Outdoor games for kids. Summer outdoor games for children. Find yourself a match

Outdoor activities are a great alternative to gadgets. Live communication and interaction skills with peers are something that is useful to learn at any age. Let's remember the games that you can play in the yard, those that are familiar to more than one generation of children. Dear adults, take the initiative! Remember what you played as a child and tell your children about it. Games are like fairy tales, they need to be passed down from generation to generation.

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In the yard, at the camp, on a hike, at the dacha - wherever a group of children gathers, you can organize team or collective games: calm or very active, on the grass or in a gazebo, with or without attributes. We are sharing a LARGE list of outdoor games for kids to play in the summer. We have chosen the MOST POPULAR ones, which have been tested by more than one generation of children and still have not lost their relevance. We are sure you can continue this list - and your children will have enough entertainment for the whole summer!

1. Ring ring

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A leader is chosen, and everyone else sits opposite him. As a “ring” you need to find a small object: a button, a pebble, a ring, etc. Players fold their palms into a boat shape. The “ring” is hidden in the presenter’s “boat” and he runs his hands over the slightly open “boats” of the players, imperceptibly tossing the ring to one of them. The main thing is to do everything very professionally, like an actor, so that none of those sitting would guess at what exact moment the “ring” from the hands of the presenter migrated to the palms of the lucky player. The one who has the ring must also maintain intrigue... After all the players go through the procedure, the presenter says: “Ring, ring, go out onto the porch.” At this moment, the one who actually has the “ring” must quickly get up and run forward so that the others do not have time to catch him. If he succeeds, he becomes the new presenter.

Warm childhood memories of this popular game They take you back to a time when rings on girls’ fingers were very rare; holding someone else’s ring in your hands is already cool in itself! In this simple game Can be played with both babies and children school age, it is almost universal for both boys and girls. A small machine can also be used as a “ring”, for that matter.

2. Kalim-bam-ba

All players are divided into two teams. The players of each team join hands and stand in a chain facing their opponents at a distance of 10-12 meters. The teams begin to shout out the following words in turn:
- Kalim-bam-ba!
- What is a servant for?
- Sew the sleeves!
— To what numbers?
- For fifths and tenths, we bring Masha (Olya, Tanya, Sveta, Sasha, Andryukha...) here!

The one whose name was called runs towards the opposing team and tries to unclasp the opponents’ hands. If he succeeds, he can take into his team any of the two guys who unclasped their hands, usually the one who is stronger. If it is not possible to break the chain, then he goes to the opposing team. They play until one or two people remain in one of the teams (as agreed).

An analogue of this game is “Chains”. The dialogue could be like this:
- The chains are forged, break us!
-Which of us?

Perhaps remember how “Ali Baba, sew on the sleeves”:
- Ali Baba!
- Why a servant?
- Sew on the sleeves!
- Which sides?
… etc.

Be sure to teach your children to play this game. She teaches us to stand for each other and act united.

3. Returners

To play you will need a whistle. At the request of the leader, the children line up. At the signal, the players scatter different sides within the specified territory, they run around the clearing, dance, and take various poses. When the whistle blows, the players must return to their original place and line up again. You can, for example, count to three: those who do not have time are eliminated. The game is repeated 3 times.

The idea is good for camp teachers when they need to quickly organize children and bring them all together.

4. Frog

Players stand opposite the wall (usually the end wall of a house where there are no windows or doors) one after another (in a column). A mark is drawn on the wall with chalk. Usually they start from 1-1.5 meters.

You need to throw the ball above this line and while it is flying back from the rebound, have time to jump over it. The ball must hit the ground and pass between the player's legs. If successful, the player goes to the end of the queue. If during a jump the ball is touched with their feet or they are unable to jump over it, the player goes to the end of the line, receiving one letter from the word “frog”. When everyone jumps once, the mark is set higher and the jumping starts again. The game continues until one of the players collects the entire word “l-i-g-u-sh-k-a”.

To be honest, in our childhood we called everything by its proper name - “goat”. Perhaps it is under this code word that this game and the hysteria of your grandmother-neighbor will emerge in your memory, who was hit with a ball against the wall by the restless children of the yard all day long.

Another version of this game (simplified) is suitable for younger children. The principle is the same, with the only difference that the one who could not jump over the ball stands against the wall. Over time, there will be a lot of such “fines”. Their task is to try to catch the ball before it hits the wall. If it works, the penalty box gets into line and continues the game, and the one who was throwing the ball at that moment takes his place at the wall. The game ends when everyone except one (the winner) is at the wall.

5. The sea is agitated once...

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The presenter turns his back to the players and says: “The sea worries once, the sea worries two, the sea worries three, the sea figure freezes in place!” The rest at this time move chaotically and depict the movement of waves with their hands. On the word “Freeze!” all the children freeze in their planned positions. The presenter turns around, approaches any of the players and touches him with the words “Otomi!” The selected player must show the intended figure in motion so that it can be guessed. If the leader guesses the piece, he goes to the next player and continues to guess. The one whose figure is not solved becomes the new leader.

By the way, the figures do not have to be nautical; choose and voice any theme before the start of the game.

6. Predators and Herbivores

A predator is chosen from among the players: at will or by lot. The rest are herbivores. The predator draws a large circle (about 2-2.5 m in diameter). During the game, he needs to catch as many herbivores as possible and put them in his lair - in a circle. Captives can leave the circle only in one case - if one of the herbivores walking in the wild touches the outstretched hand of the captured one. The task of a predator is not easy: it needs not only to catch new herbivores, but also not to allow the “free” to release those already captured. The game ends when all the herbivores are in the circle, or all are free.

7. Cossacks-Robbers

Participants are divided into 2 teams and determine the territory for the game. The robbers, secretly from the Cossacks, come up with a password word. During the game, the Cossacks must try to find out this secret word.

The game begins with the Cossacks turning away and closing their eyes. At this time, the Robbers must run away and hide somewhere in a secluded place. When fleeing, Robbers draw arrows on the road, curbs or trees, indicating the exact direction of their movement, sometimes placing arrows in different directions to confuse their tracks.

While the Robbers run away and hide, the Cossacks outline a small area with chalk - the prison. After 10-15 minutes, the Cossacks set off in search of the Robbers. The Cossack, who caught the Robber, takes him to prison and tries to find out the password using comic methods in the form of tickling. Rogues who are not caught can attack the prison to free the captured crew member. The Cossacks will win if they find out the Robbers' secret word or catch them all.

Eh, Childhood! With this game, we knew all the “nooks and crannies” in the vicinity and within the radius allowed for mom to master. One of my favorite games, and I never get tired of it!

8. Hide and seek

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A presenter is appointed, and a place is agreed upon where the players can “get caught.” The driver turns away, closes his eyes and counts to... (as agreed). The rest are hiding at this time. Having counted, the water goes in search. If he finds someone, he runs to the appointed place and “knocks” him: “Knock, knock for...” (say a name). The one who is found may try to outrun the water and get caught by himself. In this case, he is not considered caught. The game ends when everyone is caught. The new presenter becomes the one who was “caught” the very first.

The good thing about the game is that even kids can participate. If desired, you can play indoors.

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A more complicated version is “Twelve Sticks”. You need a board and 12 sticks. The board is placed on a stone to form a swing. 12 sticks are laid out on one end, and one of the players kicks the other end so that the sticks fly apart. While the water collects sticks, everyone hides. Next - according to the rules of ordinary hide and seek, only you need to “knock” with a stick in your hands on a board.

9. Pioneerball

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A ball, a field with a net or a high crossbar in the middle and 2 teams with an equal number of players (optimally 6-7 people). Players take positions on the playing field on both sides of the net. The game begins with the ball being served. The serve is made from the corner of the field. The main thing is to throw hard enough so that the ball flies over the net to the opponent's side. He didn’t get stuck in the net, didn’t fall in his own half, didn’t fly over the line, but ended up on the field on the opponent’s side. Next - depending on your luck. If your opponents do not return, the point and the right to the next serve are yours again. If the ball catches on the net, the serving team receives a losing point. If the ball is touched or dropped in your own half of the field, then a loss point is counted.

The participant or members of the other team must catch the ball and throw it back over the net. You are allowed to take no more than 3 steps across the field with the ball in your hands. A ball that flies out of the opponent's field and is not touched in flight allows the opponent to serve. The game lasts up to 15 goals.

Unlike volleyball, this is a simpler option and can be done by those who are younger and weaker.

What was also interesting about pioneer ball was the teams’ movements around the court - that is, after each point the team earned, the team players certainly changed places, the movement proceeded clockwise, and thus the server also changed. The whole team cared about the main thing - that everyone in it could serve, and, of course, catch.

A game of pioneer ball, as a rule, goes up to 25 points, and points are awarded to a team if the ball, after the opponent’s serve, fell outside the playing area without hitting the players of the receiving team. If this happened, the opponent received a point.

10. Edible-inedible

A ball and a sense of humor are what you need for this game. The host throws the ball to the player and names something edible or inedible. The player’s task is to catch the ball only on edible items and throw away inedible items. If a player catches something inedible, he himself takes the place of the leader. Sometimes it turns out very funny.

11. Classics

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On the asphalt, cells with numbers or a snail are drawn with chalk. The player must throw a pebble (bat) on the number 1, jump with one foot on the square with the pebble, bend down, pick up the stone and then continue jumping over all the numbers to the end. It is important not to lose your balance or step on the line. The other one does the same. Next, the first player throws the pebble again, this time on the number 2. Now the player needs to immediately jump from the start to the cell with this number. This continues with all the written numbers. If a thrown pebble or the jumper’s foot hits the line, then you must skip the move and try again after the opponent from the place where you made a mistake. The winner is the one who first to pass thus all the numbers.

The traditional hopscotch field consists of 10 numbered rectangles arranged in a column, pairs 3-4 and 6-7 are drawn side by side so that you can stand with two feet, a semicircle with 9-10 is at the exit for a turn in reverse side. This is perhaps the most famous option, but there are others.

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A type of classics that is not known to everyone is “Name Classics”.

A field is drawn. The first player jumps back and forth on one leg, stepping into each rectangle. If he does this without errors, he can write his name on any rectangle. If he makes a mistake, it is the other player's turn. The idea is that you need to jump over rectangles named after other players, but you can stand on your own (where your name is written) with both feet. The game continues when all the rectangles are occupied, but now if someone makes a mistake, he leaves the game. The game ends when one player remains - the winner.

12. I know five...

The game teaches you to perform several tasks at the same time and concentrate your attention. You need to hit the ball on the ground with the words: “I know five...”. After this, name five names of boys, girls, names of cities, colors, countries, planets. If a player cannot think of a word, he gives the ball to the next player.

13. If you drive more quietly, you will go further

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Draw start and finish lines. All participants stand at the start, the driver has his back to them at the finish line. The driver says: “You drive more slowly, you will continue, stop!”, You can do it at any pace. While he speaks, the participants try to run to him. After the word “stop”, everyone freezes and does not move. If you move, you're out. The participants’ task is to run up to the driver and touch him before he says “stop.”

14. Kitty-kiss-meow

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Two people come forward and stand with their backs to each other, the rest of the players sit in one line. The one who faces everyone (the driver) points to one of the participants and asks: “Kiss?” If the player with his back turned answers “Race!”, the driver continues to choose. When the player says “Meow!”, the one who was chosen awaits the “verdict” - what task to complete. The driver asks the one with his back to him: “What color?” The player names a color and turns to face the others to complete the task with the participant he chose.

Each color involves performing certain actions (which ones are agreed upon in advance). For example, white - two people must go into the entrance together and stay there for 5 minutes. What they do there - history is always silent. Green - three questions that can only be answered “yes”. Usually the questions are tricky, like: “Do you love him?” Red - kiss on the lips, pink - the same thing, but on the cheek, blue - kiss the hand. Yellow - three questions in private. Orange - walk hand in hand, preferably past adults. Purple - step on a foot, etc.

In fact, the game is very good, popular in adolescence, when it is important to learn how to establish relationships with the opposite sex.

15. I was born a gardener

Players choose the name of the flower and say it out loud. The driver, who is also the “gardener,” says a little rhyme: “I was born a gardener, and I’m seriously angry. I’m tired of all the flowers, except…” And he names the name of the flower of one of the players. The participant whose flower was named must respond. If someone hesitates and does not react, or mixes up the name of the colors, he must give away a forfeit (any of his things).

At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask: “What should this player do?” The “gardener” assigns a task: jump on one leg, sing, squat, recite a poem, etc. The player picks up his item only after completing the “gardener” task.

16. Traffic light

The “traffic light” - the driver - is selected using a counting machine. Two lines are drawn on the road at a distance of approximately 30 m from one another. The players stand in a row behind one line, and the “traffic light” is in the middle of the road, with their backs to the others. “Traffic Light” names any color and turns to face the others. Children must find the named color on themselves (on clothes, shoes, hats). If you find it, then, holding it with your hand, you can safely cross the road. If you don’t have such a color on yourself, you will have to quickly run to another one so that the “traffic light” does not touch the “violator”. You cannot run beyond the boundaries of the road. The one who was caught became a “traffic light” himself.

Another variation of this game is “Song Traffic Light”. The difference is that “traffic light” does not name a color, but any letter. Players must remember and sing lines from the song that begin with the named letter.

17. Pavement sign, stop!

Perhaps some adults will remember this game as “Let's go, let's go,” “Camel.”

The rules are simple. The players stand in a line, and the leader stands with his back to them and slightly in front. At the signal, everyone runs away. The presenter shouts: “Pavement sign, stop!”, everyone freezes. The driver shouts to one player, but does not turn around, i.e. he does not see how far this player is from him. Then he announces how many steps of a certain type are needed so that he can reach this player.

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The driver turns and tries to get to the named player using the announced combination of steps. You can only move in a straight line. After taking all the steps, he tries to touch the player. If it works out, the driver and the player change roles. If not, then the whole procedure is repeated from the beginning.

18. Rubber bands

Favorite game of girls of all times. Eh, there were times when every girl carried a couple of meters of elastic in her pocket, and it didn’t matter that it was pulled out of her dad’s family panties).

About 2-2.5 meters of linen elastic were tied into a ring with a knot. Two stretched the elastic band, putting it on their legs, the third jumped, performing various combinations. If I made a mistake, they swapped places. If you did it, the level became more complicated and the whole combination was repeated. And so on until the most difficult level, which was called “up to the neck” - the elastic band was held on the necks. There was also a level “on the ears”, but few people reached it.)

There were different combinations of jumps: “wide” - when two legs are held in an elastic band; “narrow” - rubber band for those holding it on only one leg; three-two-one jump.

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Yard games are something that should be passed down through generations. We should not deprive our children of the Court, tying them to ourselves for the sake of safety and isolation from the bad influence of their peers. To prevent this very “bad influence” from happening, you need to teach children to communicate in real life, and not in the chat of their favorite “shooter”. The past generation can remember so many good fun games, so let our children learn about them too! Have a great summer, our Fidgets!

Dear readers! Tell us in the comments what yard games your children play, what you yourself played as a child. Let's replenish the gaming collection on the site so that our children's leisure time will be useful, educational and varied. We look forward to your comments and will be happy to share the nostalgia for the games of our childhood.

Outdoor games

for older children preschool age

"Quickly to places"

The players line up in a column one at a time and stretch their arms forward, lightly touching the shoulders of the person in front. At the command of the teacher (leader) “Run away!”, everyone should run away in different directions. On the command: “Quickly, get to your places!”, everyone must line up in i. p., placing his hands on the shoulders of the person in front. The one who takes the last place loses.

Rules:

1. You can’t push, but you need to quickly find your place.

2. Hands must be placed on the player in front.

"Tag-hands on the wall"

A driver is selected who stands in the middle. All others are arranged in random order. A large area must be limited. The driver - “salka” - raises his hands and says loudly: “I am a salka!” After this, everyone scatters within the area, and the “tag” tries to catch up with one of those running away. The player whom the “salka” touched with his hand is considered to have been touched and becomes a “salka”.

Rules:

1. The driver can catch only after he says “I’m a tag!”

2. The new driver does not have the right to immediately catch the former driver.

3. You cannot salt someone who manages to put both palms on the wall.

"Animal Seller"

At one end of the site, the place for the house in which the buyer “lives” is designated. A place for the seller is designated 14-20 steps from the house. The starting line is drawn even further, 3-5 steps from the seller’s location. Players line up in front of her and take the names of the animals, for example: dog, rooster, chicken, cat, cow, horse, sheep, goat, etc. The names are known to the seller, but unknown to the buyer, who is in his house. The buyer approaches the seller and asks: “Can I buy a horse from you?” The seller replies: “Yes, you can. It costs 10 rubles.” At these words, the player called “horse” runs to the buyer’s house, and from there back to his original place. The buyer pays the price for the “horse” according to this price by the number of blows on the seller’s outstretched hand and then runs after his animal. If the buyer catches up, then the animal becomes his; if not, he returns to the original place and receives a new place (new name of the animal). Once the buyer has captured all the animals, the game ends.

Rules:

1. You cannot set a price higher than 10 rubles.

2. If a player reaches the buyer's house before him, then the buyer must reach the house before he is allowed to catch the returning player.

"Team fishing rod"

To play you need a rope with a ribbon at the end or just a jump rope. The players are divided into 2 teams. All players stand in a circle, and the driver with the rope stands in the middle of the circle. The driver, standing in the middle of the circle, rotates the rope so that the end of the rope (jump rope) slides under the feet of the jumping players. Participants in the game carefully monitor the movement of the rope and jump at the moment when the rope is near their feet. The one who hits loses the rope loses a point. After each mistake, the score is announced loudly. The team that makes the fewest mistakes wins, i.e., scoring the fewest points.

Rules:

1. The one whose leg is touched by the rope no higher than the ankle is considered caught.

2. When the rope rotates, you are not allowed to leave your place. By breaking this rule, the score increases by 1 point.

"Relay of Animals"

The players are divided into 2-4 teams of equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of the animals. Let's say: 1-bears, 2-wolves, 3-foxes, etc. Everyone remembers what animal he is portraying. The leader loudly calls out any animal. Players bearing the name of this beast run forward, run around the object standing opposite them and return to their place. The first one to run back wins a point for his team. The head of the animals is broken down at his own discretion. Some may be called several times. The players who come running take their places every time. The team that earns more points wins.

Rules:

1. If both (all) players come running at the same time, no point is awarded to anyone.

2. If a player does not reach the final point, his partner from the other team earns a point.

"Jumping Sparrows"

A circle with a diameter of 4-6 meters is drawn on the floor (asphalt). A “cat” driver is selected, which crouches or stands in the middle of the circle. The remaining players - the "sparrows" - are outside the circle. At the leader’s signal, the “sparrows” begin to jump in and out of the circle. The “cat” tries to catch the “sparrows” who did not have time to jump out of the circle. The person who is caught crouches or sits in the center of the circle. You can put those caught on a bench next to the circle. When the “cat” catches 3-4 “sparrows”, a new “cat” is selected from the uncaught “sparrows”. Those caught become “sparrows” and enter the game. The one who is never caught wins.

Rules:

1. A cat can catch “sparrows” only in a circle.

2. The sparrow is considered caught if the cat touches with its hand at least one leg located in the circle. The one who runs through the circle is considered caught.


Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization group games is of particular importance for teachers, educators and parents seeking to provide children with adequate rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions towards each other, and this contributes to the development of mutual respect.

Returners

To play you will need a whistle. The game is best played at a rest stop. The adult asks the children to line up, after which he explains the rules of the game: at the leader’s signal, the participants scatter in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and line up again. The game is repeated 3 times.

Third wheel

It is better to play this game in a meadow, wasteland, large clearing in a forest or grove. The number of players should be sufficient so that, holding hands, they form a large circle. Then the participants change lines, breaking into pairs. One of the players in a pair stands behind the other, and the latter looks at the center of the circle. The distance between pairs is about 3 m. Then one pair is selected, and at the leader’s signal, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside it they can only run around players (no more than 2 pairs in a row). Both the runner and the catcher can, at will and at any time, change roles with the standing pairs who are carefully watching the game. Those standing in the inner circle run away, those in the outer circle catch up. When the escaping player feels that he is tired or cannot escape from a stronger and more agile pursuer, he stands behind any pair, and immediately the one who ends up in the inner circle of this pair is considered third and becomes the runner. Similarly, the catching player can transfer his functions to another by standing next to any pair in front of her, then the player in the outer circle, becoming the third, and therefore superfluous, becomes the catching one.

The game requires dexterity, speed of reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as observers, catchers, and escapers. If the catcher catches a player, then the caught one is eliminated from the game, and along with him (at the catcher’s choice) another player. The vacant place in the pair is taken by the one who is catching up.

The next pair is selected, the circle is narrowed, and the game continues until there are 2 pairs of players left. They are considered the winners. Since the rules of the game are quite complex, it is best to play it with children of middle and high school age.

Quiet game

To play you will need a blindfold. This game is best played in a grove, park or sparse forest - where there are a lot of dry branches. One of the players - the driver - stands near a tree, large stone, small bush or stump. He is blindfolded. The remaining players disperse in different directions at approximately a distance of 25-30 m. The leader (adult) is near the driver. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The players' task is to get closer to the driver and touch him or the object near which he is standing with his hand. Whoever succeeds is considered the winner and becomes the driver. The presenter gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: “I hear you!” and points with his hand in the direction where the sound is coming from. If the direction is generally correct, the leader signals the participant to leave the game, stand next to him and behave very quietly until it ends. Until the eliminated player approaches the leader, the remaining players do not move, and rule violators are also eliminated from the game. The game ends if someone reaches the driver, or if the driver has heard all the players, or after a certain time has passed, for example 15 minutes. In this case, the winner is the driver (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out you will need some object (you can use a toy, a bag of sweets, a ball or other sports equipment for group games).

The organizer carries out preliminary work, which consists of preparing signs. Their number and complexity depend on the size of the area and the age of the players.

For younger schoolchildren, 3-5 simple pointers are enough; for older children, it is advisable to use a larger number of pointers; they should be more complex. A pointer is any item that provides information about what to look for in this particular place (“look here”). If the game is played outside the city, then the indicator can be a broken branch stuck in the ground, a tuft of grass pulled out by the roots and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of fabric on a branch, etc.

Signs should stand out from the surrounding space. For younger schoolchildren, it is better to make them more visible than for children of middle and high school age.

If the game is played in a yard or park, the signs can be signs drawn with chalk on the asphalt, a newspaper or magazine allegedly forgotten on a bench, pieces of colored paper glued with tape, etc. It all depends on the imagination of the one who is hiding the item.

The area where players will look for the treasure is determined in advance. Before the game starts, the object must be hidden, and then signs must be placed on the site.

In close proximity to the sign or on it there should be information on how to find the next one or, if this is the last sign, where to look for the treasure. For example, under a cairn there may be a note: “30 steps, direction to a tall oak tree.” Treasure seekers take 30 steps in the indicated direction and begin to look around in search of a new sign; they find a piece of paper tied to a branch of a bush, and on it is the inscription: “Treasure.” In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from a site that has been determined in advance - the first sign is looked for on it.

Older children can split into two teams: one hides the treasure, the other searches for it.

At the end of the game, the adult, together with the children, tidies up the area, making sure to give a positive assessment of the work done.

Hare houses

The players pretend to be bunnies. Everyone has their own house, but one (the driver) does not have a house. He approaches the house of any participant in the game and asks: “Please give me the house.” The bunny does not intend to give up his home to a stranger. He runs in a circle to the right, the driver runs to the left. They run around all the participants, touching everyone. The player who was touched must take the empty house. At the leader's command, the game stops. The bunny, left without a house, drives.

Hide and seek

The game is played in a grove, park, sports ground or yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, you may need a whistle to play. The driver is selected and the place from where he will start the search and where he will “catch” the found players. The driver's place should be approximately in the center of the area, preferably near a tree, large stone, stump, park bench, etc. He blows a whistle or shouts: “Hide!”, closes his eyes and counts to 10 (or 20). During this time, the players must hide. Having counted to the end, the driver blows the whistle again or shouts: “I’m going to look!”, opens his eyes and begins searching for the players. He can move away from the driver’s place, but if he finds someone hiding, the driver must return to his place and name the name of the found participant in the game. If the name is named correctly, the one who was found leaves the game. If the driver makes a mistake, the player does not leave his place and, in turn, can get caught, i.e., run to the driver’s place earlier and say his name, ensuring victory for himself. The game continues until all players have been discovered. Then the first player found becomes the driver. Children can play this game of different ages, with kids it is organized by an adult who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or several participants in the game. Or the game continues until the driver finds the first of the hidden ones, then the driver gives a signal with a whistle or shouts: “Found it!” Then all players come out of their hiding places, the one found becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, as a family.

The one named Keen Eye

It is better to play the game on a playground, in a park or forest, where there are many trees, bushes, and various items and places to hide.

One of the participants is appointed as the driver, and all the other players, along with an adult, hide nearby. After this, the presenter returns.

He stops not far from the driver and gives the signal to start the game. The participants try to quietly approach the driver, but the latter carefully watches their every action and turns in different directions. At this time, participants run or crawl towards other shelters. If the driver notices the player, he calls his name, and the latter comes up to the leader and continues to watch the game with him.

However, the participant does not respond if the driver does not guess him.

After the set time has expired, the presenter gives a signal to end the game, after which all players come out of their hiding places. The participant who is closest to the driver is considered the winner.

Hidden cubes

To play, you will need a set of children's cubes (with pictures drawn on them or letters and numbers written on them). Having determined the playing field in advance (usually a playground), the adult hides the cubes in different places, but so that it is not difficult for the kids to find them. Then the leader asks the children to split into two teams, which take their places on opposite sides of the leader.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most cubes wins. At the end of the game, the adult, together with the children, examines the cubes and asks them to name what is depicted on them or what letters or numbers are written, after which he rewards all participants who took part in the game with small prizes - candies, miniature figures cut out by older children from colored cardboard.

Don't go into the garden, rabbits!

To play you will need a wooden stick or chalk. The game involves at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a pre-selected site. This is a vegetable garden. A driver is selected from among the participants using a counting rhyme. He will be the watchman.

The guard stands in a circle, the rest of the players are hares trying to get into the garden. At the leader’s signal, the hares begin an “offensive,” diverting the watchman’s attention to themselves in every possible way so that those participants who are behind the leader’s back can enter the “forbidden territory.” Anyone whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will become great entertainment for children while relaxing not only in the park or forest, but also on the summer playground.

Magic balloons

To play the game you will need balloons (according to the number of participants in one of the teams). The game is best played in open space. The presenter (adult) asks the children to divide into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They take hands and spread them apart, after which they disengage. As a result, a distance is created between the players in the chain.

Each member of the first team picks up one balloon. The players' task is to penetrate the chain formed by the members of the second team without allowing themselves to be exposed.

As soon as all participants take their places, the presenter gives the signal to start the game. Participants with balls run up to the chain, after which they try to slip into free space. The players of the second team do their best to detain the participants with the balls. The one who was insulted gives his ball to the presenter and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all the children to stand in a circle. Participants with balls in their hands throw them to those standing opposite, with the words: “Thank you for playing!” Those who caught it, in turn, throw the balls to those standing opposite, with the same words, after which the presenter with a bunch of balls in his hands addresses all participants: “Thank you, guys, for the game!” If possible, exchange balloons can be replaced by launching them into the sky.

Fishermen and fish

To play you will need a wooden stick or chalk. An adult draws a circle with a diameter of 4-4.5 m on the site. Two children are selected from among the players to be fishermen. They join hands to form a fishing net. The rest of the participants are fish. They swim in the lake and run around inside the circle. The fish cannot run outside the circle.

At the command of the leader, the fishermen run into the lake, trying to catch fish, running in pairs without releasing their hands. The caught fish stand between the fishermen. Thus, with each participant caught, the network expands, and the fish become fewer and fewer. When the net becomes large enough, fishermen have the opportunity to surround the fish. If the fishermen hold hands to form a circle, then the fish inside the circle are considered caught.

Fish can escape from the net if one of the fishermen (they are always at the edges of the net) releases the hand of the player next to him while moving. The fisherman must take the hand of a player who has not yet unhooked from the net as quickly as possible. The game continues until the fishermen catch all the fish. The winner is the player caught last.

At the end of the game, the extreme participants in the network join hands, and the children begin to dance in a circle, singing any funny song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A driver is selected from among the players and stands next to the leader. The remaining participants, at the command of an adult, line up and count in groups of three. The first numbers are nuts, the second are cones, and the third are mushrooms. Then the adult says, “Raise your hands, nuts.” The first numbers raise their hands. The presenter continues: “Raise your hands, mushrooms.” The third numbers raise their hands. "Raise your hands, bigwigs." The second numbers raise their hands.

After this, the presenter asks the children to form triplets (nut, cone, mushroom). Each trio joins hands to form a circle. An adult and a driver stand in the middle of the platform. After the presenter exclaims: “Bumps!”, all participants, called bumps, change places. The driver at this time seeks to occupy any vacant seat.

If he succeeds, then he becomes a big shot, and the one who is left without a place becomes a driver. At the command “Mushrooms!” or “Nuts!” other players change places. In the midst of the game, the adult exclaims: “Mushrooms! Nuts! Cones! Participants must have time to change places.

The game can be complicated by introducing a competitive element: the presenter notes how quickly the participants swapped places and who turned out to be the fastest - nuts, cones or mushrooms.

Miraculous transformation

This game is best played with children of senior preschool or primary school age. In sunny summer weather, the adult and the children go for a walk in the park or forest. During the rest, the leader asks the children to make themselves comfortable and begins the game. He chooses the most modest and shy child and asks him to come up. Having established friendly contact with the participant (an adult can put his hand on the child’s shoulder, take the participant’s hand, etc.), the presenter turns to the other players: “Guys, now we’re going to play with you. Listen to a fairy tale." After this, the presenter tells the following story.

Fairy tale text

Sasha (Dasha) (the adult calls the name of the child who is standing next to him) is a worm (caterpillar). He (she) is green, like the leaves on the trees and grass. Such a beautiful color! But look, Sashenka (Dasha) is sad (sad). He (she) is sad because he (she) fell into a stream, which took him (her) far, far from home. And now he (she) is all alone.

Then the presenter invites the children: “Let’s, guys, cheer up Sashenka (Dasha). I will say the magic words, and you repeat them.” The children agree with the adult, dance around the leader and repeat in chorus after the leader the following: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and bugs (butterflies) are friends. Amazing summer! How wonderful it is to live in the world! Sasha (Dasha) is a bug (butterfly).” After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our little worm (caterpillar), Sashenka (Dasha), has turned (turned) into a bug (butterfly)!” The presenter continues: “Sasha (Dasha) is now not a worm (caterpillar), but a bug (butterfly), and we are flowers. Flowers and butterflies are friends!

At the end of the game, the adult organizes an activity with the children to observe plants and insects, during which the kids learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, and conducts a conversation.

Hen and kite

The game involves 10-12 people. One of the participants, the driver, portrays a kite, the other - a hen. All other players are chickens. The leader asks the children pretending to be chickens to stand in single file behind the hen and hold on to each other. The kite stands 3-4 steps from the column.

The game begins at the command of the leader (adult): the driver tries to grab the chicken that is last in the column. To do this, he must cling to the column behind.

However, this turns out to be not so easy, since the hen constantly turns her face to the kite, thus blocking its path. She stretches her arms to the sides - and the entire column deviates in the direction opposite to the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is chosen, after which the game is repeated.

Grasshoppers

To play you will need chalk. An adult draws a circle on the site of such a size that all participants can fit freely around the circumference. One of the players is appointed as the driver; he stands in the center of the circle. The remaining players - grasshoppers - stand at the very line behind the circle. At the command of the leader, the grasshoppers begin to jump inside the circle and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes the grasshopper, after which the game is repeated.

The game can be complicated by changing its rules: jumping, jumping on one leg or jumping only after clapping your hands.

Circle marks

This game is best played on the playground. Players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner circle - counterclockwise. At the signal from the leader (adult), the children stop. The participants in the game, forming the inner circle, try to insult the players in the outer circle (touch them with their hands) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

To play you will need chalk. There are two forests on opposite sides of the playground. The leader, the Wolf, is selected from among the players. He may be the eldest of all participants. The remaining players - the hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the court, after which the presenter gives the signal to start the game. The wolf catches them.

The participant who manages to be stained is considered the Wolf’s assistant. He stops at the place where he was caught and, with his arms outstretched, blocks the path of the players as they make their next dashes. When there are too many of the Wolf's helpers, and after that the adult tells the children that they are visiting the Wolf on the occasion of his birthday.

The presenter invites all participants to stand in a circle, and Wolf - in the center of this circle. Children hold hands, dance around the Wolf and sing a cheerful song, and the Wolf dances.

Reflections

To play you will need a whistle. It is best to play it on the playground or in the park. A driver is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. The adult explains to the children the rules of the game: he will name the actions, and the participants will perform them, but as if they were looking in the mirror and seeing their reflection in it. Then the presenter says: “We look at each other!”

Participants in each pair turn to face each other. Then the presenter says: “We raise our hands!”

Children raise their free hand up. “We smile,” the presenter continues.

The players smile at each other. After this, the adult suddenly gives the command “Change places!”, and all participants begin to run around the driver, and at the leader’s signal they form new pairs. The driver's task is to pair up with one of the players. The participant left without a partner becomes the driver.

If the game is played with children of middle school age, then the driver and presenter may be the same participant.

One, two, three - freeze!

To play you will need an inflatable ball. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. Players pass the ball until one of them hits it. This participant becomes the driver. All players scatter around the court. The driver picks up the ball as quickly as possible and shouts: “One, two, three - freeze!” All participants immediately stop at the place where they found themselves when they heard the driver’s command. He throws the ball at one of the players. Participants do not move from their place, but can dodge - squat, bend, etc. If the driver manages to hit someone, everyone returns to their places, after which the game continues. If the driver misses, he runs after the ball, while everyone else runs away. Taking the ball in his hands, the driver again gives the command “One, two, three - freeze!” Then he tries to make fun of one of the participants. The upset player becomes the driver, and the game is repeated.

Living maze

To play you will need a whistle. From among the participants, two are selected - the one running away and the one catching up. The remaining players stand in a column of 4-6 people and move away from each other at arm's length. At the leader’s signal, the escaping participant ends up in one of the corridors. The one who is catching up is pursuing him. These participants move along the corridors. The presenter agrees in advance with the players that whenever they hear a signal, they join hands. Thus, the escaping and the catching up at this moment find themselves in different corridors. Then, at the leader’s signal, the players unclasp their hands again, and the game continues.

The runner can move to the next corridor by running into it from the edge of the maze at the moment when the other players join hands and block the path of the one who is catching up. If the catcher manages to catch the runner before the latter gets out of the maze, they change roles and the game continues.

Predator and herbivores

To play you will need a wooden stick or chalk. A participant is selected from among the players to act as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The remaining participants (herbivores) scatter in different directions around the site.

The predator chases after them, trying to catch someone. The caught players are taken to a circle - they will be guarded by the leader. Herbivores can help each other out: to do this, just touch the outstretched hand of someone standing in a circle. However, if the leader or predator stains the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, joining the others, become rescuers. The game continues until there is not a single participant left in the circle.

Animals - go to their houses!

This game is played with preschool children. Children stand in a circle, holding hands. An adult walks in a circle and separates it in several places.

Participants in the formed links create small circles-houses of hares, hedgehogs, frogs, etc. The leader passes by the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a common circle, all participants dance in a circle and sing a cheerful song.

Suddenly the adult gives the command: “Everyone into the houses!” The animals rush to take their places and form houses as quickly as possible. The group of children who does it faster than others wins.

Owl-owl

Children of different ages can take part in this game. The participants of the game form a circle. One of the players, the driver, stands in the center of the circle, depicting an owl, and all other players are birds and insects. The presenter exclaims: “Wake up - the day has come!” All participants, except the driver, run in a circle, waving their arms like wings. The owl is dozing at this time - standing, eyes closed, in the middle of the circle. When the presenter loudly says: “Night is coming - everyone falls asleep!”, the birds and insects stop and freeze. Here the owl goes hunting. She looks for those who are laughing or moving, and takes these participants to her nest in the center of the circle. The captured insects and birds become owls, and they all go hunting together.

Outdoor games are of great importance in a child’s life, as they represent an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health, teach life situations, and help the child achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Children of primary preschool age, as a rule, imitate everything they see when playing. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to the developed ability to imitate, most outdoor games of children of primary preschool age have a plot character.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump) it over the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

Children 5-6, 6-7 years old have a character play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children and touches one of the participants, who from that moment becomes a “sly fox.”

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children asked for the third time, sly Fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova specifically for the site)

To have fun playing
You need to pump up the ball.
And the boys and girls
The ball will be hit loudly.

Real athletes
They will run for recess.
They will jump and jump
And catch up with each other.

We will inflate the ball deftly
You just need to have the skill.
Press harder
Run away quickly!

Various games with a ball
We'll definitely start.
And in “Frog” and “Dog”,
In “Rucheek”, and in “Fast Ball”.

I reached the turn,
Rolled out of the gate.
Jumped over the yard
He escaped through the fence.

Spins quickly and flies!
Who will catch him now?
Hurry up and catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running, have fun,
We need to go study!

We inflated a huge ball,
We played and relaxed.
It's time for us to go back to class
We have classes there.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that you can play during after-school walks or during lessons. physical culture in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and in the future the children themselves, dividing into groups, will be able to decide what game they want to play. Outdoor games have a beneficial effect on the development of the child's body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the state of the playing field: is there any extra items, fragments and everything that can prevent children from playing and create a traumatic environment - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of garbage.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets must not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children’s games at school during recess and physical education lessons, during walks in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, teacher primary classes, Deputy Director for Educational Work.

Years have passed, the rules of the once beloved games have been forgotten, and gathering on the current sites a company suitable for, say, “Cossack Robbers” seems an impossible task.
But even today there is something more interesting for children on the street than ordinary tags.
However, tags can also be unusual!
Wake up your memories, tell your children about what you played when you yourself walked under the table. Add variety to your summer walks. Simple street fun will leave in your child’s soul indelible memories of your shared childhood - carefree, cheerful, light and absolutely happy.
We need different kinds of tags, all kinds of tags are important!

Follow a simple rule - mark the boundaries of the area beyond which you cannot run. when chasing after each other becomes less interesting, offer new game options.

"Tag - legs in the air"
If a player raises both legs above the ground, for example, hangs on a crossbar or rings, sits on a bench or just on the ground, the driver does not have the right to insult him at this moment and must run after another player.

Educational games for children from 1 year old with a plush bunny

"Tags with tails"
All players, except the driver, have small ropes or ribbons tucked into their belts. The driver must catch up with the player, pull out his ribbon-tail and tuck it in for himself. Now the player without a tail becomes the new driver, and the game continues.

"Salki-houses"
On the playground, houses are designated in advance (for example, drawn with chalk on the asphalt or with a stick on the ground) in which the players can hide for a short time while running away from the driver.

“In the game “I know five...(names of girls, names of animals, fruits, flowers, etc.) you need to hit the ball on the ground, “Masha - one, Nastya - two...” You think, hesitate, repeat - pass the ball to someone else . The winner is the one who played with the ball the longest and never made a mistake. Elena Girutskaya, editor-in-chief

"Tag with a ball"
Our grandmothers know this game as “Stander”. The players stand in a circle, one of them, holding a ball in his hands, stands in the middle, throws the ball up and calls the name of one of the participants in the game. This player must catch the ball, and the rest quickly run away. The one who caught the ball shouts: “Stop!” All players must stop immediately. Now the driver’s task is to hit any player with the ball, who at the same time cannot move from his place, but tries to dodge the ball - crouch, jump, bend over. The maneuver failed and the ball still hit the player? He becomes the new driver - he must catch the ball, shout “stop” and throw the ball at someone else. If the driver misses, he catches the ball again and the game continues. As long as the ball is not in the hands of the driver, children can move freely around the court and take the most advantageous positions.

"Tag on the path"
Draw a large circle that will accommodate all the players and divide it into four equal sectors - this is the playing field. The driver stands in the center of the circle, the players are placed in a circle in random order. At the signal, the driver begins to move in a circle, trying to make fun of the players, but with one limitation -
at least one of his legs must always remain on the line (outer, outlining the circle, or inner, dividing it). It is convenient to draw a circle with chalk on the asphalt, but you can also play on the lawn by lining the playing field with ropes or drawing it with a stick.

"Salky Snake"
In this type of tag, the proud player takes the driver by the hand (in another version, by the belt) and they continue to run after the other guys together, without releasing their hands. Gradually, the snake becomes longer and more clumsy, and the kids’ laughter gets louder.

You can also play tag by jumping on one leg, riding scooters or rollerblades, walking in a goose step or on all fours!

"In the game "Frogs"
two teams participate (we always had the whole yard involved, about twenty people, but now you won’t see that!). Players line up on the same line, sit down and, at a signal, jump to the “bump”. Whoever reached it first, the team won. Fun and sporty!

We show ingenuity and ingenuity

These games will allow you to move properly small company kids
in a limited space.

"Hares and Cabbage"
Mark a small circle (it can be drawn with chalk, a stick on the ground or sand, or laid out with a string) - this will be a vegetable garden. Determine the diameter of the circle based on the number of participants and the age of the children. In the middle of the circle, each of the kids should put some kind of object (a cap, a toy, a hair clip, etc.), or you can put small toys and souvenirs for children in the circle. This is cabbage. The driver guards the garden. On command (this could be a short poem, a line from a song), the players try to run into the circle and steal the cabbage without getting caught by the guard. You can only take one item from the circle at a time. The winner is the one who steals the most cabbage from the garden. Players who are caught by the watchman can drop out of the game or go over to the watchman’s side and help him catch the nimble hares - as agreed.

“My girlfriends and I’s favorite game was “ Secrets" A small depression is made in a secluded place on the ground, treasures are placed there - a beautiful pebble, a flower, anything. On top is a piece of glass. The task is to find secrets and examine treasures.

We mark a road several meters wide. The driver stands in the middle of the path with his back to the players, the players stand behind the road line. The driver names any color and turns to face everyone. Those who have the named color on their clothes, holding on to this clothing, calmly cross the road. Those who do not have this color must run across the path, and the driver tries to insult them. The upset player becomes the new driver. If all players have crossed the road safely, the driver turns away again and names a new color. Is it possible to come up with colors (gray-brown-crimson) and name shades (light lilac, dark blue)? It's like an agreement!

“Whose house?”
This game can be played on the playground, on an alley in the park, or on the beach. You need to choose a driver and designate the houses according to the number of participants minus one. Houses can be trees, benches, chalk circles, beach towels, etc. Players take places at the houses and, at a signal, begin to run from one to another, and the driver must try to occupy any vacant house. The one who didn’t get a house becomes the new driver. You can play for elimination, then in each circle the slowest player leaves the game along with his house, that is, there should always be one less house than children.

"And I loved" Ocean is shaking". This is the one where the presenter says: “The sea worries once, the sea worries two, the sea worries three, the sea figure freeze!” And everyone freezes in unimaginable poses: try to guess! My son and I still play it now, only in a tuned version: more often it’s “freeze dino figure.”

Developing agility, training accuracy

When the kids are tired of running around (yes, this sometimes happens too!), it’s time to offer them one of the games that is a little calmer.

"Potato"
For this you will need a small, lightweight ball (you can take an inflatable rubber one). Players stand in a circle with a diameter of 5–6 meters and begin tossing the ball to each other. The one who missed the pass squats in the middle of the circle, the rest continue the game. They can “help out” those sitting in a circle by hitting them with a ball. However, if he misses, the player will also have to sit in the circle. If a player in the circle catches a ball flying above him (you cannot stand up, but you can squat up), everyone sitting returns to the game, and the one who unsuccessfully threw the ball sits in the center of the circle. The game continues until one player remains behind the circle - he will be the winner.

« Well, what is childhood without hide and seek! This is a mega game. I remember how my friends and I played hide and seek in my apartment. At dusk, without turning on the lights. And then something big began to stir and howl on the closet. Delight and horror! How did Vovka get there? Mystery. He couldn't get down on his own.

« Sticks"
To play, you need to collect several even (from 10 pieces) sticks of approximately the same size and throw them on the ground in a pile. Players take turns pulling out one stick from the pile so as not to touch other sticks. For each stick drawn out, the player is awarded one point. If another stick is touched (moved, fell), no points are awarded for the move. The winner is determined by the number of points scored.

"Pebbles»
Mark a circle on the ground and place small pebbles (or cones, chestnuts) in it, 5 pieces per player. A larger flat stone (or stick) will be the bat. Players take turns throwing the bat into the circle, trying to knock small pebbles outside of it. The player takes all the pebbles found outside the circle for himself. The player who collects the most pebbles wins.

You can also throw pebbles, cones, acorns at targets drawn on the wall or ground (and score points depending on which sector the targets hit), into containers (buckets, jars), into holes dug in the sand, or knock down placed cups with stones , sandbox molds, Easter cakes. Such simple games easily captivate children and develop perseverance and eye.

“We loved the whole yard” Rubber band" The rule is simple: a long elastic band was sewn together and pulled over the ankles of girls standing opposite each other so that it would not dangle. They took turns jumping over it, each time making the tasks more difficult and raising the elastic band higher.

Cozy summer

Summer is a great time to travel. But not everyone has the opportunity to get out to the seas during this period. Time-tested ideas will help you have fun during the three hottest months of the year.

Hiding the treasure
What could be more interesting than searching for treasure? Just burying it! And it doesn’t matter that you are unlikely to sacrifice real treasures. A plastic brooch, a hairpin, small coins, bracelets, children's books - now they are of no value, but in five hundred years... The very thought that someone might find these things after many centuries will excite the imagination of a child. Surely, he will approach this fascinating matter with all seriousness. Invite your child to put the “treasure” in a beautiful tin box, ask him to draw a picture or write a letter to the finder, tie the box with twine and bury it. Do you want your descendants to find the treasure? You will have to draw a map that will be passed down from generation to generation.

Setting up a tree house or hut

Who among us, when reading a book about Pippi Longstocking as a child, did not dream of our own tree house, in which we can play with friends or dream alone? It is quite possible to build it. To ensure that the plant can withstand the structure, choose a strong tree with a strong root system and a forked trunk. Make a drawing (yourself or using the Internet). The walls and roof can have any shape and be made from any available materials (boards, branches, boards), but the stairs must be as reliable as possible.

Making a garden scarecrow

Everyone, of course, understands perfectly well that you can’t scare modern birds with a garden scarecrow, but making a funny element of garden decor is pleasant and simple for the soul. Even if there is no dacha, the scarecrow can be placed in the nearest front garden. For the base, two cuttings from a shovel or stick of different lengths are suitable - put them together crosswise. To make the head, take an ordinary plastic bag and fill it with straw. Cover the formed ball with old nylon tights. Sew two large blue buttons in place of the eyes, and embroider the mouth with stitches using thick red wool thread. In the same way, decorate the eyelashes and eyebrows, and sew a piece of flannel as a nose. Hair can be easily made from a washcloth, thread, or straw. Place an old hat on the scarecrow's head and insert a goose feather into it. Dress up your “scarecrow” in an old dress with burlap patches, tie a scarf around his neck, and give him a bucket in his hands.

Building a fairy kingdom
During a walk, invite your child to build a fairytale house for gnomes and elves from twigs. The size of these creatures is very tiny, so they need appropriate housing. Help the little one build a small hut out of sticks, cover it with leaves, decorate it with small flowers, berries, and feathers. If you like this activity, you can build an entire town, fenced around the perimeter with expanded clay. Lay out the well with matches, the paths with small pebbles, plant twigs-trees, make a lake out of a plastic mold, launch a boat with a walnut shell.

Admiring the starry sky

Starfall can be observed every August. It reaches its apogee on the twentieth of the month, but it is always interesting to look at the night sky. Explain to your child that the slowly moving “star” is a satellite or an airplane. Real stars, or rather meteorites, fall rapidly. Teach to identify the waxing and waning moon (if it looks like the letter “c”, then it is aging; if you put an imaginary stick on it, you will get the letter “r” - growing). Find the North Star, show the constellations - Ursa Major and Cassiopeia. Pay attention to the cluster of stars - this is the Milky Way, our galaxy.

« Good game- "Dodgeball". You can even play with three people, and if you get together big company... The rules are simple - everyone runs around playing field, trying to dodge the ball thrown by the two presenters. The one who gets hit is eliminated. But you can return it by catching the “candle”. Svetlana Sorokina, art director

Hot ten ideas

— Do morning exercises in the fresh air.
— Go fishing with your child.
— Arrange the balcony: take out the trash, plant flowers, put up a chair.
— Take a walk with an umbrella in the warm summer rain.
— Bake the potatoes in the coals from the fire.
— Have a bubble festival.
- Go on a hike.
— Have breakfast on the loggia.
— Bury yourself in the sand on the beach.
— Have a picnic outdoors.



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