An outdoor game quickly in a circle. Who will take the circle the fastest is an outdoor game for children. Outdoor game "Find yourself a partner"

Outdoor games are of great importance in a child’s life, as they are 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

Junior children preschool age in the game they tend to imitate everything they see. 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 "Sun 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: To 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 over) it on 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, touches one of the participants, who from that moment becomes “ 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 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 chewed 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. Games on fresh air 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 condition playing field: isn't it? 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 different sides, and the leaders separate, the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should 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.

No. 1. Outdoor game “Sly Fox”.

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look at which of them is the sly fox, to see if she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules:

The fox begins to catch the children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options : 2 foxes are selected.

No. 2. Outdoor game"Mousetrap".

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they gnawed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands to the word “clap”». After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

No. 3. Outdoor game “Red Nose Frost”.

Two houses are designated on opposite sides of the site; the players are located in one of the houses. The driver - Frost Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Set off on a path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver overtakes them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher, together with Frost, counts the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which leading Frost froze more players.

No. 4. Outdoor game"Two Frosts".

Tasks: To develop inhibition in children and the ability to act on a signal (word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out on the 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. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house are considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

No. 5. Outdoor game “We are funny guys.”

Tasks: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful guys, we love to run and jump, well, try to catch up with us. One, two, three, catch!” After the word “catch,” the children run to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected.

Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught.

Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

No. 6. Outdoor game “Wolf in the Moat.”

Across the platform (hall) with two parallel lines a ditch is marked at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the teacher’s words “Goats in the field, wolves in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to besiege the jumping goats. The greasy one steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

№ 7. Outdoor game "Cosmonauts".

Description. In the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launch sites”. Inside each “rocket launch site”, 2-5 circles are drawn - “missiles”. And the total number should be 5-8 less than the number of players. The players, holding hands, form a circle in the center of the hall. Children walk in a circle and say:

Fast rockets are waiting for us

For walking around the planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, everyone scatters to the “rocket launch sites” and tries to quickly take a seat in any of the pre-designated “rocket”.

Those who are late for the “flight” stand in a general circle, and the “cosmonauts” who have taken their seats announce their routes loudly 3 times. This means that they are taking a walk in “space”. Then everyone stands in a circle again, holds hands and the game repeats.

Those who manage to complete three flights win.

Rules of the game: 1. Start the game only upon the established signal from the leader.

2. Run away only after the words: “There is no room for those who are late!”

No. 8. Outdoor game “The Herd and the Wolf.”

Tasks: Develop the ability to perform movements on cue. Practice walking and running quickly.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

No. 9. Outdoor game “Geese - Swans”.

Tasks: To develop children's self-control and ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. There is a den on the side of the house (approximately in the middle of the hall in which the wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: Geese, geese!

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

Shepherd: Do you want to eat?

Geese: Yes, yes, yes!

Shepherd: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

Shepherd: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms out to the sides, fly home through the meadow, and the wolf, running out of the den, tries to catch them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new leaders are selected - a wolf and a shepherd. The game is repeated 2-3 times.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options : Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

№ 10 . Outdoor game "Owl".

The driver is chosen - “owl”, the rest of the children depict butterflies, birds, etc. At the teacher’s signal: “Day!” " - children run around the entire hall, to the command: "Night! - they freeze and stop in the place where the team found them. The “owl” comes out of its nest and takes those who move to it. The game repeats itself.

No. 11. Outdoor game “Traps with ribbons.”

Tasks: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher should take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

No. 12. Outdoor game “Burners”.

The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing!

One-two-three - run!

After the word “Run! “The children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one, and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.

No. 13. Outdoor game “Homeless Hare”.

The players, with the exception of two drivers, are divided into groups of 3-5 people. For this purpose, it is best to build them in a circle and count them in groups of three or five, depending on the number of players. Groups form circles and are placed in different places on the site at a distance of 2-4 m. In each circle - den - the first number stands in the middle and depicts a hare. One of the leaders is a hunter, the other is a hare without a den (homeless). The drivers stand away from the circles. The leader gives the command to start the game: “One, two, three!” On “one” the leading hare runs away, and on “three” the hunter rushes to catch him. A hare, fleeing from a hunter, can run into any den (circle) in which the players hold hands. Then the hare who was there runs out, and the hunter begins to chase him. If the hunter catches the hare, they change roles. After the first numbers of hares have run around, the leader stops the game and invites the second numbers to become hares, and the first to take places in the circles. Then the third numbers become hares, etc. You can also change roles in the following way: every time the hare runs into the den, he changes place with the next player standing in the circle. At the end of the game, hares that have never been caught are noted. The rules stipulate that a hunter can catch a hare only outside the den. Hares cannot run through the den. If a hare runs into a den, it must stay there. As soon as the hare runs into the den, the player located there must immediately run out. The players forming a circle should not interfere with the hares running in and running away.

If there are few players, then a circle is formed by 2-3 people.

No. 14. Outdoor game “Take it quickly.”

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles, of which there should be one or two less than the children. At the signal: “Quickly take it!” - each player must take the object and lift it above with his head, the one who did not manage to pick up the object is considered a loser.

No. 15. Outdoor game “Cones, acorns, nuts.”

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

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

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

Rules of the game:

1. Those called are prohibited from remaining in place.

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

No. 16. Outdoor game “Crucian carp and pike”.

One child is chosen as a pike, the rest of the players are divided into two groups. One group forms a circle - these are pebbles, the other group - crucian carp, which fall inside the circle. The pike is outside the circle. At the teacher’s signal: “Pike! “- she quickly runs into the circle, trying to catch the crucian carp. The crucian carp are in a hurry to quickly take a place behind one of the players and sit down and hide behind the pebbles. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher marks the most dexterous drivers.

No. 17. Outdoor game “Tag”.

A driver is selected, who receives a colored bandage, and stands in the center of the site. After the signal: “Catch! “- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he touched moves aside. After some time, the teacher gives the command: “Stop! ", and the game stops, counting the number of caught drivers. The game is repeated with a new driver.

№ 18. Outdoor game “Whose team will get together sooner?”

The players are divided into several groups with the same number of children. Each group chooses a leader and stands behind him in a column. The teacher distributes ribbons of different colors to the presenters. Based on the color of the ribbon, the link is named “green”, “blue”, “red”, etc. The teacher hits the tambourine, all the players begin to walk, run, jump around the playground in different directions, changing movements depending on the pace and rhythm set by the teacher. At the signal “to place,” the drivers stop at the place where the signal found them and raise the ribbon up. The rest quickly gather behind the leader in columns, line up and stand at attention. The teacher notes which unit gathered first.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, while the drivers run to other places, raise their ribbons and freeze. The teacher says: “Get to your places!” Children open their eyes and rush to line up behind their leader.

Directions. In the game you can use different formations and positions: in ranks, in circles, sit cross-legged on the floor, stand on one leg, etc. You can introduce the condition: “Do as the driver does,” then, having formed lines, the children take the pose shown by the driver.

No. 19. Outdoor game"Carousel".

Tasks: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.

No. 20. Outdoor game “Polar Bears”.

Preparation. The site represents the sea. A small place is outlined to the side - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” are randomly placed throughout the site.

Description. The “bear” growls: “I’m going out to fish!” - and rushes to catch the “cubs”. First he catches one “bear cub” (takes him to the ice floe), then another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. "Bear" retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the “cubs”. The game continues until all the cubs are caught. The last one caught becomes a “polar bear”. The last player caught wins.

Rules of the game:

1. The “bear cub” cannot slip out from under the hands of the couple surrounding him until the “bear” has made fun of him.

2. When catching, it is prohibited to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.

No. 21. Outdoor game “Lace”.

Children choose two drivers, one of them is the shuttle, the other is the weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle stands at the second pair, and the weaver stands at the first. At the weaver's signal, the shuttle begins to run like a snake, not passing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before it reaches the end of the semicircle, then it becomes a shuttle.

The child who was the shuttle goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes the weaver. If the shuttle runs to the last gate and is not caught, then he and the weaver are the last to stand, and the first pair begins the game. One of the players in the first pair plays the role of a shuttle, and the second plays the role of a weaver.

Rules. 1. The shuttle starts the game only at the weaver’s signal. 2. The weaver and the shuttle, when running under the goal, should not touch the players standing in pairs with their hands.

No. 22. Outdoor game “Catching butterflies.”

4 “catchers” are selected from the children. They get into pairs and move to the edge of the site in one place. The rest of the children are “butterflies”. In response to the words of the teacher: “Butterflies, butterflies have flown into the garden,” the children - “butterflies” are flying - are running around the entire playground. To the teacher’s word “catchers!” two children, holding hands, try to catch a butterfly: surround it, joining their free hands. When the catchers catch the butterfly, they take it to the edge of the area, to the bench. At this time, the remaining butterflies squat down. To the words: “Butterflies, butterflies have flown into the field,” the children, “butterflies,” jump all over the playground. They are caught by another pair of catchers. When 4-6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

No. 23. Outdoor game “Help out”!»

Children stand in a circle with their faces in the center. Two children, chosen in advance, leave the circle and run: one child runs away, the other catches up. A child who is running away can save himself by standing behind one of the children standing in a circle and saying: “Help me!” The child who was addressed must run away from the circle and also stand behind the other. If the child does not have time to get up, she will be caught. When repeating the game, choose the next pair of children.

No. 24. Outdoor game “Empty Space”.

The players stand in a circle and choose a driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules. 1. If children run to a free place at the same time, then they both stand in a circle and a new driver is chosen. 2. Children only run in circles. 2. Those standing in a circle should not delay those running.

Instructions for carrying out. They play this game at any time of the year on a large area where they can run around without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are many children, it is better to organize two circles of players.

No. 25. Outdoor game “Scarf”.

All participants in the game stand in a circle. The driver with a handkerchief goes behind the circle, puts it on the shoulder of one of the players and quickly runs around the circle, and the one who was given the handkerchief takes it in his hand and runs after the driver. Both of them try to take an empty place in the circle. If the player with the handkerchief catches up with the driver and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the driver, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in the circle, then the player with the scarf remains the driver. He walks in a circle, puts a handkerchief on someone’s shoulder, and the game continues.

Rules . 1. Children should not run across the circle. 2. While running, you are not allowed to touch those standing in the circle with your hands. 3. Standing players must not delay running players. 4. The players should not turn around while the driver is choosing who to put the scarf on their shoulder.

Instructions for carrying out.The more children take part in this game, the wider the circle will be, which means that more effort will be needed to occupy an empty seat. Children in a circle stand one step apart from each other.

No. 26. Outdoor game “Owl and the Birds.”

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the playground. At the signal “Owl!” all the birds are trying to fly to their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then does the caught one become an eagle owl.

Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, dove, crow, jackdaw, sparrow, tit, crane, etc.) It is better to choose bird and eagle owl nests on high objects (on stumps, benches etc.) Each bird hides from the eagle owl in its own nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will portray. Then they approach the eagle owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; “We are ducks, where is our home?” The eagle owl names the place where the birds should live. Birds fly around the site, and at the word “Owl” they hide in their nests. The eagle owl must recognize the caught bird.

No. 27. Outdoor game “Day and Night”.

The players are divided into two teams - “Day” and “Night”. A line is drawn or a cord is placed in the middle of the hall. At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one team a signal to run, for example, says: “Day!” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.

No. 28. Game low mobility"Stop!"

On one side of the platform a circle is outlined (about 1 m in diameter) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a horse line is drawn, with the players standing behind it. The driver, standing with his back to the field, says loudly: “Walk quickly, make sure you don’t yawn... Stop!” When he says these words, the children quickly go to him, but at the word “Stop!” freeze in place. The driver quickly looks around and, noticing someone who did not have time to stop in time and did after the word “Stop!” movement, returns it behind the stake line. The driver turns his back again and says the words, and the children begin their movement from the place where the signal found them. The game continues until one of the participants in the game stands with both feet in a circle before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.

Rules. 1. The driver is not allowed to look back until the word “Stop!” 2. He can say the phrase: “Walk quickly, look, don’t yawn... Stop!” - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. You are only allowed to move by walking.

Instructions for carrying out. To occupy the circle of the driver, you need to be attentive, have self-control and be able to quickly respond to a signal. This is one of the few games where a child wins the right to be the driver. The game is very interesting if the driver says the words at a different pace: then very quickly, before the word “Stop!” pausing, then starting slowly and ending quickly. Game "Stop!" can be carried out at any time of the year.

Options.

1. All participants in the game have balls. To the driver’s word: “Walk quickly, look, don’t yawn... Stop!” - children go and play ball at the same time, doing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throw it up and catch it, etc.

2. The driver says the words and plays the ball at the same time. While moving, children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: “Walk quickly, look, don’t yawn.” All players go towards the driver: “One, two, three, run!” To the word “Run!” children run to the horse line, and the driver quickly turns and, without leaving his place, throws the ball at the runners. The one who was hit by the ball becomes the driver.

If the driver misses, then he drives again. But it also happens that while the driver was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with the players behind the line.

No. 29. Low mobility game “In places.”

The sleds are placed in a circle or in two lines, one opposite the other. Children sit on the sled in pairs (if the group is small, then one at a time). At the teacher’s signal, the children get up and run around the entire playground, spinning in different directions. To the signal “Get to your places!” “All players must quickly take their places on the sled. The game is repeated 2-3 times.

No. 30. Low mobility game “Entertainers”.

Children stand in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children follow the teacher’s instructions to the right or left to the following text:

In an even circle, one after another

We are going step by step.

Stand still, together

Let's do it... like this...

At the end of the text, the children stand at arm's length.
The entertainer shows some movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer chooses someone instead of himself, and the game continues. Each entertainer must come up with movements himself and not repeat those that have already been shown before him.

No. 31. Low mobility game “Paints”.

The players sit on chairs or on a bench (you can also sit on a log or a fallen tree). A seller and a buyer are selected. The buyer steps aside, the children tell the seller what kind of paint they want. A buyer comes and says: “Knock, knock.
"Who's there?" - asks the seller. Vova (Valya), the buyer says his name. “Why did you come?” - “For paint.” “For which one?” - “For red (blue, yellow...). The buyer names any color. If there is such paint, the seller says how much it costs (within 10), and the buyer hits him on the palm so many times. With the last number, the “paint” runs away, and the buyer catches up with it. Having caught the paint, he takes it to the appointed place. Game continues. If the named paint is not available, the seller says: “Ride along the red (green, etc.) track on one leg.” The buyer gallops to the appointed place and returns. The game continues until all the paints have been purchased.

No. 32. Low mobility game “Crayfish”.

Progress of the game: The players get into pairs and stand in a circle. Each pair turns their back to each other and offers their hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in the pair walks straight in the direction of movement and leads the hands of the second, walking backwards (this is cancer). At the end of the text, the game is repeated with a change in direction.

Tick-tock, tick-tack,

There are crayfish walking in our river.

They walk backwards

They are looking for crayfish in the river ford,

The crayfish began to drink water -

Come out, you should drive!

Option: The game is played in small subgroups of 4-5 people. The players line up in one line at a line drawn in advance (or against the wall of the room). One of the participants (river) is standing at the line. With the beginning of the text, the line turns its back to the direction of movement and begins to walk, walking back 16 steps (to lines 1-4). Next, the crayfish turn to the river with the words:

River, river, where is the ford?

Here!

With these words, the river places a hoop anywhere on the site, to which the crayfish must also approach backwards.

No. 33. Low mobility game “Stream”.

Progress of the game: All players stand in pairs facing each other and join hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

Rules: You need to walk so as not to hit the gate, the children hold each other’s hands.

No. 34. Low mobility game “Round Dance”.

Progress of the game: The players form two circles, one inside the other, and join hands. At the teacher’s signal, they begin to move in a given direction (walking or slow running). You can suggest rhythmic walking to a song or musical accompaniment

No. 35. Outdoor game “The sea is agitated.”

The participants of the game scatter around the site, stop at a distance of 1 m from each other, and each person marks their place with a circle. The driver walks between the players, performing different movements. He approaches the players and, with the words “The sea is worried,” puts his hand on the player’s shoulder. Everyone whom the driver touches follows him, performing the same movements. So the players all leave their places. The driver takes them as far away from the circles as possible. Then he suddenly stops, turns to the players and quickly says: “The sea is calm.” The driver and the players run to occupy the mugs. The one who did not have time to occupy the circle becomes the leader.

No. 36. “Spend it, don’t hurt it.”

Skittles (or cubes, medicine balls) are placed along the hall (platform) on both sides; (6-8 pieces; distance between objects 30 cm). Children line up in a column one at a time and, at the teacher’s signal, walk on one side of the hall between the pins at an average pace on their toes, with their hands on their belts (or behind their heads, maintaining good posture (keep their head and back straight); on the other side they run “snake” between pins. Repeat 2-3 times.

No. 37. “Runs - don’t hurt.”

The pins are placed in one line at a distance of 40 cm from one another. In a column, one at a time, children run a “snake” between the pins. Trying not to hurt them. The exercise is repeated.

№ 38. "Relay race in pairs."

Children stand in 2 columns in pairs behind a line on one side of the site; the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m) some objects (cubes, wooden blocks) are placed. At a signal from an adult, the first couples, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the starting line, the second pairs run away, and so on until all the pairs have run.

The column whose players complete the task faster and do not separate their hands while running wins.

  1. Outdoor games and exercises with jumping.

No. 40. Outdoor game " Who will take off the tape first?».

Tasks: Develop in children self-control and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted.

Rules: You can only run after the word “run”. Pull the tape only in front of your column.

Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

No. 41. Outdoor game “Fishing Rod”.

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying so that the bag does not touch their legs. First, the teacher shows the children how to jump: push off energetically from the floor and tuck their legs under them. The teacher rotates the bag in both directions sides alternately.

No. 42. Outdoor game “Don’t get caught.”

A circle is drawn on the floor (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds the game stops. Another driver is chosen, and the game is repeated with all the children.

Outdoor game “Frogs in the swamp”

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall there is a swamp (a circle made of cord). Frog children sit around and say:

Here from a hatched rotten place

Frogs splashed into the water.

Kwe-ke-ke, kwe-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game resumes.

No. 43. Outdoor game “Tag on one leg.”

The children disperse around the playground, close their eyes, everyone’s hands are behind their backs. The leader walks among them and quietly puts a handkerchief in the hands of one. To the word “One, two, three, look!” children open their eyes. Standing still, they look at each other carefully: “Who is the tag?” A child with a scarf suddenly raises it up and says: “I’m a tag!” Participants in the game, jumping on one leg, try to get away from the tag. The one he touched with his hand goes to lead. He takes a handkerchief, lifts it up, and quickly says the words: “I’m a tag!” The game repeats itself.

Rules. 1. If the child is tired, he can jump alternately on his right and then on his left leg. 2. When the tags are changed, the players are allowed to stand on both feet. 3. Salka should also jump, like everyone else playing, on one leg.

No. 44. "Penguins".

The players stand in a circle. Each child has a pouch that he holds between his knees. At the teacher’s count “1-8”, children perform jumps on two legs in a circle. At the signal “Hop! "Children jump sideways into the circle and return to their place in the circle. The task is performed in the other direction.

No. 45. “Brave little sparrows.”

Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be sparrows and, at the teacher’s command, jump into a circle through snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected. At the end game exercise The most dexterous cat and the brave, dexterous sparrows that did not fall into her paws are celebrated.

No. 46. “Who is faster.”

The players line up in three columns. At the teacher’s command, the players standing first in the columns (each player has a ball) jump on two legs (distance 5 meters) to the basket (hoop) and put the ball in it. They return running, and as soon as they cross the designated line, the following come into play players. When repeating the game exercise, you need to take the ball from the basket and quickly return to your column.

  1. Outdoor games and exercises with throwing and catching.

No. 47. Outdoor game “Hunters and Hares.”

A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on two legs, on the right or left - as you wish) in different directions. On the signal: “Hunter! "- the hares run into the house, and the hunter throws balls at them (he has 2-3 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught. To avoid injury in this game, it is better to use soft balls.

No. 48. Outdoor game “Gawker”.

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the person who should catch it. The ball is thrown around until one of the players drops it. The one who dropped the ball stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball.

Rules . 1. If a player drops the ball while performing an exercise, he is given additional task. 2. The ball is allowed to be thrown to each other only through the center of the circle.

Instructions for carrying out. This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the children’s skills: the smaller the ball, the more difficult it is to catch it and perform exercises.

No. 49. Outdoor game “Ball for the driver.”

The players line up in two or three columns. At a distance of 1 m from them, the drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

Game options:

1. Use balls of different sizes (small - d= 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, names some general word, for example meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, when receiving the ball, must pronounce words that are combined with this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

No. 50. Outdoor game “Ball up”.

Children stand in a circle, the driver goes to the middle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If the driver misses, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball from one bounce from the ground. 3. If one of the players after the words “Stop!” continued to move, then he must take three steps towards the driver. 4. When running away from the driver, children should not hide behind buildings or trees.

Instructions for carrying out.Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle with a small circle. If the driver did not catch the ball, which rolled far, before shouting: “Stop!”, he needs to catch the ball and return to his place. Children in the game must be very attentive and quickly respond to the signal.

Option. The driver stands in the center of the circle and performs an exercise with a ball; children count to five. At the count of five they quickly run away. The driver shouts: “Stop!” - and throws the ball at the player who is closest. The stained one becomes a driver. If he misses, he must catch up with the ball, and at this time the children try to run as far as possible. At the signal “Stop!” everyone stops, the driver again tries to insult someone.

№ 51 . Outdoor game "Ball Race".

Children stand in a circle at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose leaders. They should stand on opposite sides of the circle. At the signal, the presenters begin to throw the ball only to the players of their group, in one direction. The group in which the ball returned to the leader first wins. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.

Rules. 1. The presenters must start the game at the same time upon a signal. 2. The ball is only allowed to be thrown. 3. If the ball falls, the player who dropped it picks it up and continues the game.

Instructions for carrying out. To play you need two balls of different colors. In order for children to understand the rules of the game, you first need to play it with a small group (8-10 people). Players must throw the ball accurately and be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1. Children stand in a circle, counting on the first and second numbers. Two players standing next to each other are leading, they take the balls and, at a signal, throw them one to the right, the other to the left in a circle to players with the same number, i.e. through one. The team that gets the ball back to the leader the fastest wins.

Option 2 . The participants of the game stand in a circle at a distance of a step from one another and count on the first and second numbers. Two players standing next to each other are the leaders. They take the balls and, at the signal, run in opposite directions around the circle. Having run around the circle, they take their place and quickly pass the ball to the players with the same number, i.e. through one. Game continues. The winner is the team whose players are the first to run around the circle with the ball and drop fewer balls.

Rules. 1. The player is allowed to pass the ball to a player of his team only when he takes his place. 2. Players must throw the ball to each other. 3. You are only allowed to run around the circle.

No. 52. Outdoor game “Throw the ball into the hoop.”

Target: Teach children to hit the target, throw and catch the ball, and develop their eye.

Description: The ring or basket is suspended at a height of 120-130 cm. All players stand in a column behind a line drawn at a distance of 1.5 m from the goal. Each child takes turns throwing the ball into the hoop with a push from the chest. The child who hits the ring the most times is considered the winner.

No. 53. Outdoor game “Pass - stand up.”

Tasks: To foster a sense of camaraderie in children, to develop dexterity and attention. The muscles of the shoulders and back are strengthened.

Description: The players line up in two columns, at a distance of two steps from one another. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

No. 54. Outdoor game “Meeting”.

Two lines are drawn on the court at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines. At a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The presenter gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins. The number of repetitions of the game is by agreement.

Instructions for carrying out. The area where the game is played must be level. The distance between players needs to be increased gradually. This game requires children to have a lot of attention and the ability to efficiently distribute efforts when pushing the ball away depending on the distance. Children need to be told that the greater the rolling distance, the more energetic the push on the ball should be.

Option. A flag or any other object is placed in the center of the site. At a distance of 1 m from the flag, two lines are drawn on both sides, then a second pair is drawn at a distance of 1 m from these lines, and, finally, a third pair of lines is drawn at a distance of 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the leader’s signal, all children simultaneously roll balls (balls) to each other, but so that they necessarily meet in the center. The players whose “balls” (balls) meet move to the second line, and then to the first. The pairs whose players are the first to reach the first line win.

No. 55. Outdoor game “Kolobok”.

Progress of the game: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to each other with their feet, and the driver tries to intercept it. Players are not allowed to leave their place. They can smoothly roll the ball, hit it, and make deceptive movements. You just can't pick it up. And the driver can do as he pleases; hold the ball with your foot, hand, kick it out of the circle, even lightly touching it is enough.

If the driver manages to hold the ball, he takes the place of the player from whom the ball came to him.

No. 56. Outdoor game “Potato”.

Progress of the game. Players choose a driver - “potato”. “Potato” sits in the center of the circle, the rest are located around it. The players throw the ball to each other, trying to prevent the ball from falling, and the “potato” tries to catch it. If the player sitting in the center manages to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all players except one have turned into potatoes.

No. 57. Low mobility game “Bumblebee”».

Progress of the game: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to smear the other (get into the legs). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.

Rules: roll the ball only with your hands; You cannot catch or hold the ball.

No. 58. Low mobility game “Pike”.

Progress of the game: Children stand in a circle. A “pike” is selected. She goes to the middle of the circle. For the first four lines of the poem, children roll the ball from one to another through the center of the circle (past the “pike”). On the fifth line of the poem, the ball rolls to the “pike,” who takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

Past the forest, past the dachas,

Floated along the river

Red ball.

A pike saw: -

What is this thing?

Grab, grab.

Don't catch it.

The ball surfaced again.

Come out, you should drive!

On the first three lines of the second stanza of the poem, the “pike” hits the ball on the floor, pronouncing this text; on the fourth line, she rolls the ball again to the children, who continue to roll it again from one to another through the middle. The child to whom the words “You should drive” came out with the ball into the middle. He becomes a "pike". The game repeats itself.

No. 59. “Statues.”

This game is best played with a large ball. The players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a punishment: continues the game, standing on one leg. If in this position he manages to catch the ball, then the punishment is removed; he stands on both legs. If another mistake is made, the player kneels on one knee. On the third mistake, he drops to both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to drop out of the game.

No. 60. “Ball in a circle.”

The players are divided into several groups of 5-6 children and lined up in a circle. In the center of the circle is the driver, with a ball (large diameter) in front of his feet. The driver rolls the ball to the players with his foot (foot pass, everyone takes it and then sends it to the driver.

No. 61. “Throw and catch.”

Children are divided into pairs; one child in each pair holds a ball (large diameter). Sitting freely around the hall, the children throw the ball to each other.

No. 62. “Catch the ball.”

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them holds a ball (large diameter); There is a third player between them. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

No. 63. “Say the opposite.”

Children stand in a circle, throw and catch a ball with the names of antonym words.

  1. Outdoor games and exercises with crawling and climbing.

No. 64. Outdoor game “Don’t stay on the floor.”

Using a counting rhyme, a trap driver is selected. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch! “all the children run away and try to climb any elevation (benches, cubes, gymnastics wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.

No. 65. Outdoor game “Migration of birds”.

On one side of the hall are the bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the teacher’s signal, “The birds are flying away!” “The children, flapping their arms like wings, scatter throughout the hall. At the signal “Storm! “all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped! ", the children descend from the heights and scatter around the hall again - "the birds continue their flight." Childcare provider insurance is required.

No. 66. Outdoor game “Bears and Bees.”

On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from the elevations, fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (climb onto the elevation) and feast on honey. As soon as the teacher gives the signal “Bears!” , the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (the stung bears miss one game, and after it is repeated, the children change roles).

No. 67. Outdoor game “Firemen in training.”

Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall same height(on the rail) a bell is suspended.

At the teacher’s signal: “March! “- the children standing first in the columns run to the gymnastics wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc. When climbing, it is important to show how to grip the rail - all fingers with a grip on top, thumb on the bottom; Attention is drawn to the fact that children do not miss the slats (stepping on each one, and getting off the last one by jumping. When playing this game, insurance is required.

№ 68. Outdoor game "Catching" monkeys".

Children pretending to be monkeys are positioned on climbing aids on one side of the playground. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take those caught to their place.

Note. We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.

No. 69. “Who is the fastest to the flag?”

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the starting line, the cord can be pulled (height 50 cm from the floor level), and then flags are placed on a stand at a distance of 3 m. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team that scored the most points.

  1. Games to develop attention, memory, observation and spatial orientation.

No. 70. Low mobility game “Who has the ball?”

Tasks: Develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “Hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

No. 71. Low mobility game “Forbidden movement”.

Target: development of visual attention

Description: The players, walking in a circle, repeat the movements that the driver shows them, but except for one thing - they are prohibited, for example: “Clapping your hands.” Play carefully: whoever repeated the prohibited movement stands at the end of the column. After a while, attentive players will be ahead, and they will be the winners.

Rules of the game

  1. Children, walking in a circle, repeat all the movements after the teacher, except one, for example: “Hands up!”
  2. The one who performs the “forbidden” movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

No. 72. Low mobility game “Guess who got caught”».

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (they sit on chairs and imitate the movements and sound of wheels with their hands and feet).

No. 73. Outdoor game “Build a line, circle, column.”

Tasks: Develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children, divided into two groups, line up at opposite sides of the playground or room in two ranks, facing each other. At the teacher’s signal, they walk or run (depending on the tempo and rhythm, which are set by hitting the tambourine) across the entire playground. Having stopped hitting the tambourine, the teacher commands: “Build a line (circle, column)!” - and the children line up in their places in a line (circle, column). The group that forms the fastest and most correctly wins.

Game options:

1. Before the game starts, the teacher says: you need to walk to the tambourine, run slowly to the bell, and run fast to the sounds of the rattle.

2. After the signal you need to stand exactly in your place.

3. Each group is built around a pin of a certain color.

4. The teacher gives a signal by showing a card with a picture of a column (line, circle).

5. The teacher gives a signal by showing a card with a picture of a line or column (by height, in reverse order).

No. 74. Low mobility game “Who left?”

Progress of the game: Children line up in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the hall. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver guessed right, then he stands in a circle and chooses another driver. If he doesn’t guess correctly, he closes his eyes again, and the person leaving the hall takes his previous place in the circle. The driver, opening his eyes, must name him.

No. 75. Low mobility game “Flies - doesn’t fly”.

Progress of the game: Children walk in a column one at a time. The teacher calls various items. If an object flies, for example an airplane, a bird, then children should raise their arms to the sides and flap them like wings; if the object does not fly, then they should not raise their arms.

The one who raises his hands incorrectly is considered a loser.

No. 76. Low mobility game “Find and remain silent.”

Children stand along one side of the playground facing the teacher. At his signal, they turn to face the wall. The teacher hides the handkerchief at this time. Then, at a signal, the children turn and begin to look for a handkerchief. The finder, without showing any sign of it, approaches the teacher, quietly speaks in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench or chair). The game continues until most of the children find the handkerchief. The game is repeated 3–4 times.

No. 77. Low mobility game with a ball “Edible - inedible.”

If the teacher calls an “edible” word, the child catches the ball and holds it, if “inedible”, he quickly throws it back.

No. 78. Low mobility game “Funny Tambourine”.

Everyone gets up in a big wayth circle. The presenter says the words: “You run, cheerful tambourine, quickly, quickly through your hands. Whoever has a cheerful tambourine will now dance for us.” On whom the words end, those children go out into the circle and dance. The game is repeated 2-3 times.

№ 79 . Low mobility game “Four Elements”.

Purpose of the game : Develop attention associated with the coordination of the auditory and motor analyzers.

Description. The players sit in a circle. The presenter agrees with them that if he says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands at the wrists and elbow joints. Whoever makes a mistake is considered a loser.

No. 80. Low mobility game “Antoshka”.

Children stand in a circle, walking in place, and say:

Antoshka-potato, bone leg,

He's as big as an inch, his head is as big as a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a blanket. At the command “Turn,” the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is missing?” Children must say the name of the child who is hidden. After the name of the hidden child is named, the magic bag will reveal who is hidden in it. (2-3 times).

No. 81. Low mobility game « Cold - hot."

Progress of the game: The driver leaves the hall, the children hide the object. After this, the driver enters and looks for the object. And the children follow him and say:

Cold...warm...hot...helping you find a hidden object.

No. 82. Low mobility game"Rope."

They take a long rope and tie its ends. The participants of the game stand in a circle and take the rope in their hands. The driver stands in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand goes to lead.

Rules. 1. Players must hold the rope with both hands. 2. During the game, the rope should not fall to the ground.

No. 83. Low mobility game “Water”.

Progress of the game : Children stand in a circle, the merman is in the center. Children walk in a circle and say words, after words: - come out, come out... the merman comes with eyes closed, hands forward, whoever it hits, he guesses.

Grandfather - Water!

Why are you sitting under water?

Go out, go out for at least an hour.

Guess which one of us!

No. 84. Low mobility game “Tsar Pea”.

Progress of the game: According to the rhyme, the driver is selected - King Pea; he moves 8-10 steps away from the children and turns his back. The rest of the children agree on what action they will portray. King Pea comes up to the children and says:

Children carry out the intended movement / do laundry, play the accordion, sweep the floor... / King Pea guesses. If he doesn’t guess correctly, he loses; the children tell him what they did and come up with a new action.

No. 85. Low mobility game “Echo”.

Progress of the game: Children walk in a column one at a time. The teacher says a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Crow” - the children answer in a drawn-out manner: “Cuckoo.”

No. 86. Low mobility game “Find the differences.”

Progress of the game: Everyone sits in a circle. To play, the players need to carefully examine each other. When the leader leaves the room, the participants must make small changes in their appearance: pin up their hair, bandage a finger, unbutton a button, etc. The leader must determine what has changed for the players. The one with the most changes will lead.

No. 87. Low mobility game “Cap and Stick”.

Target: teach children to move in a circle clockwise and counterclockwise, recognize children by voice, follow all signals, and maintain silence. Develop the ability to act on signals and hearing. Cultivate interest in outdoor games.

Progress of the game : One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to his nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle and say: “One, two, three, four, five -

The stick will knock.” The child in the cap taps with a stick, with the end of the words everyone stops and turns to the middle. The child in the cap holds out a stick, the one to whom it points takes hold of the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him; if he guessed right, he goes to the middle.

Option. Those standing in a circle say:

"1, 2, 3, 4, 5,

The stick will knock

And as he says - skok, skok, skok,

The presenter taps his wand, points to one of the children, and he says the last words.

  1. Games to develop auditory attention and

Phonemic hearing.

Progress of the game: Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, children walk in a circle to the right (left) and say:

We gathered in an even circle,

Let's turn around at once,

How about we say “skok-skok-skok”,

The words “skok-skok-skok” are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the words. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

No. 89. “Telephone.”

All children sit in a row: whoever sits first gets the phone. The presenter quickly says a word or a short sentence in his ear. What he heard he passes on to his neighbor, who in turn passes this word on to the next player, and so on until last player. After that everyone says what they heard. The first one who mixed up what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, and then sits at the end of the row.

No. 90. "Bear".

Progress of the game: children stand in a circle. A bear is selected, sits in the middle of the circle, and closes its eyes.

Like snow under the tree, snow,

And there is snow on the tree, snow,

And under the hill there is snow, snow,

And there's snow on the hill, snow,

And a bear sleeps under the snow

Quiet, quiet, don't make noise!

On lines 1 and 3, children go in a circle, on 2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is said by one child as directed by the teacher. The bear must recognize it by its voice, Who said .

No. 91. "Falcon".

Progress of the game: Children sit on chairs in a circle. A falcon is selected. With the beginning of the poem, which all the children recite, the falcon runs around the circle and drops a feather (a fake one) behind the back of one of the children.

A falcon flew high.

I dropped my feather into the sedge.

falcon feather

We won't find it until the morning.

In the morning the sun will rise -

Vova will find the feather.

With words " In the morning the sun will rise..."the falcon sits on an empty chair in a circle with the children. The last three words are pronounced by all the children, calling the name of the child behind whose back there is a falcon feather. He becomes a falcon. The game repeats itself.

Progress of the game: closes his eyes. Children walk in a circle, the driver stands in the middle of the circle. When the words end, the children stop. The teacher points to one of the players.

Rules: The driver does not open his eyes until he names the caller. During this time, everyone must remain silent. "We had a little fun,

Everyone was settled in their places.

You,...(name), guess

Find out who called you."

No. 93. Low mobility game “Guess what it sounds like.”

The adult invites the children to listen and remember the sound of each object (how the paper rustles, how the tambourine rings, what sound the drum makes, what the rattle sounds like). Then the child must determine by ear only, without visual support (the child turns away, or the toys are covered with a screen), what sounds. The name of each sounding object is pronounced.

No. 94. " You hear - clap».

An adult pronounces a number of sounds (syllables, words); and the child with his eyes closed, hearing the given sound, claps his hands.

No. 95. "Keen Eye".

Children are asked to find objects in the environment that have a given sound in their names and determine its place in the word.


P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times.

m/n “Who has the ball?”

Purpose of the game: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules.

Progress of the game:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, everyone’s hands behind their backs.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands!” - and the one who is being addressed must put both hands out, palms up, as if showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the player who has the ball begins to drive. The game repeats itself.

p/i “Lovishka” (with ribbons)

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Progress of the game:The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “One, two, three - catch,” the children run away, and the catch tries to pull the ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three - quickly run into the circle!”, the children line up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The catcher should take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

p/i "Figures"

Target:Nurture creative abilities.

Progress of the game:At the teacher’s signal, all children scatter around the playground (hall). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.

m/n “Find and keep silent”

Target:Develop attention in children.

Progress of the game:The teacher hides an object in advance and invites the children to find it. The one who saw the object approaches the teacher and quietly reports the find. The teacher marks the children who turned out to be the most attentive.

p/i “We are funny guys”

Target: .

Progress of the game:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the running ones and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen the leg muscles.

Progress of the game:The players stand in a circle; the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with the bag, the teacher pauses, counts the number of people touching the bag and gives instructions on how to perform jumps.

p/n “Take it quickly”

target:Improve the speed of response to a signal.

Progress of the game: Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. On the signal: “Take it quickly!” - Each player must take an object and raise it above his head. The one who did not manage to pick up the object is considered a loser.

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

Progress of the game:The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind the circle and says: I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says: “Knock-knock-knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver replies: “We’re running to the race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

m/n "Classes"

Target:Teach children to long jump.

Progress of the game:Classics (5 - 6) are painted on the asphalt.
The child takes a flat pebble and throws it into the first class. Then he jumps on two legs to the first class, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. He also picks up a pebble and jumps through the first class. Then he throws it into third grade and so on until he goes beyond the class line. After this, the rest of the children begin to jump. When it’s the first child’s turn again, he takes his pebble and throws it into the class he didn’t get into before. All the children play this way in turn. The child from the group who completes all classes first wins.

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

Progress of the game:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the teacher’s signal, children jump on two legs into the circle and back out of the circle as the traps approach. The player who has been “tarnished” receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

Progress of the game:At one end of the hall there are children - “birds”. At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the teacher’s signal: “The birds are flying away!” - children, flapping their arms like wings, scatter throughout the hall; to the signal: “Storm!” - run to higher ground and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and scatter around the hall again (“the birds continue their flight”). During the game, the teacher must belay the children, especially when descending from the gymnastics wall.

m/n "Don't stay on the floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the environment.

Progress of the game:A driver is selected - a trap, who runs with the children throughout the hall (area). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some elevation (bench, cube, stump, etc.). The trap tries to catch the runner before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game resumes.

p/i “Ball for the driver”

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Progress of the game:The players are divided into 2-3 teams. Each team lines up in a circle; in the center of each circle is a driver with a ball in his hands. The drivers throw the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it above his head and says “Ready!” Whose team is faster?

p/i "Geese - Swans"

Target:Develop in children self-control and the ability to perform movements when given a signal. Exercise running with dodging.

Progress of the game:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. To the side of the house is a den (approximately in the middle of the hall) in which a wolf lives, the rest of the place is a meadow. Children are selected to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

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

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms spread out to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch (spot) them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m/n “Flies - doesn’t fly”

Target:Develop the ability to distribute attention, teach concentration.

Progress of the game:Children stand in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p/i "Zateiniki"

Target:Develop children's physical activity.

Progress of the game:A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right and left, saying:

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

The children stop and lower their hands; the entertainer shows some movements, and all players must repeat it.

p/i "Firefighters in training"

Target:Strengthen the ability to climb a gymnastic wall without missing the slats.

Progress of the game:Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the teacher’s signal: “March!” - children standing first in the columns run to the gymnastics wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc.

Target:Develop attentiveness and activity of sensory systems.

Hodge games:The players stand in a circle, with a blindfolded driver in the center of the circle. One of the children approaches the driver, and the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is selected.

p/i "Frost Red Nose"

Target: Develop speed and agility

Move: On the opposite side of the site two houses are marked, the players are located

In one of the houses. The driver - Frost the Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher and Frost count the number of “frozen” children. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

Progress:A hunter is chosen from among the players, the rest are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on 2 legs, on the right or left - as you wish) in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught.

p/n "Brave Little Sparrows"

Target : Develop speed and agility

Progress:Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be a sparrow and, at the teacher’s signal, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected.

p/i "Sly Fox"

Target: Develop speed and agility

Progress:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the teacher’s signal, the children close their eyes, and the teacher walks around them from the outside of the circle and touches one of the players, who becomes the leader - the sly fox. Then the children open their eyes and ask in unison 3 times (at short intervals) (first quietly, then louder): “Sly fox, where are you?” After the third question, the sly fox quickly runs out to the middle of the circle, raises his hand and says: “I’m here!” All the players scatter around the site, and the fox catches them (by touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In a circle!” The game resumes.

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play alone, in twos and in small groups. The player performs the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When continuing the game, he starts with the movement in which he made a mistake.

p/i "Bears and Bees"

Target: Develop speed and agility

Progress:On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from a hill (this could be a gymnastic bench, a wall, etc.)), fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) and feast on honey. As soon as the teacher gives the signal: “Bears!”, the bees fly to the hives, and the bears run away into the den. The bees that do not have time to hide sting (by touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p/i "Owl"

Target: Form creative imagination

Progress:On one side of the hall there is an owl's nest. The driver, an owl, is placed in the nest. The rest of the children pretend to be birds, butterflies, beetles - they scatter all over the hall. After some time, the teacher says: “Night!” - and all the players stop in place in the positions in which they found themselves at night. The owl flies out of its nest, flaps its wings and looks to see who is moving. The one who moves is taken by the owl to his nest. The teacher says: “Day!” - and butterflies, bugs, birds come to life and again begin to fly and whirl. After two flights of the owl to hunt, the number of those caught is counted and a new leader is selected.

p/i "Pair running"

Target: Learn to run in pairs

Progress:“Change the subject.” Children (two children, each with a cube in their hands), at the teacher’s signal, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. Task for children: change one object for another as quickly as possible.

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

Progress:all players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, a chair is placed opposite each person, on which a flag is placed. The chairs are on the same line. At the teacher’s signal, the children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first. Then all those running sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

Progress:Players stand in a column of two, holding hands, with the leader in front of the column. The children say in chorus:

Burn, burn clearly so that it doesn’t go out.

Look at the sky: the birds are flying,

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he has time to join hands with his partner. If the driver has stained the player, then he pairs up with him at the front of the column.

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

Progress:3 teams participate, children form a column behind the throwing line facing the wall (3-4 m from the throwing line). Opposite each team there is a hoop on the floor (1.5-2 m from the throwing line). The first players hold the ball in their hands. At the signal, the first players throw the ball against the wall so that, when it bounces, it hits the hoop and then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

Progress:A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - draw circles for themselves (at home), and everyone stands in it.

The “homeless hare” runs away, and the “hunters” catch up with him. The “hare” can escape from the “hunter” by running into any circle; then the “hare”, flocking in the circle, must immediately run away, because now he becomes homeless and the “hunter” will catch him. As soon as the “hunter” has caught (killed) a hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

Progress:Children form a circle, holding the cord with their right hand, walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text spoken out loud:

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

After the children have run 2-3 laps, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

The movement of the “carousel” gradually slows down. To the words “The game is over!” the children stop.

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

Progress:Players stand in a line behind the starting line of 6-8 people. At a signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are noted.

p/i “From hummock to hummock”

Target: develop the ability to jump on two legs with

moving forward

Progress:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, perform jumps on two legs from hoop to hoop. The distance between children when jumping is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p/i "Counter dashes"

Target: Strengthen children's ability to run races

Progress:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side of the court, stops behind the line, turns around and raises his hand up. Etc.

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Progress:Two children stand opposite each other at a short distance (2-3 m). One of them throws rings towards another, and he catches them on a stick.

If there are a large number of participants, children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (initially 2, later 3-4) . The latter puts rings on the tip of the stick and throws them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the caught rings are counted, after which the children change roles. The one who catches the most number of rings wins.

p/i "K&"

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Tulle, hide and seek, Cossack robbers - we remember so many super things from childhood with a smile. But what’s new to surprise our children with?

website looked for the most Interesting games from all over the planet, which delight local children. Take note and try it at the first opportunity!

"Catch the Dragon by the Tail" (China)

Number of participants: the bigger, the better

What you will need: Nothing

Rules of the game: everyone lines up in a column and places their hand on the shoulders or belt of the person in front. The one who stands first is the head of the dragon, the last one is his tail. Then the fun begins. The dragon's head begins to hunt for its tail. Those players who are closer to the tail can help him “get away” from the head in every possible way, deftly running away with the whole tail. However, when trying to grab the tail and escape from the hunter, it is important that the column does not crumble and the “dragon” does not fall apart.

So hold on, head! We're not that easy to catch.

“Pay in oranges!” (Ghana, Africa)

Number of participants: two teams of 3–4 people

What you will need: 4 oranges per participant

Rules of the game: Two lines are drawn at a distance of 10–15 m from each other, behind which the teams are placed. On the line in a row in front of the players of both teams, oranges are placed in a pile: three are placed on the bottom, another on top. Teams alternate throwing oranges at their opponent's slides. If you manage to scatter it, then the person who gets caught takes the oranges for his team. If the throw is unsuccessful, the “flying away” orange goes to the opponent. From the oranges obtained in this way, the enemy makes new piles, which can also be scattered. The game continues until one of the teams loses all their oranges. She is considered the loser. Oranges can easily replace balls, cubes and anything else your imagination suggests.

"Kabaddi" (India)

Number of participants: two teams, any even number of players

What you will need: good mood and strong lungs

Rules of the game: The playing field is divided in half into areas for two teams. When the game begins, the forward of the starting team runs to the opposing half of the field and tries to touch the opposing players with his hand or foot. But everything is not so simple: first he must take a breath and during the hunt constantly say “kabaddi! kabaddi! kabaddi! As soon as the air runs out, the attacker himself becomes prey and must run back with all his might. To escape, you must have time to touch your territory with your hand or foot. If successful, then everyone touched by the attacker is eliminated from the opposing team. If he is caught, then the enemy team goes into battle. Those whose team has more players left win.

This game originates from India, but has become so popular in Asia that there are even world kabaddi competitions.

"Three Pebbles" (France)

Number of participants: from 2 to 4

What you will need: 3 pebbles or any small round objects that can be held in your fist

Game rules for two: both participants hide 1, 2 or 3 pebbles behind their backs in a fist to confuse the opponent. Or you can play a trick and leave your hand empty. At the signal, both put their clenched fist in front of them “into the game.” Now the task is to guess how many pebbles are in the game, and they take turns calling their version of the number from 0 to 6. But you can’t repeat yourself. For example, if the first player calls “five,” then the second player chooses from the remaining numbers. Next, they unclench their fists and see who won. The one who guessed throws out one of his pebbles and the game continues. If no one guessed correctly, then they just continue playing. The winner is the one who gets rid of all the stones first.

It's even more fun to play three pebbles with three or four people. The main thing is not to forget to change the answer options from 0 to 9 and from 0 to 12. By the way, this ancient French game was previously used not only for entertainment, but also for resolving disputes.

"Duel with Potatoes" (Philippines)

Number of participants: 2, the total number of couples - according to the number of people who want to have fun

What you will need: forks and potatoes

Rules of the game: players kneel at a distance of a meter from each other, lift the other leg off the ground and hold it with their hand in order to maintain balance. In the other hand, each person has a potato on a fork or stick. The main task is to knock down the enemy's potatoes and hold on to your own. It is not the strongest who win, but the nimble and dexterous: sometimes one lightning-fast movement is enough, and victory is assured.

A player is "dead" if the potato falls or the raised foot touches the ground three times. The game also ends if one player leans on or pushes an opponent. To simplify the rules, you don’t have to kneel.

"The Ambassador Arrives" (South Africa, Africa)

Number of participants: can be anything - the more players, the longer the game

What you will need:“valuable gift” - any item that will become valuable in the game. For example, a ball. In the game's homeland, it is most often a piece of wood, which is highly prized in South Africa.

Rules of the game: players are divided into two “villages” and lined up opposite each other. An “ambassador” with a valuable gift is sent from one to the other. He gives it to his rivals and immediately runs away, and the entire “village” rushes after him. If the “ambassador” is caught before returning home, he becomes a prisoner. But if he still managed to escape, his pursuers hand over their player “captive”. The “village” loses, with only one resident left.

“Khureg aduun / Tabun” (Buryatia, Russia)

Number of participants: the more the merrier

What you will need: Nothing

Rules of the game: Participants stand in a circle and firmly hold hands. These are horses that guard their foals - other players who are in the center of the circle. You can clatter your hooves and neigh in imitation of horses. A horse player walks around the herd, protecting the foals from the invasion of wolves. And several wolf players are prowling around and trying to break the circle, grab the foal and drag it into the lair. But the guard horse scares the wolves, and if it kills a wolf, it is considered killed. The game continues until the horse “kills” all the wolves.

"Quinta" (Lithuania)

Number of participants: 5

What you will need: ball

Rules of the game: A large square with a side of approximately 10 m is drawn on the ground or asphalt, or the corners of this square are marked, where 4 players stand. A circle with a diameter of about 1.5 m is drawn in the center of the square, and the fifth player, the fifth, stands in it.
The corner players take turns trying to “knock out” the fifth with the ball, the same one dodges the ball without going out of the circle. The one who managed to get into the fifth changes places with him.

"Barrier" (Sweden)

Number of participants: game for big companies- the more, the more interesting

What you will need: Nothing

Rules of the game: All but three players line up in a square so that each row has as many players as there are rows. Those standing in a line join hands, forming streets inside the square.

The remaining three are the pursued, the pursuer and the leader. The second's task is to catch someone running away through the streets. But the whole team is on the side of the first one, and as soon as they overtake him, the leader makes a sign. All players quickly release their hands, turn to the left and form new streets with their hands. The pursuer, who practically caught the runner, instantly finds himself with him on different streets. And so on each time until the pursuer is faster than the team. Then new players are chosen to chase and the fun continues.

Then the players approach the lair and ask the wolf: “Will you come, wolf?”, he replies: “I’m just getting up.” The players frolic on the field again and after a while they go to the wolf again with the same question, but they hear a different excuse. And so constantly - he washes himself, then gets dressed, then combs his hair, etc. But at some point the wolf suddenly shouts out: “I’m coming to catch you!” - and rushes to catch the players. Those who reached the house are saved, and the one caught by the wolf changes places with him.

A large circle is drawn on the snow with colored paint, from which there are 8-10 lines-rays in different directions, their length is 2.5-3 m. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand on two legs while waiting for the other players. After that, everyone drives their piece of ice back, bouncing on their left leg and trying to stick to the drawn line, and passes the piece of ice to another player. The first person to arrive is noted.

Outdoor games "Spillkins"

(low mobility game).

Twenty sticks, the length of a pencil, are piled in a disorderly pile on the table. You need to take ten sticks from the pile one at a time so as not to touch the others. Whoever succeeds in this wins.

    

Outdoor games "Ball for the average"

(medium mobility game).

Children, divided into groups, form three or four circles. In each circle, players stand at a certain distance (the length of their arms outstretched to the sides), and a line is drawn in front of their socks. The driver with the ball goes into the middle of each circle, marked with a circle. At the leader’s signal, the drivers begin to alternately throw the ball to the players and catch it. Having received the ball from the last player in the circle, the driver raises the ball up, indicating that the transfer is complete.

When throwing the ball, the driver must not leave his circle, and those standing in the circle do not have the right to step beyond his line. The player who dropped the ball must pick it up and throw it in the established order to his neighbor in the circle.

Outdoor games "Who is faster"

(game of great mobility).

The players stand in two or three columns, one at a time. A common feature is drawn in front of the first socks. Two or three (according to the number of columns) circles are indicated 10-15 steps from the line. A stick or block is placed in each circle. At the leader’s command (“Attention! March!”), the lead players in the columns run to their circles, hit the ground with their sticks three times and return back, trying to quickly take their places in the columns. The first one to arrive wins. Then the second, third and remaining players run the same way.

When running out of the column and calmly standing in your place, you must not touch other players. After knocking with the stick, you need to leave it in the circle.

Outdoor games Wolf in the ditch

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the teacher’s words “Goats in the field, wolves in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to besiege the jumping goats. The greasy one steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned. Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.



Preference