Game cones acorns nuts. Summary of a physical education lesson on the topic: “Outdoor games. Description of the children's outdoor game "Cones, acorns, nuts"

Target: development of attention, reaction speed, accuracy of movements.

The number of players is more than six.

Instructions. The players stand in threes, one after another, facing the center, where the driver stands. The first in threes are “cones”, the second are “acorns”, the third are “nuts”. At a signal, the driver pronounces any of three names, for example, “nuts.” All playing "nuts" must

swap places. The driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver.

You can shout out two names or even three. The winner is the one who has never been a driver.

Methodical instructions. At the request of the children, the game can be played several times.

Game: “Fish, Birds, Animals”

Target: development of reaction speed, attention, enrichment of vocabulary.

Inventory: volleyball or tennis ball.

Instructions. All players stand in a semicircle at a distance of 4-5 meters from the driver, who is holding a volleyball or tennis ball in his hands. The driver, throwing the ball to one of the players, says one of three words: “fish”, “birds”, “animals”. If, for example, the word “fish” is named, the player must catch the ball, take a step forward and immediately return it to the driver, quickly naming any fish, for example, say: “Pike.” The one who does not have time to give the desired answer or repeats it, is eliminated from the game. The one who doesn't make a single mistake wins. The winner becomes the driver.

Methodical instructions. The game is repeated 2-3 times.

Game: “Volleyball in a circle”

Target: mastering basic skills of passing the ball, developing precision of movements.

The number of players can be any.

Inventory: volleyball.

Instructions. The players stand in a circle and begin to pass the ball to each other in any way, as in volleyball. Anyone who fails to receive or pass the ball receives a penalty point. The one who received fewer penalty points wins.

Methodical instructions. At the request of the participants, the game can be repeated 2-3 times.

Conclusion

IN The methodological manual presents outdoor games for disabled children with visual impairments, hearing impairments, intellect, mental retardation and poor health, which are classified according to the level of functional impact (high, medium, low mobility).

Each outdoor game has a defined purpose, rules, descriptions, and methodological descriptions for organizing and guiding the implementation. It is known that children with various health conditions (pathologies of vision, hearing, mental retardation, intelligence, etc.) have different physical capabilities, and this feature must be taken into account when conducting outdoor games. Outdoor play activates all systems of the body: blood circulation, breathing, vision, hearing, it brings positive emotions to the child.

All this taken together speaks of the health-improving effect of outdoor games.

Bibliography

1 .Private methods of adaptive physical culture: Tutorial. Edited by L.V. Shapkova. - M. - Soviet sport. - 2003. - 464 p.

2 .Gibson, R. Fun Games / D. Timer (translated from English). - M.: 1994.

3. Karabanova O.A. Game and correction mental development child. –

4. Mallaev D.M. Educator as organizer play activity blind and visually impaired children. Makhachkala. 1992.

5. Corrective outdoor games for children with developmental disabilities.

/Ed. L.V. Shapkina, - M.: Soviet sport, - 2002. - 212 p. 6. Novichikhina E.V. Hoad L.D. “Features of the methodology for teaching outdoor games to deaf children of primary school age” / Adaptive physical culture. - No. 3. - 2006. - 9-1 I p.

7. Vanyushkin V.A. Correction coordination abilities students with disabilities intellectual development. Aftorev diss…candidate of pedagogical sciences.-Ekaterenburg, 1999.

8. Raising and teaching children in a auxiliary school: A manual for teachers / Ed. V.V. Voronkova, M. School-Press, 1994,

9. Dmitriev A.A. Organization of motor activity of mentally retarded children // Manual. M-..Sov.sport, 1991.

10. Evseev S.P. Adaptive physical culture, its philosophy, content and objectives // Adaptive physical culture and functional. state of disabled people, St. Petersburg, 1996.

11 Koval V.V. Correctional games in a auxiliary school // Defectology, 1991,

12. Dveyrina O.A. Development of coordination abilities in physical education lessons at school: Textbook // St. Petersburg State Physical Culture and Sports Complex named after P.F. Lesgavt, 2000.

13. Velitchenko V.K. Physical education for weakened children: Methodological manual. - M Terra-Sport, 2000

14. Elkonin D.B. Psychology of play. 1978.

15. Sukharev A.G. Health and physical education children and teenagers. - M.: Medicine, 1991, -227 p., ill.

Preface………………………………………………………...3

1. Preparation, organization and management of the game…………………..4

2. Outdoor games for blind and visually impaired children.................................... 8

2.1 General requirements for the game.................................... 8

2.2 Games………………………………………………………..11

3. Outdoor games for deaf and hard of hearing children.................................. 24

3.1 Games......................................................... ........................................................ 25

4. Outdoor games for children with intellectual problems.................................. 31

4.1 Games................................................... ........................................................ 32

5. Outdoor games for mentally retarded older children

classes........................................................ ........................................................ .... 38

5.1 Games................................................... ........................................................ 38

6. Outdoor games for children with poor health and

developmental disorder......................................................... ........................... 43

6.1 Games................................................... ........................................................ 44

Conclusion................................................. ............................................... 53

Bibliographic sources……………………………54


Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three to four steps from the driver (Fig. 5). The leader gives all players names: first in threes “cones”, second “acorns”, third “nuts”.

f Driving OOOPlaying

liberated place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in threes change places, if “cones” - those standing first in threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game : 1. Those called are prohibited from remaining in place. 2. Players cannot move to any other three (otherwise the player becomes the driver).

18. "Mountaineers"

Preparation. Two teams of “climbers” line up facing the gymnastics wall, 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down. Gymnastic mats are laid at the outermost spans of the wall (Fig. 6).

Contents of the game. At the teacher’s signal, the first players begin to move along the rail of the gymnastic bench, move to the gymnastic wall, climb onto it, move along the wall to the outermost span and go down. The height of climbing the wall is indicated in advance by the teacher (marked with a ribbon or flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players begin moving along the gymnastic bench immediately after the previous “climber” lands.

oooooooh

# About Players of opposing teams

The team that manages to finish the relay faster than others and makes fewer mistakes than the other wins.

Rules of the game: 1. Premature movement on the bench rail is prohibited. 2. The player must not lose balance. 3. You cannot jump from a height exceeding that specified by the teacher. 4. Imprecise landings are also prohibited. For each mistake the player is punished with a penalty point.

19. "Jumping on stripes"

Preparation. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Children jump through narrow strips, and push off from wide strips when jumping. The class is divided into three or four teams, which stand in ranks (Fig. 7).

Contents of the game. At the signal, the first numbers of each team begin jumping from the beginning of the corridor (push with both legs) through narrow stripes, making an intermediate jump on each wide strip. Those who complete all the jumps correctly (without stepping on narrow stripes) earn their team a point. Second numbers jump in the same way, etc. If a player steps on a narrow strip, he continues to jump further, but does not earn the team a point. The speed of jumping is not taken into account.

The team whose players received more points wins.

Rules of the game: 1. The width of the strips gradually increases (up to 60, 90, 100 cm). 2. Teams are located in the same position and follow the same sequence. 3. The one who jumped on

Lesson No. 28.13.

Lesson summary on physical culture on the topic: "Outdoor games"

Class: 1st class

Location: gym.

Inventory: in/out balls, whistle.

Tasks:

I. Educational:

1.Learn the outdoor games “Hunters and Ducks”, “Cones, Acorns, Nuts”;

2. Outdoor game “Shootout”

II.Health:

1.Develop dexterity, speed of reaction, attention.

III .Educational:

1. Foster discipline, collectivism, and respect for comrades.

Physical education teacher: Voronina Ekaterina Anatolyevna

load dosage

organizational and methodological instructions

I. Introductory part.

1. Construction.

2. Walking

    on socks;

    on the heels;

    on the outside of the foot

3. Running

    snake;

    round

    walking

4. Outdoor switchgear complex in motion

IP - hands in frames.

1-4 - circular movements in the wrist joint forward.

5-8 - also back.

IP - hands to shoulders.

1-4 - circular movements in the shoulder joint forward.

5-8 - also back.

IP - hands forward.

1-8 - “scissors”.

On-site outdoor switchgear complex to develop flexibility:

IP - hands on the belt, legs slightly apart.

1- Tilt the torso to the right.

2- I.p.

3- Also to the left.

4-I.p.

I. p. - stand with legs apart, bend forward, arms to the sides.

1-8 - “mill”.

I. p. - stand with legs apart, hands on the belt.

1- lean forward.

2- bend back.

1-4-Lunge forward with the right.

5-8- Also left.

I. p. - stand with your feet together, hands on your belt.

1- Deep squat, arms forward.

2- I.p.

II. Main part.

    Game "Hunters and Ducks"

Preparation. The players are divided into two teams, one of which - "hunters" - stands in a circle (in front of the line), the second - "ducks" - enters the middle of the circle. The "hunters" have a volleyball.Contents of the game. At the signal, the “hunters” begin to knock the “ducks” out of the circle. Each player can throw the ball themselves or pass the ball to a teammate to throw. "Ducks" running inside the circle, they escape from the ball by dodging and jumping. The knocked-out duck leaves the circle. The game ends when there are no “ducks” left in the circle, after which the players change roles. The team that manages to shoot the ducks in less time wins. The manager can set the game time for throwing the ball to the ducks. Then the result is summed up by the number of “ducks” knocked out during this time.

    Game "Cones, acorns, nuts"

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”. Contents of the game. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in threes change places, if “cones” - those standing first in threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

    Game "Shootout"

III . Final part.

Game "Owl"

Summarizing.

Homework: To develop dexterity, repeat exercises with the ball.

10 min

1 min

1 min

2 minutes

6 min.

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 ra

35 min

5 minutes

Greeting, message of lesson objectives.

Hands up, behind your head, on your belt; keep your back straight, shoulders straight.

The pace is slow and even.

Perform counting with maximal amplitude.

Arms straight. Execute on account.

Do not bend your legs, touch your toes with your hands. Perform with maximal amplitude.

Perform with maximal amplitude.

Head straight.

Perform on account. The back is straight, the chin is raised, and the heels are not lifted off the floor.

The back is straight, hands on the belt.

Legs straight

back straight.

Rules of the game: 1. While throwing the ball, it is prohibited to step over the line. 2. Those in the circle do not have the right to catch the ball with their hands. 3. Players are not considered to be knocked out if the ball hits them after bouncing off the floor.

Rules of the game: 1. Those called are prohibited from remaining in place. 3. Players cannot move to any other three (otherwise the player becomes the driver).

Remind the rules of the game and safety regulations.

Ask about what you liked? What didn't work?


Target: Teaching the technique of throwing a small ball at a distance.

Tasks:

Develop reaction speed, dexterity and attention;

Develop respect and kindness towards each other.

Planned results:

Subject results:

Learn to throw a small ball;

Compliance with safety precautions during the outdoor game “Cones, acorns, nuts”;

Load dosing according to age characteristics students.

Meta-subject results:

Regulatory UUD:

Awareness of the quality of exercises;

Identification of the reasons for the insufficient level of mastery of elements of the technique;

Students’ awareness of the level and quality of mastering the exercise;

Making the necessary additions and adjustments to improve the technique of throwing the ball at a distance;

Personal approach to correcting errors.

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Independently identifying the causes of incorrect ball throwing

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Respect for the opinions of peers in the process of jointly mastering throwing techniques;

Interact with peers in the process of jointly mastering throwing while passing the game.

Personal results:

Respect and kindness towards each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Lesson type:

lesson in the formation of subject skills, mastery of subject skills.

Teaching methods: problem-search, discussion, reproductive, empathy, method of analogies, analysis.

Forms of organization: frontal, group, individual.

Equipment and supplies: small balls.

Location: gym.

Download:


Preview:

Technological lesson map

Physical education teacher:Belova Tatyana Anatolyevna

Class: 4 B class.

Chapter: Athletics.

Lesson topic: “Throwing a small ball at a distance.Outdoor game “Cones, acorns, nuts.”

Purpose: Training technique of throwing a small ball at a distance.

Tasks:

Improve the technique of throwing a small ball at a distance;

Develop reaction speed, dexterity and attention;

Develop respect and kindness towards each other.

Planned results:

Subject results:

Learn to throw a small ball;

Compliance with safety precautions during outdoor game "Cones, acorns, nuts";

Dosing the load in accordance with the age characteristics of students.

Meta-subject results:

Regulatory UUD:

Awareness of the quality of exercises;

Identification of the reasons for the insufficient level of mastery of elements of the technique;

Students’ awareness of the level and quality of mastering the exercise;

Making the necessary additions and adjustments to improve the technique of throwing the ball at a distance;

Personal approach to correcting errors.

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Independently identifying the causes of incorrect ball throwing

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Respect for the opinions of peers in the process of jointly mastering throwing techniques;

Interact with peers in the process of jointly mastering throwing while passing the game.

Personal results:

Respect and kindness towards each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Lesson type:

lesson in the formation of subject skills, mastery of subject skills.

Teaching methods: problem-search, discussion, reproductive, empathy, method of analogies, analysis.

Forms of organization: frontal, group, individual.

Equipment and supplies: small balls.

Location: gym.

6. General developmental exercises in walking movements:

Ex. 1 IP - arms to the sides.

4 steps forward - 4 circles with hands inward, the next 4 steps forward - outward.

Exercise 2.- IP-bend your arms to your shoulders, 1-4-circular rotations with your arms forward;

5-8-circle rotations with arms back;

Exercise 3.- IP - arms bent in front of the chest, 1-2 - jerks with bent arms in front of the chest;

3-4 jerks with straight arms in front of the chest.

Exercise 4.- IP - right hand up, left down; 1-2 - jerks with straight arms, right up, left down;

3-4 - jerks with straight arms, left up, right down;

Exercise 5- IP - hands up, fingers clasped outward.

One step forward with the left is a tilt to the left, one step with the right forward is a tilt to the right.

Exercise 6- IP-hands in front of the chest.

For 2 springy steps, moving the bent arms back, for the next 2 steps forward - the same, but extending the arms with the palms up.

Exercise 7 - IP - arms to the sides,

1-4 circular rotations with arms forward;

5-8 circle rotations with arms backwards.

Focus students' attention on combining movements with the rhythm of steps and maintaining correct posture when performing exercises.

Perform with maximum range of motion.(exercise 1)

Perform with maximum amplitude. ( exercise 2)

Perform with maximum arm extension. ( exercise 3)

Perform with maximum extension of the arms. Do not bend the arms at the elbows ( exercise 4)

When bending over, look at your hands.( exercise 5)

Do not lower your elbows below shoulder level. ( exercise 6)

Perform with maximum range of motion. Do not bend your arms at the elbow joints.(exercise 7)

Perform steps and stops at the teacher’s count “one or two”( exercise 1)

Focus students' attention on the long length of the first step and placing the feet from the heel, alignment in columns, intervals of three steps ( exercise 2).

Guide students to open distances and intervals in three steps.

Clearly follow the commands: “to the right, to the left, in a circle, step-march” ( exercise 3).

Draw students' attention to the need correct position hands and foot placement while throwing the ball, range of movements (exercise 4)

Focus students’ attention on the precision of the exercise and the rhythm of breathing.( 5)

Line up in two lines on one side of the court, the first team has the ball.

There are chips in front of each team at a distance of 5,10,15,20,25 m. At the whistle, the 1st students perform throwing (the teacher says the result of each). The 2nd students stand opposite the 1st students, at a distance of 25 m; the 2nd students throw; the 3rd students stand and catch balls from the ground.

10. Game "Cones, acorns, nuts."

The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Throw with a large amplitude, release the ball at the highest point, and take the correct stance when throwing. Execute on whistle.

Game content . At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

3. You can change the rules (standing facing the center, with your back, different starting positions).


Preparation : The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver. The leader gives all the players names: the first in the threes are “bumps”, the second “acorns”, others “nuts”.

Game content : At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in threes change places, if “cones” - those standing first in threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

Rules of the game:

2. Players cannot run to any other

three (otherwise the player becomes the driver).

Preparation: The guys stand in a circle, in the middle there is a driver who is blindfolded.

We played a little

And now we stand in a circle.

Guess the riddle, Find out who called you!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the person recognized becomes the driver; if he made a mistake, the game is repeated.

The winner is the one who has never been a driver.

Rules of the game:.

1. The words are spoken only by the one whom the leader points to.

Make no mistake

Preparation: Drawings depicting a mill, tree, ball, woodcutter, bridge, stork, frog, butterfly, cat, etc. are prepared on sheets of cardboard. The players line up or form a semicircle.

Mill: one arm is raised, the other is lowered and pressed to the body. Children show how the mill works: change the position of their hands.

Ball: squat, round back. The players begin to jump. The feet are connected, the knees rise high when jumping.

Lumberjack: players raise their hands above their heads

with toes joined, legs straight. Wide

With a wave, the guys imitate chopping wood.

Those who complete the task more successfully than others win.

Rules of the game:

Penalties are awarded for each inaccurate execution.

Burners

Preparation: Children stand in pairs one after another, holding hands. Ahead, at a distance of 3-4 m, is the driver’s place.

Oblique, oblique,

Don't go barefoot

And walk around with shoes on,

Wrap up your paws.

If you're wearing shoes,

The wolves won't find the hare

The bear won't find you.

Come out, you'll burn, you'll burn!

As soon as the guys finish the recitative, the first pair separates their hands and runs forward to reunite behind the line, where the driver can no longer catch. He must catch one of the guys, otherwise he will have to drive again. The driver stands behind everyone in a pair with the one he caught. The other of this pair becomes the driver.

The winners of the game are those who have never been caught.

Rules of the game:

1. The game begins at the signal of the leader.

2. You can start running only after the end of the recitative.

Target: Teaching the technique of throwing a small ball at a distance.

Tasks:

Planned results:

Subject results:

Compliance with safety precautions during the outdoor game “Cones, acorns, nuts”;

Meta-subject results:

Regulatory UUD:

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Personal results:

Lesson type:

Location: gym.

Download:

Preview:

Technological lesson map

Physical education teacher: Belova Tatyana Anatolyevna

Class: 4 B class.

Chapter: Athletics.

Lesson topic: “Throwing a small ball at a distance.Outdoor game “Cones, acorns, nuts.”

Purpose: Training technique of throwing a small ball at a distance.

Improve the technique of throwing a small ball at a distance;

Develop reaction speed, dexterity and attention;

Develop respect and kindness towards each other.

Planned results:

Subject results:

Learn to throw a small ball;

Compliance with safety precautions during outdoor games "Cones, acorns, nuts";

Dosing the load in accordance with the age characteristics of students.

Meta-subject results:

Regulatory UUD:

Awareness of the quality of exercises;

Identification of the reasons for the insufficient level of mastery of elements of the technique;

Students’ awareness of the level and quality of mastering the exercise;

Making the necessary additions and adjustments to improve the technique of throwing the ball at a distance;

Personal approach to correcting errors.

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Independently identifying the causes of incorrect ball throwing

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Respect for the opinions of peers in the process of jointly mastering throwing techniques;

Interact with peers in the process of jointly mastering throwing while passing the game.

Personal results:

Respect and kindness towards each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Lesson type:

lesson in the formation of subject skills, mastery of subject skills.

Teaching methods: problem-search, discussion, reproductive, empathy, method of analogies, analysis.

Forms of organization: frontal, group, individual.

Equipment and supplies: small balls.

Venue: sports hall.

6. General developmental exercises in walking movements:

Ex. 1 IP - arms to the sides.

4 steps forward - 4 circles with hands inward, the next 4 steps forward - outward.

Exercise 2.- IP-bend your arms to your shoulders, 1-4-circular rotations with your arms forward;

5-8-circle rotations with arms back;

Exercise 3.- IP - arms bent in front of the chest, 1-2 - jerks with bent arms in front of the chest;

3-4 jerks with straight arms in front of the chest.

Exercise 4.- IP - right hand up, left down; 1-2 - jerks with straight arms, right up, left down;

3-4 - jerks with straight arms, left up, right down;

Exercise 5- IP - hands up, fingers clasped outward.

One step forward with the left is a tilt to the left, one step with the right forward is a tilt to the right.

Exercise 6- IP-hands in front of the chest.

For 2 springy steps, moving the bent arms back, for the next 2 steps forward - the same, but extending the arms with the palms up.

Exercise 7 - IP - arms to the sides,

1-4 circular rotations with arms forward;

5-8 circle rotations with arms backwards.

Focus students' attention on combining movements with the rhythm of steps and maintaining correct posture when performing exercises.

Perform with maximum range of motion. (exercise 1)

Perform with maximum amplitude. (exercise 2)

Perform with maximum arm extension. (exercise 3)

Perform with maximum extension of the arms. Do not bend the arms at the elbows (exercise 4)

When bending over, look at your hands. (Exercise 5)

Do not lower your elbows below shoulder level. (exercise 6)

Perform with maximum range of motion. Do not bend your arms at the elbow joints. (exercise 7)

Perform steps and stops at the teacher’s count “one-two” (exercise 1)

Focus students' attention on the long length of the first step and placing the feet from the heel, alignment in columns, intervals of three steps (exercise 2).

Guide students to open distances and intervals in three steps.

Clearly follow the commands: “to the right, to the left, in a circle, step-march” (Exercise 3).

Draw students' attention to the need for the correct position of the hands and feet when throwing the ball, the range of movements (exercise 4)

Focus students' attention on the precision of the exercise and breathing rhythm.(5)

Line up in two lines on one side of the court, the first team has the ball.

There are chips in front of each team at a distance of 5,10,15,20,25 m. At the whistle, the 1st students perform throwing (the teacher says the result of each). The 2nd students stand opposite the 1st students, at a distance of 25 m; the 2nd students throw; the 3rd students stand and catch balls from the ground.

10. Game "Cones, acorns, nuts."

The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Throw with a large amplitude, release the ball at the highest point, and take the correct stance when throwing. Execute on whistle.

Game content . At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

3. You can change the rules (standing facing the center, with your back, different starting positions).


[ abstract ]
  • Additional education program Games for health [program]
  • Volleyball [abstract]
  • Andrianova A., Smirnova V., Kodachigova A. Collection of games for a friendly company of teenagers. Our parents' yard games [document]
  • Outdoor games as a means of developing physical qualities [abstract]
  • the role of play in child development [abstract]
  • Coursework: Outdoor games for children with musculoskeletal disorders [ course work ]
  • Physical development of a child under 3 years [abstract]
  • Mathematical games and puzzles [abstract]
  • Olympic Games of Ancient Times [abstract]
  • Game elements in twentieth-century culture [document]
  • 1.doc

    "Cones, acorns, nuts"

    Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three to four steps from the driver (see figure). The leader gives all players names: first in in threes “cones”, the second “acorns”, the third “nuts”.

    Rice.
    Contents of the game. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if the “cones” - standing first in the threes. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

    The winners are the players who have never been a driver.

    ^ Game rules: 1. Those called are prohibited from remaining in place. 2. Players cannot move to any other three (otherwise the player becomes the driver).
    "Hunters and Ducks"

    Preparation. The players are divided into two teams, one of which - “hunters” - stands in a circle (in front of the line), the second - “ducks” - enters the middle of the circle (see figure). The “hunters” have a volleyball.

    ^ WITH
    possession of the game.
    At the signal, the “hunters” begin to knock the “ducks” out of the circle. Each player can throw the ball themselves or pass the ball to a teammate to throw. The “Ducks”, running inside the circle, escape from the ball by dodging and jumping. The knocked-out duck leaves the circle. The game ends when there are no “ducks” left in the circle, after which the players change roles.



    The players are “ducks”
    The players are “hunters”


    Rice.
    The team that manages to shoot the ducks in less time wins. The manager can set the game time for throwing the ball at the ducks. Then the result is summed up by the number of “ducks” knocked out during this time.

    Rules of the game: 1. When throwing the ball, it is prohibited to step beyond the line. 2. Those in the circle do not have the right to catch the ball with their hands. 3. Players are not considered to be knocked out if the ball hits them after bouncing off the floor.
    “Whose line will win?”

    Preparation. The players are divided into two equal teams. Two players, one from each team, stand facing each other in front of a line drawn on the ground. Holding each other by the waist.

    ^ Contents of the game. At the signal, the players try to pull the opponent towards them. The loser moves to the winning team.

    Rules of the game. 1. The game should start from a certain place. 2. The winner is the one who pulled the opponent to his side.

    ○ ○ ○ ○ ○ ○

    □ □ □ □ □ □

    "Day and night"

    Preparation. Two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. Leading between them.

    At the command “Night!” boys catch girls, on the command “Day!” girls catch boys. The team that catches the most opponents wins.

    Rules of the game. 1. The run begins at the leader’s signal. 2. Those who are sore go to the opposing team.


    Boys - "Night"

     Presenter

     □ Girls – “Day”
    □ □ □ □ □ □

    Preparation.

    f Driving OOOPlaying

    Rules of the game

    18. "Mountaineers"

    Preparation.

    Contents of the game.

    oooooooh

    Rules of the game:

    19. "Jumping on stripes"

    Preparation.

    Contents of the game.

    Rules of the game:

    Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three to four steps from the driver (Fig. 5). The leader gives all players names: first in threes “cones”, second “acorns”, third “nuts”.

    f Driving OOOPlaying

    liberated place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in threes change places, if “cones” - those standing first in threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

    The winners are the players who have never been a driver.

    Rules of the game : 1. Those called are prohibited from remaining in place. 2. Players cannot move to any other three (otherwise the player becomes the driver).

    18. "Mountaineers"

    Preparation. Two teams of “climbers” line up facing the gymnastics wall, 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down. Gymnastic mats are laid at the outermost spans of the wall (Fig. 6).

    Contents of the game. At the teacher’s signal, the first players begin to move along the rail of the gymnastic bench, move to the gymnastic wall, climb onto it, move along the wall to the outermost span and go down. The height of climbing the wall is indicated in advance by the teacher (marked with a ribbon or flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players begin moving along the gymnastic bench immediately after the previous “climber” lands.

    oooooooh

    # About Players of opposing teams

    The team that manages to finish the relay faster than others and makes fewer mistakes than the other wins.

    Rules of the game: 1. Premature movement on the bench rail is prohibited. 2. The player must not lose balance. 3. You cannot jump from a height exceeding that specified by the teacher. 4. Imprecise landings are also prohibited. For each mistake the player is punished with a penalty point.

    19. "Jumping on stripes"

    Preparation. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Children jump through narrow strips, and push off from wide strips when jumping. The class is divided into three or four teams, which stand in ranks (Fig. 7).

    Contents of the game. At the signal, the first numbers of each team begin jumping from the beginning of the corridor (push with both legs) through narrow stripes, making an intermediate jump on each wide strip. Those who complete all the jumps correctly (without stepping on narrow stripes) earn their team a point. Second numbers jump in the same way, etc. If a player steps on a narrow strip, he continues to jump further, but does not earn the team a point. The speed of jumping is not taken into account.

    The team whose players received more points wins.

    Rules of the game: 1. The width of the strips gradually increases (up to 60, 90, 100 cm). 2. Teams are located in the same position and follow the same sequence. 3. The one who jumped on



    Indian Solitaire