whomever the fox catches, he takes him to his hole.

Option 2.

The fox slowly begins to approach the chickens, one of the children pretending to be a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!” At this signal, the chickens run away to roost. The rooster keeps order and is the last to fly to roost. The fox catches the chicken that cannot stay on the roost or does not have time to fly to the roost. And he takes her into a hole, but on the way she unexpectedly meets a hunter with a gun (the teacher), frightened by the fox, lets go of the chicken and runs away, and the chicken returns home.

"Who Jumps"

Target: teach children to jump on two legs, landing on their toes with their legs bent. Develop attention and speed. Strengthen the arches of your feet.

Progress of the game:

The children stand in a circle with the teacher with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, the teacher says: - the frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping, etc. according to the conditions of the game, the children must say “yes” and jump only if the teacher named an animal that can really jump.

"Let's jump in circles"

Target: teach children to jump on two legs in a circle, keeping their hands on their belts. Landing on your toes with your legs bent. Strengthen the arches of your feet. Develop attention and the ability to act on a signal.

Progress of the game:

Each player lays out a circle with a diameter of 60 cm from cones, strings, and pebbles. Everyone stands with their left and right sides facing their circle, puts their hands on their belts and, at the teacher’s signal, begins to jump on two legs around their circle. At the signal: “Stop!” the children rest a little and again begin to jump in the opposite direction.

Option 2.

All players jump out of the circles and run around the clearing, running away from the circles. At the signal, children run to the circles and stand in them; there should be one less circle.

"Hunters and Beasts"

Target: teach children to throw a small ball, trying to hit the animals, to perform imitative movements, depicting forest animals. Develop dexterity and eye.

Progress of the game:

Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go out into the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot and leaves the circle. Then the players change roles.

Option 2

There may be 3-4 hunters, they are on one side of the site, on the other the home of the animals is the forest. At a signal, the animals run into the forest, and the hunters shoot at them from the spot. Or they can run after animals, but not run into the forest.

"Ball Trap"

Target : teach children to run in all directions in the hall, form a circle, throw a ball at a moving target - a child. Develop the ability to act on a signal, to run without bumping into each other. Cultivate endurance.

Progress of the game:

Children stand in a circle, standing at arm's length from each other. One of the children stands in the center of the circle. This is the driver. At his feet lie two small balls. The driver names or performs a series of movements. Children repeat. Suddenly the teacher says, “Run from the circle!” and the children run away in different directions. The driver picks up the balls and tries, without leaving the spot, to hit the runners. Then, at the signal “One, two, three, quickly run into the circle,” the children again form a circle. A new driver is selected.

Option 2

after a few seconds the teacher says stop! and the children should freeze in their places. The driver aims at the one who stands closer and throws the ball.

"Who is the most accurate"

Target: teach children to throw bags of sand at a vertical target from above from behind their heads, trying to hit it. Develop eye and hand motor skills.

Progress of the game:

Children are divided into 4-5 units. A line is drawn at one side of the room, and 4-5 identical targets are placed at a distance of 3 meters from it. Children, one from each link, go to the line and throw the bag, trying to hit the target. At the end, the number of points in each link is calculated.

Option 2.

You can increase the distance to 3.5m. the target can be made from suspended hoops.

"Stop"

Target: teach children to throw a ball against a wall so that when it touches the wall it bounces off it. Catch the ball on the fly with both hands, throw the ball, trying to mark the players. Develop eye, dexterity, and speed of reaction.

Progress of the game:

Children stand in front of the wall at a distance of 4-5 steps. The driver throws the ball at the wall so that it touches the wall and bounces off it. When throwing the ball, the driver names the person he appoints to catch it. The latter quickly catches the ball on the fly or picks it up from the floor. If he catches the ball, he immediately throws it against the wall and names a new catcher; if he picks it up from the ground, then, taking it, he shouts “Stop!” and when everyone stops, he spots, without leaving the place of the nearest child. He, in turn, quickly takes the ball, shouts “Stop1” and spots the other, and so on until the first miss. After a miss, everyone goes back to the wall, but the right to throw and designate who should catch belongs to the one who missed.

When catching the ball, everyone runs away, but as soon as the ball is caught and an exclamation is heard - stop, everyone must stop. The player being targeted can dodge, crouch, bend over, jump, but cannot move from his spot.

“Whoever is named catches the ball”

Target: teach children to catch a ball thrown up with both hands, without pressing it to the chest, to throw it up, calling the child’s name. Develop the ability to act quickly. Strengthen hand motor skills.

Progress of the game:

Children walk or run around the playground. The teacher is holding a large ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. You need to throw the ball higher in order to catch it, and in the direction of the person named.

Option 2.

Children stand in a circle, one child throws the ball up and calls the name of the one who should catch it; all the other children scatter away from the center. The person who catches the ball shouts - stop! Everyone stops. And the one who caught the ball throws the ball from the spot at the one who is standing closer; if he hits, he becomes the driver; if he doesn’t hit, he throws the ball up.

"Throw it over the bar"

Target: teach children to kick the ball with their foot from below, trying to throw the ball over a bar with a height of 20-30cm, then 50-60cm. develop eye dexterity. Cultivate interest in sports games.

Progress of the game:

When kicking the ball from below, the child must try to throw the ball over a bar raised above ground level by 20cm, 60cm, 100cm.

Option 2.

Kick the ball so that it rolls under the bar and does not roll out beyond the opposite line.

"Ball School"

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

Progress of the game.

  • Throw the ball up and catch it with one hand.
  • Hit the ball on the ground and catch it with one hand.
  • Throw it up, clap your hands and catch it with both hands.
  • Hit the wall and catch it with one hand.
  • Hit the wall, catch it with one hand after it hits the ground.
  • Hit the ball against the wall, clap your hands and catch it with one hand.
  • Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it.
  • Hit the ball against the wall, throwing it from behind, from behind your head, from under your feet and catch it.
  • Hit the wall, turn 360 degrees and catch the ball after it hits the ground.

"Ball for the driver"

Target: teach children to throw and catch the ball with both hands, without pressing it to the chest or stomach. Develop dexterity, eye, endurance.

Progress of the game:

Children stand in one column at a distance from them - the driver stands 4-5 steps away. He throws the ball to the first one standing, he catches the ball and throws it back to the driver and runs to stand at the end of the column, and the second one moves forward and so on until the last player. If the child doesn’t catch it, the driver throws until he catches it.

Option 2.

Play the game as a competition. Children line up in two columns, and two drivers are selected.

"Hit the shuttlecock"

Target: teach children to work with a racket, hitting the shuttlecock so that it does not fall for as long as possible. Develop dexterity, endurance, eye.

Progress of the game:

A group of children hit the shuttlecock with a racket, trying to hit as many times as possible and not let their minds fall.

Option 2.

Invite the children to hit the shuttlecock and turn the racket to the other side each time. Or passing from one hand to another.

"Knock down the pin"

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

Progress of the game:

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

Option 2.

Throw the ball with your right, left hand, push with your foot.

Option 3.

The pins are placed behind the line in a certain order: in one row close to each other, with a high pin in the middle. In one row, one from the other at a short distance of -5-10cm; in a small circle, with a large pin in the center. In two rows there is a large pin between the rows; square, large in the center, etc. at a distance of 2-3 meters from the line on which the pins are located, draw 2-3 lines from which the players knock down the pins. Children, observing the order, begin to roll the balls from the closest line. The one who knocks down the most pins from the near line wins. He starts rolling balls from the second line. Etc.

"Pass"

Target: teach children to pass the ball to each other, rolling it on the ground with a kick. Develop eye and throwing accuracy.

Progress of the game:

Standing opposite, children pass the ball to each other, rolling it along the ground with a kick.

Option 2.

If there are a lot of players standing in a circle, the ball is passed to the person standing opposite or to a neighbor in the circle.

Option 3

pass the ball in pairs between two chips at a distance of 30 cm.

"Fast and accurate"

Target: teach children to throw bags at a horizontal target, in a convenient way, to run a race. Develop eye, throwing accuracy, agility.

Progress of the game:

2-4 children run to race, each with two bags of sand in their hands. Having reached the line, which is located 20 m from the start, children must stop and throw the bags into circles with a diameter of 1 m, drawn 3 meters from the finish line. Children must then quickly return to the starting line. The winner is the one who threw the bags and returned to their place faster.

Option 2.

Children run to the finish line, running around the pins.

"Pass in a circle"

Target: teach children to throw the ball with both hands standing nearby, through one. Develop dexterity and coordination of movements.

Progress of the game: Children stand in a circle and take turns throwing the ball with their hands. First they pass it to the person standing next to you, and then through one person.

"Migration of Birds"

Target: teach children to climb a gymnastic wall, without jumping off it when descending, without missing the slats. Run in all directions without bumping into each other. Develop dexterity, courage, attention, and the ability to act on a signal.

Progress of the game:

Option 1.

A flock of birds gathers at one edge of the playground; children stand scattered, opposite the gymnastics wall. At the teacher’s signal, “let’s fly”, the birds scatter around the site, spreading their wings. At the signal “storm”, the birds fly to the trees and climb onto the wall. When the teacher says the storm has passed, the birds calmly descend from the trees and continue to fly.

Option 2.

Birds can fly using different types of flight. Instead of stairs, you can use benches and cubes.

"Catching Monkeys"

Target: learn to climb a gymnastic wall in a convenient way, going up and down, without missing the slats, to run in all directions without bumping into each other. Develop the ability to act on a signal, imitate the actions of catchers, coordination of movements, speed of action, dexterity.

Progress of the game:

Children are divided into two groups - monkeys and monkey catchers. Children - monkeys are placed on one side of the site, where there are climbing aids; on the opposite side of the site there are catchers. Monkeys imitate everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them. The catchers agree on what movements they will show and show them in the middle of the field. As soon as the catchers reach the middle of the platform, the monkeys climb onto the ladder and watch the movements of the catchers. Having made the movements, the catchers hide, and the monkeys get off and approach the place where the catchers were and repeat their movements. At the signal 6 “Catchers1” - the monkeys run to the trees and climb on them. The catchers catch those who did not have time to climb the tree. And they take you away. After 2-3 repetitions, children change roles.

Complications:

Catchers must come up with complex movements: splits, bridge, etc.

"Bears and Bees"

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

Progress of the game:

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

Make sure that they get off the gymnastics wall without jumping or missing the slats. Jump off the benches on your toes with your legs bent.

"Bear Cubs"

Target: teach children to walk on all fours, racing. Develop back, leg muscles, agility.

Progress of the game:

Children stand on the starting line in pairs; at a signal, children crawl on all fours to the finish line.

Children in pairs compete in fast walking on all fours - like a bear.

Complication:

Crawl across the lawn while climbing over a log.

"Pass quietly"

Target: teach children to pass through the gate or crawl silently, not to stand motionless. Develop the ability to move easily, on your toes.

Progress of the game:

Several children are blindfolded. They stand in pairs facing each other at arm's length. The rest of the children try to pass through the gate one by one silently, carefully bending down or crawling. At the slightest rustle, those standing at the gate raise their hands to stop the person passing. The winner is the one who managed to get through the gate safely.

You cannot stand without moving and go through the gate. If those standing at the goal catch the players, they immediately lower their hands down.

Complication:

Walk through the gate backwards.

"Figure walking"

Target: teach children to perform different types of walking in accordance with the task: snake, snail, chain, holding hands. Develop the ability to navigate the site and attention.

Progress of the game:

At the teacher’s signal, children walk in different types of walking.

"Snail"

children join hands and, turning to the left, follow the leader, first in a circle, and then in a snail, i.e. making concentric circles one inside the other. The distance between the spiral rings must be at least 1 m.

"Snake"

children walk in a column from one side of the playground to the other. Then they turn behind the leader and go to the meeting, doing this several times.

"Needle and thread"

children hold hands, forming a chain. Having drawn a chain around the playground, the leader stops the children and invites them to raise their hands linked with their neighbors up, forming a row of gates. The driver leads the chain further behind him in the opposite direction under the hands of the guys, going around in turn, one on the right, the other on the left. At the moment when the chain of children passes under the gate, the child who raised his hands to form the gate turns around himself and continues to walk in the chain.

"Stop"

Target: Teach children to walk around the playground, performing rhythmic steps in accordance with the words of the leader, stop at the “Stop1” signal, and stand still. Develop the ability to move according to a signal and balance.

Progress of the game:

At a distance of 10-16 steps from the boundary of the site, a line is drawn behind which the children stand. At the other end of the platform, a circle with a diameter of 2-3 steps is outlined - the driver’s place. Turning his back to the children, the driver says loudly: “Walk quickly, be careful not to yawn! stop!" In response to these words, everyone goes to the driver, taking a step for each word. At the word “stop” they stop, and the driver quickly looks around. The driver returns the one who did not have time to stop and made an additional movement to the starting line. Then he turns his back again and repeats the words of the command. Children continue their movements from the place where they stopped the first time with the word stop. Those who were sent to the starting line begin to move from there. The winner is the one who managed to stand in the circle with the driver and becomes the driver.

Option 2.

The first one to reach the driver first with the word stop touches him, everyone quickly runs away, the driver tries to insult those running to the brink.

"Don't drop the ball"

Target: teach children to walk while holding a spoon with a ball in their hands. Strengthen hand motor skills. Develop speed of movement and agility.

Progress of the game:

Children take turns - or 2-3 children at the same time - carry the balls in spoons, trying not to drop them and bring them to the landmark - 8-9 meters.

The ball cannot be held by hand; the person who dropped it must take the ball, place it in a spoon and continue moving from the place where the ball fell.

Complication: carry a ball while overcoming an obstacle: when stepping over something, walk like a snake.

“Build a line, a circle, a column”

Target: teach children to move around the playground in different directions without bumping into each other, forming a column or line at a signal. Strengthen the ability to form a line, a column, finding your place and maintaining alignment. Develop attention.

Progress of the game:

Children walk freely in different directions around the playground. In accordance with the signal, they try to quickly form a column, line, or circle. It is necessary to indicate in advance where you can stand in a column or line. It is advisable to build a circle around some landmark.

You need to line up quickly, without jostling, finding your place, maintaining alignment in the column, line.

Option 2.

Distribute the children into 3-4 subgroups; the team that completes the formation at the signal faster and better wins.

"Troika"

Target: teach children to walk around the playground in threes, helping each other, coordinating their movements with the movements of other children, and maintaining distance between the threes. Develop eye, orientation in space, attention.

Progress of the game:

Children stand in groups of three, holding hands. The distance between threes is at least 1 meter. In every three middle child stands facing the direction of movement, the other two with right side and to the left of him they stand with their backs. At the signal, the troikas move around the site, at the signal “Stop” they stop, and change places in the troikas.

Complication: arrange a competition to see whose three will be the first to reach the finish line.

"Fish"

Target : teach children to move scattered around the playground, trying to step on another child’s fish, and to move while dodging. Develop attention and speed of movement.

Progress of the game:

Two teams compete. Each child receives a paper fish with a 1m long thread attached to its tail. children tuck the end of the thread into the back of the belt so that the fish freely touches the floor - the fish swim. Each team has fish a certain color. At the teacher’s signal, everyone walks around the site, trying to step on the opponent’s fish, and at the same time not letting them catch their own. Whose fish is caught leaves the game.

Complication: introduce running.

"Who can climb the stick higher"

Target: teach children, sitting on the floor or on the ground, to move their feet up the stick, bending their knees. Strengthen your feet. Develop speed of movement and agility.

Progress of the game:

Children sit on the floor, each puts a stick in front of them and holds it with their hands. Then, grasping the stick from the right to the left with the feet (toes and heels rest against the stick), at the signal “Who is taller,” they move their feet up, bending their knees.

Hold the stick vertically, pressing it firmly into the ground.

"Pull in a circle"

Target: teach children to move in a circle clockwise and counterclockwise, holding hands tightly, and at a signal, pull a neighbor into the circle carefully so that he steps on a snowball. Develop strength and balance.

Progress of the game:

Children holding hands form a circle. Inside the circle, there is a snowball in front of each player. At one signal, children walk in a circle to the left (right). At another signal, the movement stops and everyone tries to pull their neighbor into the circle so that they step on the snowball. In this case, you cannot unclasp your hands. Anyone who fails to resist and steps on someone receives a penalty point. A child who scores two points is eliminated from the game. Those who do not receive a single penalty point win.

Complication: introduce running in a circle.

"Churban"

Target: teach children to walk in a circle, holding hands tightly, trying to pull a neighbor to the block at a signal. To develop children's attention, strength, and dexterity.

Progress of the game:

A block of wood (log, tall cube) is placed in the middle of the site. The players stand in a circle, hold hands and say:

“It’s a block of wood, it doesn’t bother us.

Who will knock down the block,

He will leave the circle!”

After this, everyone begins to move around the block. At the same time, everyone tries to pull their neighbors to the block so that they knock it down.

Whoever knocks down the block leaves the circle; you can’t let go of your hands; no more than 6-8 children play.

Complication:

Move around the block at a side gallop.

"Grey Duck"

Target : teach children to move in a circle, at a signal to run from one circle to another, trying not to be caught by the hunter. Develop agility, speed of movement, attention.

Progress of the game:

One of the children is a hunter, another is a duck, several children are ducklings, the rest, holding hands, form a circle - a pond. In which a duck and ducklings swim. Children walk in a circle and say:

“Here a gray duck swam on the water,

She called the little children to her,

You ducklings beware

Don't go too far."

At this time, the duck and ducklings are inside the circle, the hunter is behind the circle. At the last words, the duck stands in front of the ducklings, they follow her in single file. Children lead a round dance in the other direction:

“Here a dog barked in the reeds,

Is there a hunter sitting there in the bushes?

He will catch little children,

Little babies - ducklings."

The circle breaks up into several small ones (3-5 children each) - these are bushes in which ducklings are hiding (one or several in each). The hunter counts loudly:

"One two Three!". After this, the ducklings must run from one bush to another. While running, the hunter tries to catch them. The duck protects the ducklings: it spreads its arms to the sides, as if flapping its wings, blocking the path of the hunter.

The hunter catches only ducklings; a duckling caught by a hunter stands in a circle representing a bush; After the hunter has counted, the ducklings should not remain in the bush where they were hiding; they must definitely run to another one.

Option 2.

Assign 2-3 hunters.

"Walking Relay"

Target: teach children to perform various movements: walking along a narrow path, winding path, crawling under a cord, stepping over objects at speed. Develop agility, endurance, speed of movement.

Progress of the game:

At the same time, several children (depending on the number of obstacle courses) overcome various obstacles (climb, crawl through, step over, etc.). The child who comes to the finish line first and completes all the tasks correctly wins.

Option 2.

Walk along the winding path (w-20cm, d-6 -10m); crawl under a stretched cord or low-hanging branches, step over several sticks placed on chairs.

"Obstacle Course"

Target: teach children to overcome an obstacle course at speed, to complete tasks accurately and efficiently. To develop in children coordination of movements, agility, speed, and the ability to pass the baton.

Progress of the game:

Various aids can be used as obstacles: benches, arches, barriers, throwing targets. The order of overcoming obstacles can be any, for example: crawl under several arches (slats), walk along a bench (or log), run around medicine balls (4 balls placed at a distance of 1 m from each other), jump from a place over two lines, crawl along bench, run with a small ball (or a bag of sand) 6-7 m and throw it at the target. The speed and accuracy of completing the task are assessed.


Target: train children to quickly respond to the teacher’s signal; exercise children in walking.

The teacher portrays a “chicken”, the children - “chickens”. One child (older) is a “cat”. The “cat” sits on a chair to the side. The “hen” and “chicks” walk around the site. The teacher says:

A hen came out - a crested chicken, with yellow chicks,

The chicken clucks: “Ko-ko, don’t go far.”

Approaching the “cat”, the teacher says:

A cat lay down on a bench by the path and dozed...

The cat opens its eyes and catches up with the chickens.

The “cat” opens its eyes, meows and runs after the “chickens”, which run away to a certain corner of the site - the “house” - to the mother hen. The teacher (“chicken”) protects the “chickens,” spreading his arms to the sides, and says at the same time: “Go away, cat, I won’t give you chickens!” When the game is repeated, the role of “cat” is assigned to another child.

Outdoor game "Find your color"

Target: teach children to quickly act on a signal and navigate in space; develop dexterity.

Description. IN different sides playground, the teacher places hoops (made of cardboard) and puts one pin in them different color. One group of children stands around red skittles, another – yellow, and the third – blue. At the teacher’s signal: “Go for a walk!” - children disperse or scatter throughout the playground in different directions. On the second signal: “Find your color!” - children run to their seats, trying to find a pin of their color. The game repeats itself.

Outdoor game “Hen and Chicks”

Target: teach children to crawl under the rope without touching it, to dodge the driver, to be careful and attentive; teach them to act on cues, not push other children, and help them.

Children pretending to be chickens, together with the teacher - the “mother hen” - are behind a rope stretched between the chairs at a height of 35-40 cm - the “house”. A large “bird” sits on the opposite side of the platform. The “mother hen” leaves the “house” and goes in search of food; she calls the “chickens”: “Ko-ko-ko-ko.” At her call, the “chicks” crawl under the rope, run to the “mother hen” and walk with her, looking for food. On the signal: “Big bird!” - “chickens” quickly run into the house. The role of the “mother hen” is initially performed by the teacher, and then this role can be given to children, first at their request, and then as directed by the teacher. When the “chickens” return to the “house”, running away from the big “bird,” the teacher can raise the rope higher so that the children do not touch it.



Outdoor game “Mice in the pantry”

Target: develop in children the ability to perform movements on a signal; Exercise children in climbing, running and squatting.

The “mice” children are on one side of the playground. On the opposite side there is a rope stretched at a height of 50 cm from ground level - this is the “storage room”. To the side of the players there is a “cat” (its role is played by the teacher). The “cat” falls asleep, and the “mice” slowly run into the “pantry”. Penetrating into the “closet”, they bend down so as not to touch the rope. There they sit down and seem to “gnaw” crackers. The “cat” wakes up, meows and runs after the “mice”. They quickly run away into their burrows. The game resumes. In the future, as the rules of the game are mastered, the role of “cat” can be played by one of the children.

Outdoor game "Taxi"

Target: to teach children to move together, to balance their movements with each other, to change the direction of movements, and to be attentive to their play partners.

Children stand inside a small hoop, holding it in their lowered hands: one at one side, the other behind the other. The first child is the “driver” of the taxi, the second is the “passenger”. Children run around the playground (path). After a while they change roles. 2-3 pairs of children can play at the same time, and if the space allows, then more. When children learn to run in one direction, the teacher can give the task to move in different directions and make stops. You can mark the stop location with a flag or a taxi rank sign. At the stop, the “passengers” change, one gets out of the taxi, the other gets in.

Outdoor game “Mice and cat”

Target: teach children to run lightly, on their toes, without bumping into each other; navigate in space, change movements at the teacher’s signal.

Children sit on benches - these are “mice in holes.” On the opposite side of the playground sits a “cat”, whose role is played by the teacher. The “cat” falls asleep (closes his eyes), and the “mice” scatter around the site. But then the “cat” wakes up, stretches, meows and begins to catch “mice”. The “mice” quickly run away and hide in “minks” (take their places). The “cat” takes the caught “mice” home. When the rest of the “mice” hide in the “minks,” the “cat” walks around the area one more time, then returns to its place and falls asleep. “Mice” can run out of the “holes” when the “cat” closes its eyes and falls asleep, and return to the “holes” when the “cat” wakes up and meows. The teacher makes sure that all the “mice” run out and scatter as far as possible from the “minks”. In addition to benches, “minks” can serve as arches for crawling, and then children – “mice” – crawl out of their “minks”.

Outdoor game “Birds are flying”

Target: teach children to jump from low objects, run in all directions, and act only on a signal; teach kids to help each other.

Children stand on a small elevation - a board, cubes, bars (height 5-10 cm) - on one side of the playground. The teacher says: “The sun is shining outside, all the birds are flying out of their nests, looking for grains and crumbs.” Children jump from heights, “fly” (run, waving their arms - “wings”), squat, “peck” grains (knock their fingers on the ground). With the words of the teacher: “It’s raining! All the birds hid in their nests!” - the children run to their places. Before the game, the teacher must prepare low benches or such a number of cubes and bars that there is enough for everyone who wants to play. They should be located on one side of the playground at a sufficient distance from each other so that the children do not jostle and can freely take their places. We need to show children how to jump off softly and help them rise to a higher ground after running. When repeating the game, the signal can be given in one word: “Sunny!” or “Rain!” Children need to know what signal to do what.

Outdoor game "Horsemen"

Target: to teach children to run without bumping into each other, to speed up or slow down their movements, and to navigate in space.

A group of children (5-6 people) stand at one edge of the playground. The teacher gives everyone a stick 50-60 cm long. Children sit astride the stick and gallop to the opposite side of the playground, pretending to be “horsemen,” trying not to bump into each other or touch objects or equipment located on the playground. During the game, the teacher can invite the “horsemen” to ride fast and slow, as well as in different directions. When children learn to run fast, you can organize competitions. A task is proposed: who is most likely to ride a horse to a certain place on the site or path.

Outdoor game "Tram"

Target: teach children to move in pairs, coordinating their movements with the movements of other players; teach them to recognize colors and change movements according to them.

3-4 pairs of children stand in a column, holding each other's hands. With their free hands they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord right hand, others - left. These are "trams". The teacher stands in one of the corners of the playground, holding three flags in his hands: yellow, green, red. He explains to the children that the tram moves when the signal is green, when it turns yellow it slows down, and when it turns red it stops. The teacher raises the green flag and the “tram” starts moving: the children run along the edges of the playground. If the teacher raises a yellow or red flag, the “tram” slows down and stops. If there are many children in the group, you can make 2 trams. The plot of the game can be more developed: during stops, some “passengers” get off the “tram”, others enter, lifting the cord. The teacher introduces children to the rules of the street. He makes sure that all players are attentive, do not miss stops, monitor the change of flags and change movements.