Interesting competitions in children's camp. Creative games and competitions for children's summer holidays. Competitive and entertaining game for summer camp

Any games should begin with a simple initial acquaintance, during which the guys introduce themselves and remember who their names are. And then you can give children the opportunity to learn more about each other: about their interests, hobbies, character traits, etc.

We offer a selection of games for getting to know each other at camp for children of different ages.

Dating games at camp for children 7-12 years old

Snowball

All participants stand or sit in a circle. The presenter says his name. The next player says the first player's name and then introduces himself. The third participant already calls the two previous guys by name, then says his name. The game continues, the first player ends, calling everyone in turn by name.

Another version of the same game assumes that the players name not only a name, but also some quality of theirs, further characterizing themselves. According to the terms of the game, the quality must begin with the same letter as the name. For example: Sergey, brave. The game is also played in a circle, completed by the first player who repeats everything he heard.

The conditions can also be supplemented by the fact that in addition to the name and quality, one must also name the vehicle, country, product. For example, “I am Daria, kind, I will fly on an airship to Denmark for a melon.” This option is, of course, more difficult. Most likely, it will be suitable for middle and older schoolchildren.

For younger children, the game can be diversified by the fact that the participants, saying their name, perform some movement, which everyone then needs to repeat.

Hurricane!

This game is one of the first to be held. The more a person plays it, the more fun and dynamic it is.

The players form a circle. The adult gives the command for those who have something in common to swap places. For example, a blue T-shirt, brown eyes, height 150 cm. The task can be complicated, for example, by giving a command to change places to those who have an older sister, or those whose name begins with the letter “C” - it all depends on the imagination of the counselor .

Participants on the team change places, fulfilling the given conditions.

At the command “Hurricane!” all players take a new place.

It is important that during the game children behave carefully and try not to bump into each other.

Say hello!

In this game, children try to remember someone's name while completing an adult's task. It is required that all participants in the game greet each other by shaking hands with the largest number of players in a limited time (for example, a minute).
Special instructions: when the guys shake hands with another person, they must demonstrate a friendly attitude towards the players, look into each other's eyes and say their names. You can complicate the conditions by asking children not only to remember the names of other children, but also to count how many people they managed to say hello to. As a result of the game, the counselor finds out who met ten or twenty players, and then can reward with small souvenirs those children who greeted the largest number of players and remembered their names.

Animals

One of the options for games for getting to know children at camp.

Participants take turns standing in the middle of the general circle and using facial expressions and gestures to show the hidden animal, and the first letter in its name must be the same as in the player’s name. Everyone else guesses the hidden animal and the name of the person who is driving. During the game, the guys guess the names of all participants.

We believe - we don't believe

Players stand or sit in a circle. In turn, each person says his name and reports three facts about himself: two true, and one fictitious. The counselor conducts a vote, the results of which determine what the guys believed and what they didn’t believe. The player then says what he made up.

Important! During this game, the adult needs to pay attention to the fact that the children treat each other kindly and do not react very emotionally to inventions.

Dating games at camp for teenagers 14-17 years old

Scroll of names

This game will help to introduce and make friends with the guys in the squad.

Everyone is divided into two teams and sits in a row. The first player is given a paper scroll tied with a beautiful ribbon or braid 2 meters long. The first teenager takes the ribbon in his hands, calls himself by name, passes the scroll to the next player, who repeats the name of the first and says his own. Thus, the scroll passes from the first player to the last, the ribbon unwinds, and all the guys hold on to it. The last player fills out the scroll, writing down the names of everyone he remembers. The team with the most names written on its scroll wins.

Symbol

The counselor suggests introducing each child in the squad using some symbol. For example, he points to the child and says: “Guys, imagine that Katya is the day of the week. What day is it? Think, imagine it some day of the week and say what you imagined. Try to explain why you think so, how Katya is similar to the day with which you associate her.”

You can choose any general concept as a symbol: “transport”, “product”, “animal”, “plant”, “clothing”, “month”, “game”, “lesson”, etc.

Such a game helps to unite and make friends, because while thinking about another person they have to analyze his behavior, try to understand why the person is interesting, and as a result, get to know each other better.

Fairy-tale heroes

This game will help introduce teenagers to each other in an original and dynamic way. The task for the players is to introduce themselves, but to do this use the names of literary, fairy-tale heroes or characters from films and games.

Each player must come up with a fictitious name and movement, a gesture that matches his character. For example, Princess is a curtsey; Bird of Happiness - waves its arms like wings; Scarecrow - frightening facial expression, Spider-Man - jump, etc.

The game takes place in a circle according to the “Snowball” principle, when subsequent players repeat everything that the previous ones said and did. In this case, the chain of repetitions begins from the beginning if any player gets lost and mixes up names or movements.

Getting acquainted in this form will be fun and dynamic.

We were born under the same star

The game is played on the first day of the shift; it will help children get to know each other faster.

The presenter announces that each child must find among all those present a person who was born on the same (or as close as possible) date. To this end, guys can ask each other loudly about their birthday or conduct a quick survey. As soon as pairs (or groups) are formed, their participants need to quickly tell each other everything they consider necessary about themselves. The main thing is to have as much information as possible. The winners are those guys whose date of birth is the same or the difference is the smallest (August 1-August 5), or those who can tell as much as possible about their partners from what they learned during the game.

Guess who

With the help of such a dating game, you can check how much the guys learned about each other during their communication.

All participants write on pieces of paper three characteristics that characterize them. For example:

  • I love playing chess;
  • I have a twin brother;
  • I want to become a designer.

The slips are signed and given to the presenter. He takes turns reading out the written characteristics, and the players name the people who, in their opinion, wrote such information about themselves. (Alternatively, players can write down their answers on separate pieces of paper.) In the end, you can choose the person who guessed the best and those who were easier to guess than others. You can also mark a person who could not be guessed based on the information received.

Guess what my name is

The participants of the game sit in a circle. The presenter announces that everyone needs to introduce themselves so as not to directly say their name. Everyone can give two clues, which everyone else will use to guess the names of the participants in the game. In the tips you can talk about historical or literary characters who have the same name as the player, or give other associations.

For example.

  • My name denotes a woman's jewelry. (Earring - Sergey).
  • The hero of Goncharov’s novel “Oblomov” bore my name. (Ilya).
  • The heroine of Pushkin's novel bears my name. (Olga, Tatyana).
  • My name translates as “winner.” (Daria).
  • My name comes from the ancient Greek goddess Demeter. (Dmitriy).

Middle-aged and older schoolchildren easily cope with this task: encrypt their name and guess the names of other children from the encryption.

Favourite buisness

This game can be played when the guys have already learned a little about each other.

Everyone receives leaflets with lists of 10 - 12 positions.

  • I like to draw;
  • loves skiing;
  • plays music;
  • dances with pleasure, etc.

The lists are compiled differently. Their content is determined by the counselors in advance (in personal conversations with the guys or through a survey). The task of the players is to write down the names of their squad comrades next to the indicated cases in a limited time. To do this, you need to clarify with each other what activities you like. The winner is the one who completes his list faster than others.
In order to introduce children to each other at the camp, you can use our recommendations, make your own additions to them, or come up with other games.

"Comrade commanders"

The counselor explains the rules of the game: “You must do what I say, if before this the words of appeal are spoken: “comrade commanders”... “Comrade commanders, raise your right hand... Comrade commanders, raise your left hand... Clap clap your hands..." Whoever clapped is out of the game. Whoever can overcome all obstacles will be the winner. Now let's start the game!..”

Word game

Let's divide into equal groups-teams of 3-5 people... Each team thinks of a complex word consisting of two independent words. For example, mouse-yak. Teams take turns using pantomime to first depict parts of the hidden word, saying the number of this part, then the entire hidden word. Other teams guess.

A leader needs to have good words in stock: man, hay-shaft, sea-yak...

Music Express

We stand in a circle, facing each other. The host starts the song, sings or speaks one verse. The next player continues with a verse of another song, without a pause in between.

Condition. All subsequent verses must contain at least one word from the previous song.

Hands up!

The game is played by 8 or more people. You must have 1 coin. Everyone is divided into two teams and sits opposite each other at the table. One team receives a coin and the participants pass it to each other under the table. The commander of the opposing team slowly (you can silently) counts to ten, and then says: “Hands up!” The players of the team that passed the coin must immediately raise their hands up, with their hands clenched into fists. Then the commander says: “Hands down!” - and players must place their hands, palms down, on the table. The one who has the coin tries to cover it with his palm.

Now the players of the opposite team confer and decide who has the coin. If they guess correctly, the coin goes to them; if not, it remains with the same team.

Hit the hat

Give participants five playing cards, shelled nuts, drinking straws, etc. and ask them to hit the hat with these objects while standing at a certain distance from the target.

Melt the ice

This game is best played outdoors, in good weather.

Everyone is divided into two teams, each receiving one ice cube (preferably the cubes are the same size). The goal is to melt the ice as quickly as possible. The cube must constantly pass from one player to another. Participants can warm it in their hands, rub it, etc. The team that melts the ice faster wins.

Discoverers

First, participants are asked to “discover” a new planet - inflate it as quickly as possible Balloons, and then “populate” this planet with inhabitants - quickly draw human figures on the ball with felt-tip pens (markers or pens). Whoever has more “inhabitants” on the planet is the winner.

Sound engineer

This game requires sound accompaniment, and here you cannot do without special devices. To do this, find objects that can become sources of different characteristic sounds. A baking sheet and a metal spoon, ski boots and a board, clean cans filled with dry peas, a saucepan with a lid, a whistle, etc. will do.

Also, have a tape recorder and a blank cassette ready. Now you are ready to make a radio show. Tell, for example, some fairy tale. It might start like this:

“One day we were wandering through the forest and suddenly heard someone’s steps. (Put your hands into your shoes, and then move them heavily and slowly along the board.) The footsteps were quiet at first, but gradually became louder and louder. I turned around and saw a huge bear. I froze in fear, and then thunder struck. (Hit the baking sheet several times with a spoon.) I looked up at the sky, from which large drops of rain were falling (shake a can of dry peas), and the bear opened his umbrella and walked away...”

We believe that your production will be successful and you will give the radio version of your fairy tale to listen to the guys from another squad.

Stirlitz

Players freeze in different poses. The presenter remembers the poses of the players, their clothes and leaves the room. The players make five changes in their poses and clothes (not everyone has five, but only five). The leader must return everything to its original position. If the presenter finds all five changes, then as a reward the players fulfill some of his wishes. Otherwise, you need to drive again.

Shaved

Remember the fairy tale where the wife, in defiance of her husband, did everything the other way around? The presenter will have to come forward and demonstrate some kind of physical exercise, and you will have to do the opposite. If the presenter raises his hand, you must lower it; if he spreads his palms, you fold them; he will quickly wave his hand from right to left, and you slowly, from left to right. The one who makes a mistake becomes the leader.

Who is missing and how is he dressed?

The presenter is blindfolded. One of the participants leaves the room. The driver's task is to guess who is not in the room when the blindfold is removed, and to describe in detail what he was wearing.

Transformations

Everything and everyone turns into something else, but not with the help of words, but with the help of determining the appropriateness of actions. The room turns into a forest. Then the participants go into trees, animals, birds, lumberjacks, etc. And if they go to the station, that means into a suitcase, a train, passengers. And if in the studio - as announcers, TV cameramen, “pop stars”, etc.

At the same time, someone can create noise, depict props, etc.

Button

Place the button on the index finger of your hand and, turning to your neighbor in the game, invite him to move the button onto his index finger.

You are not allowed to use other fingers. The one who does not hold and drops the button is eliminated from the game.

Guess what I see!

This game can be played anywhere, and everywhere it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this: Counselor. I see something red that you don't see.

Child. Hearts on the curtains? Counselor. No.

Child. The cover of Tanya's notebook? Counselor. No. Child. Oleg's hat?

Counselor. No. Child. Candy wrapper on the table? Counselor. Yes!

Believe me, this can continue indefinitely!

A story without adjectives

Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“Our camp”, “Our life in the camp”), but at the same time, empty spaces must be left in the story instead of adjectives. Then the groups get together and take turns writing into their stories adjectives that are randomly told to them by representatives of other groups. These adjectives can be funny (but not offensive). Then the finished stories are read out and the funniest, most original work is determined. Duration of the game is 40-50 minutes.

Making soft balls

In bad weather, you can pass the time indoors by making balls from crumpled newspaper wrapped in tape.

First, one sheet of newspaper is squeezed with your hands as tightly as possible. The resulting lump is wrapped in a second sheet, after which this mass also crumples, becomes more compacted, etc. Then the newspaper lump is wrapped crosswise with wide tape (preferably colored tape - it’s more elegant!). The same sticky rings are again wrapped around the still uncovered areas, forming a more or less rounded ball.

These balls can be juggled or thrown to each other, caught, rolled on the floor, knocked down pins, or thrown into an empty bucket.

You can play the next game.

Goalkeeper

The player playing as a goalkeeper protects a section of the wall from balls thrown at him. The area should be no larger than arms extended upward and in width plus 30-40 cm. Sometimes the necessary boundaries of these gates already exist thanks to the niches in the wall, double painting... It is better to mark the gate yourself with a rope taped to the wall.

The throwers line up a few meters from the goalkeeper in a column and each throw one ball at a time. The one who hits the goal immediately changes roles with the goalkeeper. The winner is the one who withstood a large number of throws, for which you need to count them out loud.

Five pebbles

First option. Take one pebble, without touching the others, and throw it vertically upward. At the same time (and throughout the entire game) you sit on the floor as you like, and throw the pebble 40-60 cm, not higher. While the pebble is lying, with the same hand you need to have time to lift another pebble and catch the one thrown first. Now put one of these pebbles aside and, tossing the one you left, lift the other three pebbles one at a time in the manner described.

Second option. Having thrown one pebble, pick up two at once and catch the thrown one.

Having put aside any two so that one pebble remains in the palm of your hand, throw it again, pick up the next two and catch the thrown one.

Third option. Throw one pebble, pick up the second and catch the first. Having put one of them aside from the game, throw in the remaining one and pick up the next three at once.

Fourth option. After throwing one, pick up four pebbles at once. Beginners are allowed to throw a pebble, move the lying pebbles closer to each other and, without trying to pick them up the first time, catch the thrown one. And only when the lying pebbles, in the view of the player, lie conveniently for their quick lifting, while another time the first pebble flies up, do they really try to lift them. For experienced players, such a gradual bringing together of the pebbles needed for lifting is not allowed.

Fifth, sixth, seventh options. They throw, and in the end they catch two, three or four pebbles, and pick them up one at a time at the moment of their flight.

Eighth option. They throw five pebbles and catch them on the back of their hand. They throw again from the previous position and try to catch everything in the palm of their hand. Points are awarded based on the number of pebbles finally caught.

Everyone strives to complete all options in a row without errors. Whoever makes a mistake must give up the game to the next one in line. The one whose game was interrupted will continue it when his turn returns again, from the exercise on which he made a mistake before.

Interaction games

During the organizational period, it is very important not only to introduce children to each other, but also to include them in interaction. What could it be more useful than games, in which each participant will be able to show their best side!

Layout

Create a dream layout using stationery supplies offered by teachers. Moreover, each group continues the work of the previous one.

sitting circle

The team forms a close circle (the guys stand shoulder to shoulder). Then ask them to turn 90 degrees to the right. Assignment: you need to slowly sit on each other’s laps and touch the shoulder of the person behind you with your hand.

Wall

Holding hands, participants enter the water and line up. When the whistle blows, they must release their neighbor's hands and run out of the water. The fastest one wins.

Pillow

While swinging the suspended pillow, participants must collect objects placed on the ground. The participant who gets hit by the pillow is eliminated.

crooked wheel

Everyone stands in a circle. It is necessary, holding hands, to walk from one football goal to another.

Portrait of a counselor

The guys must collectively draw a portrait of the counselor, passing the felt-tip pen around.

Pass it along the chain

Participants lined up pass the object to the person standing next to them using different parts of the body (chin, elbows, knees, etc.)

Wall

The same number of girls and boys stand opposite each other. The girls, having conceived a gesture, clap to the beat of the music and approach the boys, show this gesture, turn around and go back to their place. The young men demonstrate their gesture in response. The team that is the last to demonstrate its gesture before the end of the melody wins. Variants of gestures: touch the tip of the nose of the players of the opposing team, send an air kiss, wink, etc.

Dancing balls

Conventionally, the circle of dancers is divided into two halves. Released 1-3 balloon, which the players throw to each other in the dance. The half that has fewer balls on it by the time the music ends wins.

Dancing cap

The dancer in the center of the circle takes off his cap and places it on the head of any of the dancing children. The dancer in the cap must step into the circle and show several movements, which all the guys dancing in the circle repeat after him. Then he passes the cap to another dancer, and everything is repeated.

Slow dance invitation ribbons

The presenter asks a group of girls and boys to stand separately. He takes several ribbons in his hand (in the middle of the ribbon). Girls take the ribbons from one end, and boys from the other. The presenter releases the tapes and moves away. Boys and girls wind up the ribbons and meet, forming pairs for a slow dance.

Name in the center

During a disco, the dancers form a circle. They call him to his center one by one, for example. Sasha or Lena. The circle begins chanting their names to the beat of the music. This continues until all players are in the circle. This way everyone gets a chance to dance and learn other names.

Say hello with your noses

Say hello to as many people as possible in 1 minute. You can greet with your hands, noses, knees, etc.

Hugging tulle

A game similar to tag, but with one new rule: you cannot tag those who are standing tightly hugged. But you can stand like this for no more than 7 seconds.

Determine by touch

The group stands in a circle. You need to go through and determine who has the warmest hands (noses, ears...).

Pouch

The group stands in a circle and, taking each other by the arms and stretching their arms forward, throws a bag of peas around the circle. The main thing is not to drop it, since in this case the game starts all over again. Then the bag is thrown over one, then through two.

Association

The driver turns away and covers his ears. The players wish for one person sitting in a circle and call the driver. The driver asks what the player they have guessed is associated with, thus trying to determine who they have guessed. The number of questions is not limited, but the driver only has three attempts to name the hidden player. Example of questions: the hidden player is associated with such a flower, with such a time of day, etc.

Cat dog

The players sit in a circle. The presenter offers the game for attention. He says to the neighbor on the right in narrative form: “Dog,” and to the neighbor on the left, “Cat.” The neighbors ask again in a questioning manner. Neighbor on the right: “Dog?” Neighbor on the left: “Koshta?” The presenter answers affirmatively to the neighbor on the right: “Dog.” To the neighbor on the left: “Cat.” After this, the neighbor on the right addresses his neighbor on the right, saying in a narrative form: “Dog.” He asks again: “Dog?” The neighbor to the right of the leader again asks the leader: “Dog?” The presenter answers in the affirmative: “Dog.” Neighbor on the right: “Dog.” The procedure is repeated in a circle. Similarly, the word “Koshta” is transmitted on the left side. The players' task is not to get confused. The game will end when the word “Cat” comes to the leader on the right side with a narrative intonation, and the word “Dog” on the left side.

Pen

The players sit in a circle. The presenter will pass the pen to his neighbor and say: “I am passing the pen correctly.” Next, the pen is passed around each other in a circle, and the presenter comments on whether the pen is passed correctly. The players' task is to guess how to pass the handle correctly. The presenter can make the most different variants. For example: the one who smiled at his neighbor correctly conveys the message, looks at the neighbor, etc.

Find a pen

Two teams of 3 to 12 people play. Players of one team leave the room or close their eyes. The second team's task is to hide the pen so that it is visible (that is, it is not hidden by any object), but so that it does not catch the eye. The presenter monitors compliance with this condition. The opposing team is invited. The presenter times the time. In complete silence, the players look for the pen. The person who notices it should sit quietly on a chair without revealing where he found the pen. The last player must take it and sit on a chair, after which the leader announces the search time. The teams change roles. The team that spends the minimum amount of time searching for the pen wins.

Find this without knowing what, do that without knowing what

A driver is selected from the group of players and leaves the room. Players think of any object in the room and the action that needs to be done with it (for example: a rag, wipe the window sill). A driver is invited. He searches for an object, focusing on the strength of applause. If the applause is quiet, he is far from the subject, loud applause is close to it. A flurry of applause means that the item was found correctly. In the same way, you have to guess what to do with the object. Quiet applause means an incorrect action, loud applause means you are approaching the intended action, a flurry of applause means the action is guessed right.

Build a fortress

The players sit in a circle on chairs. The driver is blindfolded in the center of the circle. He is a guard protecting the territory. Those sitting are enemies who must build a fortress on the territory, for which they need to be able to form all the others on one chair (the number of chairs is equal to the number of players). The driver seeks to stop the builders. With his hand he shows where he hears the sound from, saying: “Here.” If he managed to point to the builder, then the builder is eliminated from the game; if he pointed to the construction site of the fortress, it must be rebuilt in another place. If the fortress is built, the builders win.

Zhovzhelit

Translated, “zhovzhelit” means to do something. Having chosen a driver who leaves the door, players think of any verb. The driver must guess the hidden word. To do this, he asks questions to the players, clarifying the attitude of the players themselves to the implementation of the hidden action, replacing the hidden word in the question with the verb “zhovzhelit”. For example: Rita, do you like to chew? Vasya, is it better to live your life alone or in a group? etc.

Bath

Having chosen a driver who leaves the door, players make a wish for any public institution. The players ask the driver questions about his attitude towards the mysterious institution. Not knowing what they are talking about, the driver answers at random, but based on the reaction to his answers and the content of the questions, he must guess and name the hidden institution.

Situation

Those who know the game invite those who want to join one by one. Before this person comes in, they make a guess about the situation. For example, a person who has just entered has been bitten by a dog (or has just returned from China). But the person entering is not told about the situation, but rather, with small comments, they monitor his reaction to what is happening, comparing the situation and the behavior of the person entering.

Three musical words

The players are divided into three groups, choose a driver, and he moves aside. The presenter thinks of a word of three syllables. Each group gets a syllable and sings it to their own tune. The driver guesses this word in the general chorus. For example: MO-LO-KO. MO - "Katyusha", LO - "Lambada", KO - "Moscow Evenings". Or you think of a phrase, for example, “I love you,” and at the command of the leader, all groups simultaneously say (shout) their words. The driver's task is to guess the phrase.

Shadow running

One participant makes funny movements and gestures while walking. The other portrays his shadow and tries to exactly repeat all the steps and actions.

Animals and bear

Purpose of the game: development of motor, creative abilities and erudition.

Progress of the game: one of the players is a “bear”. All the rest are “animals”. Each of them chooses the name of an animal and loudly announces it to the “bear”. All the “animals” (bunny, fox, squirrel, wolf cub, raccoon, badger, hedgehog, frog, etc.) scatter around the playground, and the “bear” announces who he will catch first. For example, the “bear” says: “Squirrel!” - and the “squirrel” begins to chase the player. If, during the pursuit, the “bear” sees that another “animal” is next to him, he changes his decision, which he loudly announces. The caught “animal” leaves the game.

Special Notes: The “bear” first says who he is catching, and only then catches up with him; The “bear” can change his decision several times.

Happy squirrels

Purpose of the game

Progress of the game: “squirrel” players stand in pairs one after another in a circle, and the driver is selected according to the counting rhyme. The game starts with 2 “squirrels”, one of them is the driver, he stands 4 steps behind the “squirrel” who will start the game.

The running “squirrel” claps its hands loudly 3 times and on the third clap runs away from the driver. After running a circle, the player can stand in front of any pair, shouting: “Third, run away!” The one who stands behind in the pair must run away from the driver. If the driver manages to make the “squirrel” look bad, they change places.

Special Notes: during the game you cannot run through the circle; a running “squirrel” cannot run more than two circles.

Difficult relay race

Purpose of the game: development of motor, communication abilities and the ability to work in a team.

Attributes: 2 chairs, 2 medium rubber balls, 2 large plastic bags, 2 batons.

Progress of the game: A start line and a finish line are drawn on the playing field. At the finish line, 2 chairs are placed at a distance of 3 m from each other. Players are divided into 2 equal teams - “squirrels” and “hares” - and line up in 2 columns in front of the starting line. The 1st round of the relay begins - the player must pick up the baton, run to the finish line, go around the chair and quickly return back, passing the baton to the second team member. The first player stands at the end of the column, etc. 2nd round - players do not run to the finish line and back, but jump on two legs, holding their hands to their heads with outstretched fingers, like the ears of squirrels or hares. 3rd round - players run to the finish line and back, simultaneously hitting the ball. 4th round - players run the distance, moving the ball with their feet. 5th round - players jump to the finish line on one leg and back on the other. 6th round - players run the distance in bags. The team whose players do everything faster and more correctly than the other team wins.

Special Notes: In each round, the player must pass the baton to the next participant. The players of each team must run in turns, without skipping.

Hens and fox

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: all players are “hens” and “cockerels”. One player is the “fox”. At the leader’s signal, all the “hens” and “cockerels” walk around the site and pretend to peck at the grains. “The Fox” creeps up on them unnoticed, and the presenter shouts: “The Fox has come!” Save yourself! Everyone runs to the “chicken coop”, the “fox” rushes after them and tries to catch the “chicken” or “cockerel”.

Special Notes: the caught “cockerel” or “chicken” becomes a “fox”, and the game continues.

Forest, steppe, lake

Purpose of the game: development of motor, communication abilities, erudition, memory.

Progress of the game: A large circle is drawn in the center of the playing area, in which all players stand. At different ends of the site, 3 more smaller circles are drawn: forest, steppe, lake. The presenter names an animal, a bird or any other animal or even a plant and quickly counts to ten.

The players run, and everyone stands in the circle that, in his opinion, corresponds to the habitat of the named animal or plant. For example, if they named a wolf, then the players stand in a circle denoting the forest, if a mustang, then in a circle denoting the steppe, and if a duck, then in a circle denoting a lake.

If the presenter named a hare, then the players can stand in a circle-forest or a circle-steppe, since hares live both there and there. The player who never makes a mistake wins.

Special Notes: the player cannot change the circle to which he ran. A player who does not have time to reach the circle receives a penalty point or is eliminated from the game (by agreement).

Trees and birds

Purpose of the game: development of motor, communication abilities, speed of reactions, erudition.

Progress of the game: all players prepare themselves a forfeit - any small thing. They sit down comfortably and choose the “Golden Cockerel” - he will be the host and collect forfeits.

“Cockerel” sits in the middle and gives all the players the names of the trees - oak, poplar, birch, maple, ash, etc. Everyone remembers their name and the names that were pronounced.

"Golden Cockerel" says:

— A bird flew in and sat on a birch tree.

“Birch” should quickly answer:

— I wasn’t on the birch tree, I flew to the spruce.

“Spruce” names another tree, the game continues. Whoever names a non-existent tree gives the “cockerel” his forfeit. At the end of the game, children complete the tasks that the Golden Cockerel will give to their phantasms.

Special Notes: You should respond quickly.

Starlings and grasshoppers

Purpose of the game: development of motor, communication abilities, dexterity, attention.

Progress of the game: A circle is drawn in the middle of the site. A driver is selected from the players - the “starling”. The rest of the players are “grasshoppers”. They stand behind the circle, and the starling stands in the circle. At the leader’s signal, the “starling”, leaving the circle, begins to catch (salt) “grasshoppers”, jumping after them on two crossed legs. "Grasshoppers" escape from the "starling" by jumping on two legs that are tied. When the “starling” hits the “grasshopper”, he leads him into a circle and remains there himself, and the caught one becomes a “starling” in his place. A new starling catches up with the jumping grasshoppers.

Special Notes: the game ends when all players are in the circle.

Doves

Purpose of the game: development of motor, communication abilities, reaction speed and dexterity.

Progress of the game: A circle with a diameter of 5 m is drawn in the middle of the site. A line is drawn at a distance of 10 m from the circle. The players are divided into 2 teams, and a leader is selected. The first team stands inside the circle facing the players of the second team - the “doves” who stand behind the line.

At the command of the leader, the “doves” begin to slowly walk towards the players inside the circle. The players pronounce the text, and the “doves” imitate the movements named there.

One two three four.

We children love doves.

Doves, fly to us.

We will feed you grains,

We'll stroke your feathers

We'll cut your ponytails. .

On the first and second phrases, the “doves” begin to move forward and enter the circle. They are surrounded by players from the second team. For the next two phrases, the “dove” players jump on one leg or the other, pretending to feed the birds grains. The “doves” run up to the players to feed. In the penultimate phrase, the “birds” stretch their necks, as if letting them stroke their feathers. At the last phrase, the “doves” fly away, and the players of the other team run after them.

Each player tries to touch one of the fleeing “doves,” that is, cut her tail. The “Pigeons” are trying to run behind the line where they stood at the beginning of the game.

Those caught are eliminated from the game. After half of the “pigeons” are caught, the teams change places. The team that showed more dexterity is considered the winner.

Special Notes: Players can only be caught up to the line. “Pigeons” can only run away after the words: “We’ll cut your tails.”

Who can fly?

Purpose of the game: development of motor and communication abilities, erudition, attention.

Progress of the game: players stand in a circle, and the leader stands in the center of the circle. He names animals, birds, insects, flowers, and various objects. If a flying item is named, players must jump; if a non-flying item is named, they remain standing still.

Special notes: the player who made a mistake changes places with the leader.

Pigeons on a perch

Purpose of the game: development of motor abilities, dexterity.

Attributes: several sticks 1 m long.

Progress of the game: a starting line is drawn on the playing field, and the finish line is located at a distance of 20-30 m from it. The players are “pigeons”. They, standing on the starting line, squat: legs together, arms lowered to knee level, a stick under the knees. The tassels are woven into a lock. In this position, the pigeon players must jump to the finish line at the signal. Whoever reaches it first wins.

Special Notes: You cannot hold the stick with your hands. While driving, you should not push each other.

Foxes and cockerel

Purpose of the game: development of motor, communication abilities, dexterity.

Attributes: toy - cockerel or chicken.

Progress of the game: A circle with a diameter of 6-7 m is drawn on the playing court. Players stand along the line of the circle in pairs, one after the other, facing the center of the circle. They are "foxes". A toy - a cockerel - is placed in the center of the circle.

At the leader’s signal, the “foxes” standing first turn to face their partners, crawl between their legs, then back and run to the center for the cockerel. Whoever grabs the cockerel first is the winner.

Special Notes: If several “foxes” grab the cockerel at the same time, the competition is repeated. If there is only one winner, then the players in pairs change places.

Partridges in a trap

Purpose of the game: development of motor, communication abilities, dexterity.

Attributes: rope 5-10 m long.

Progress of the game: several players sit in a row on the ground - these are “partridges”. Two “hunter” players set traps for the “partridges” - they put a rope under each person’s left knee, put it around the neck, and then put the same end of the rope from the inside under the right knee. All "partridges" must flap their wings. The “hunters” say: “The traps have been set,” and they strongly pull the rope up. All the “partridges” turn over on their backs, try to get out of the rope as quickly as possible and run to the “grouse”. The last player to do everything is captured by the “hunters”. The game is repeated until only two uncaught players remain. They will be the new “hunters”.

Special Notes: Players should not interfere with each other's disentanglement.

Birds and nests

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: players are divided into pairs and stand in a large circle at a distance of 1 step from each other. The one who stands first in a pair, closer to the center of the circle, is the “nest.” The one behind him is the “bird”. A small circle is drawn in the center of the circle - the “Golden Cockerel” stands there. He begins to count: “One!” - “nest” players put their hands on their belts. "Two!" — “bird” players put their hands on the shoulders of “nest” players. "Three!" - “birds” fly out of the “nest” and fly all over the site. At the signal from the Golden Cockerel: “Birds, go home!” - each “bird” strives to occupy its own “nest” house, that is, stand behind the “nest” player and put its hands on his shoulders. At the same time, the leading “Golden Cockerel” is trying to occupy one of the “nests”. The one who is left without a “nest” becomes the driver.

Special Notes: The “Golden Cockerel” should not go beyond the boundaries of the outlined circle while the “birds” are flying around the site.

Rooks and crows

Purpose of the game: development of motor, communication abilities and dexterity.

Attributes: 33 small objects: pebbles, sticks, cones - small objects representing “worms”.

Progress of the game: a square is drawn in the center of the playing area - a field measuring 5 x 5 m. All the “worms” are placed in the square. On both sides of the field, at an equal distance, draw 2 circles with a diameter of 2-3 m - nests. The players are divided into 2 teams - “rooks” and “crows” - and disperse into their nest circles. At the presenter’s signal: “Morning!” —- “birds” fly out of the “nest”, run around the playground, wave their arms, imitating birds. After the second signal: “Day!” - “birds” begin to collect “worms” from the field and transfer them one by one to their team’s “nest”. Those “birds” who bring more prey to the “nest” win.

Special Notes: until the signal: “Day!” - “rooks” and “crows” cannot enter the field and collect “worms”. Violators are eliminated from the game. Players can only take one item at a time.

Irina Volkova
Competitive and entertaining game for summer camp"Fun Mosaic"

Competitive and entertaining game for summer camp

« Fun mosaic» !

Leading:

Good afternoon, girls!

Good afternoon, boys!

Good afternoon dear teachers.

We are glad to welcome you to competitively -entertaining game « Fun mosaic» !

But, like any game, we have our own rules.

So, what can and cannot be done?

I will name these rules, and you will show them. Agreed?

Throughout the game Can:

stomp and clap! (the hall shows)

scream and hoot!

dance and sing!

greet each other with applause!

boys greet girls with whistles!

girls - squeal!

You can blow kisses to each other!

to wave hands!

And just greet each other!

You have all understood the rules, and now you need to decide on the teams, so I invite 5 from each squad (3) girls and 4 (3) boy.

Finally, the time has come for you to introduce our esteemed jury:

1 contest. A modern girl has sufficient knowledge of men's and women's perfumes, hygiene items, and decorative cosmetics. Therefore the first contest it's called for girls “Identify an object by smell”. From each squad 3 (2) girls

Participants must eyes closed identify the proposed one by smell item:

1. Toothpaste.

2. Laundry soap.

3. Women's cream.

5. Lipstick.

6. Women's Eau de Toilette.

7. Men's Eau de Toilette.

8. Shampoo.

9. Nail polish.

10. Hairspray.

11. Washing powder.

12. Shoe polish.

13. Mascara.

At the end The results of the competition are summed up.

Leading. Well, the girls coped with this task, but can the boys cope? Our next one the competition is called“Tell me, what is this?”

(For example : milk - drink; crucian carp - fish)

1. Carp (fish). 11. Rooster (bird).

2. Persimmon (fruit). 12. Hazelnuts (nut).

3. Beans (vegetables). 13. Cucumber (vegetable).

4. Cherry (berry). 14. Kiwi (berry).

5. Rice (cereal). 15. Morel (mushroom).

6. Capelin (fish). 16. Coconut (nut).

7. Millet (cereal). 17. Kumis (drink).

8. Tea (drink). 18. Turnip (vegetable).

10. Tomato (vegetable). 20. Kissel (drink).

Leading. Next competition for counselors, it's called

"Ball"- at my signal, the counselor inflates a balloon of a certain size (following a pattern, ties it, puts it on a chair, sits sharply on it so that it bursts (Whoever bursts the balloon first wins).

Leading. Times are difficult now, the crisis is in full swing, so we can’t do without a cow in the village, and our next the competition is called“My yard or how much I love my little cow!” Let's see how our participants can milk a cow. Bye music is playing"to milk" as much milk as possible. The participant with the biggest wins. "milk"!

(3 girls are participating in this competition: one holds a rubber glove, the other holds a bucket, the third milks).

Leading. And we continue our program and the next the competition is called"Clip-Gag". You guys are modern and have definitely heard how they rap (teams are given lyrics to children's songs).

So, dear participants, you have to perform famous children's songs: "The Forest Raised a Christmas Tree", “A smile makes a gloomy day brighter”, "Tired toys are sleeping", and sing them as if real rappers did it.

While you are remembering the lyrics, deciding who will rap and rehearse to quiet rap music, we are with the fans let's play:

I have one game called"He she".

He is an elephant - she is...an elephant.

He is a moose - she is...a moose.

He is a cat - she...

Well, of course she's a cat!

Well, you were a little mistaken.

So let's play again

I want to beat you!

He is a walrus - she is...a walrus,

He is a hare - she is... a hare,

He is a bull - she is...

Is everyone familiar with this word?

Yes! Yes! She's a cow!

Let's look "Clip-gag"

Leading. “Assembling a machine gun”. Boys, imagine that this is a machine gun (the leader points to the meat grinder, so it shoots (the leader turns the handle of the meat grinder, it consists of... (the leader takes the meat grinder apart, your task is to quickly assemble the machine gun again. (1 boy per squad).

Leading. Our next one contest it's called for girls "Spring-cleaning"

The cow has been milked, now it’s time to put things in order in the house.

And to make it more fun for you, we will help you with music. A familiar melody sounds, you need to dance to depict what is written on the card, and the audience must guess.

1 wash or vacuum the floor (Jackson)

2 wipe off the dust (Letka-enka)

3 wash the dishes (Lambada)

4 We're preparing lunch. (Macarena)

5 ironing clothes (Tango)

6 hand wash (Twist)

Leading. While the jury is deliberating and summing up the results, the fans will tell me 11 adjectives of any topic

Our... guys!

Today, on this... day of summer, we give you... Promise:

from now on, treat you every day with... chocolates and... sweets;

show you... attention and... care;

give you... compliments;

not to cause you... grief;

to be yours forever. friends.

Your... fans.

Leading. The jury gives the floor.

(Results are announced, units are awarded)

Leading. Thanks for playing! See you again!

Publications on the topic:

“Like Shrovetide Week...” Competitive and entertainment program for older children To acquaint children with the cultural traditions of our people, with their oral folk art. Progress of the matinee. It sounds like a lively dance song. WITH.

Development of activities for a summer health day camp All camp children are divided into 3 cities, planets, ships, depending on the topic of the session Game program“ZOO” 1. How beautiful and amazing.

Competitive and entertainment program “Russian nesting dolls” Objectives of the event: -Enrich and develop children's knowledge about folk crafts and traditions. -Introduce the history of the Matryoshka toy. -Bring up.

Educational and entertaining game “Funny Stories”. Educational and entertaining game “Funny Stories”. Goal: organize children's leisure time. Objectives: 1. Create a good mood. 2. Develop.

Scenario for summer entertainment “Merry Pinwheel” Municipal autonomous preschool educational institution kindergarten combined type No. 9, Konokovo village. Municipal entity.



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