Mobile game moving target rules of the game. Card index of outdoor games for preschool children. Outdoor game “Burn, Burn Clear!”

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 those playing different sides. 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 on same height(on the rail) bells are hung.

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 - 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 platforms 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&"

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 and touches one of the participants, who from that moment becomes a “sly fox.”

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

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

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

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

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

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

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

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

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

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

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

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

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

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

  • Game "Hunters and Falcons"

Tasks: practice running.

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

    Game "Spider and flies"

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

    Outdoor game "Mousetrap"

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

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

“How tired we are of the mice, they 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. Outdoor games have a beneficial effect on the development of the child's body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the 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 in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets 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 offer rhythmic walking to a song or music 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, a bell is suspended at the same height (on a rail).

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.


Card index sedentary games for older preschoolers.

Outdoor game "Mousetrap"
The players are divided into two unequal groups. A minority of children form a vicious circle - a “mousetrap”. The rest of the children stand behind the circle - “mice”. Children walk in a circle saying:
How tired we are of mice,
What developed was their passion.
(mice children run outside the circle)
Everyone gnawed, everyone ate,
Let's catch them now!
(children stop, raising their hands up).
The “mice” children run in from one side of the circle and run out from the other or nearby. At the instructor’s command: “Clap! “Mousetrap children squat down, quickly lowering their hands. The remaining “mice” children in the circle are considered caught. The game continues, the children change places.

Sedentary game “Who has the ball?”
With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand in a circle tightly shoulder to each other, hands behind their backs. The driver must guess who has the ball. The instructor starts the game with a small ball in his hand. Walking in a circle, the instructor passes the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Traps"
Using a counting rhyme, a driver is selected who stands in the center of the circle. All other players stand in a large circle, with a satin ribbon hanging behind each player’s back. Children walk in a circle saying:
We are funny guys, we love to jump and play.
Well, try to catch up with us! (and run all over the site).
The driver runs after the children, trying to pull out the tape. Those who are left without a ribbon at the end of the game are considered losers. At the end, the ribbons of the losing children are counted. The driver who collected the most ribbons is noted. The game is repeated 2-3 times with other drivers.
Sedentary game “Find and remain silent”
The physical education instructor starts the game. He shows the children some toy, the children remember it. The instructor invites everyone to squat down at the end of the playground, facing the wall, while he quickly hides the toy and warns the children that the one who finds the toy first should not point a finger at it or say out loud where it is hidden. At the instructor’s command: “We are looking. "" children get up, calmly walk and search. The one who found it first comes up to the instructor and speaks so that the others do not hear. The game continues until the majority of children find the toy. The most attentive and resourceful player who was the first to find the toy is noted He hides it next. The game is repeated 2 times.
Outdoor game “Make a figure”
At the signal from the physical education instructor, the players take the figure or pose of some fairy-tale character, animal, insect, etc. The music stops, the instructor marks the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Fishing Rod"
The players stand in a circle, with the physical education instructor in the center. He holds a rope with a bag of sand tied to it. At the instructor’s command: “Let’s start!” "He begins to rotate the rope in a circle above the floor. As the rope approaches, the players jump over it with both feet together, jumping high so that the rope does not touch their feet. Having described 3-4 circles, the instructor stops and counts the number of players who touched the bag. The game continues 2-3 times.


Children stand in a circle or in a line, the instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if a flying object is named, for example:

Children raise their hands up.

Children raise their hands up.

Children raise their hands up.



Outdoor game "Quickly take it"
The physical education instructor places cubes, balls, sandbags, small rubber toys, and cones throughout the playground, which should be 1-2 less than the number of children playing. To the music, children run around between objects. As soon as the music stops, the children take one object at a time and raise it above their heads. The one who did not manage to pick up any object is considered a loser. The game is repeated 2-3 times.

Sedentary game "Entertainers"
With the help of a counting rhyme, an entertainer is selected, which stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
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, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer. The game is repeated 2-3 times.
Outdoor game: “Migration of birds”
At one end of the hall there are children - they are “birds”. At the other end of the hall there are gymnastic benches, cubes, etc. - these are “trees”. At the instructor’s command: “The birds are flying away!” "The children, flapping their arms like wings, scatter throughout the hall. At the instructor's command: “Storm! “They run to higher ground and hide there. When the instructor says: “The storm has stopped! ", the children descend, ("the birds" continue their "flight"). During the game, the instructor must insure the children, especially when descending. The game continues 2-3 times.

With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, walking in a circle, he gives the ball to the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.
Outdoor game: “Don’t get caught”
From those playing, 2-3 drivers are selected using a counting rhyme, and they stand in the center of the circle. The rest of the children stand in a circle and, at the instructor’s signal, begin to jump in and out of it with both feet as the drivers approach. The fastest driver, who caught the most of all the players, and the clever player, who was never caught, are noted. The game is repeated with a change of drivers 2 times.

Sedentary game “Make a figure”
At the signal from the physical education instructor, the players walk to calm music. The instructor tells the children to take the figure of some fairy-tale hero or animal, etc. The music stops, the instructor marks the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Don't stay on the floor"
With the help of a counting rhyme, a driver is selected, who runs with the children throughout the hall. As soon as the instructor says: “Catch! “, everyone runs away from the driver and, as he approaches, climbs onto some hill (a bench, cubes, stairs, chair, and the driver tries to catch those running. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver and the driver who caught the most is noted.
Sedentary game “Who has the ball? »
With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Geese-swans"
On one side of the hall the house in which the “geese” are located is indicated. On the opposite side of the hall there is a “shepherd”. On the side of the site is the “wolf’s” lair. The rest of the place is meadow. With the help of a counting rhyme, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The “shepherd” drives the “geese” out to the “meadow” for a walk and a run.
Shepherd: Geese, geese!
Geese (in unison): Ha - ha - ha!
Shepherd: Do you want to eat?
Geese (in unison): Yes, yes, yes!
Shepherd: So fly here!
Geese (in unison): We can’t! The gray wolf under the mountain does not let us go home.
Shepherd: So fly as you want, just take care of your wings.
The “geese” run home through the “wolf’s” den, and the “wolf” runs out of the den and tries to catch the “geese.” The “geese” that ran away from the “wolf” and returned home safely are noted. The game continues with another “shepherd” and “wolf”.
Sedentary game “Flying, not flying”
Children stand in a circle or in a line, the physical education instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if they named a flying object, for example:
Physical education instructor: Parachutist (raises his hands up).
Children raise their hands up.
Physical education instructor: Airplane (raises hands up).
Children raise their hands up.
Physical education instructor: Helicopter (raises hands up).
Children raise their hands up.
Physical education instructor: Dom (raises his hands up).
Children do not raise their hands up, etc.
At the end, the instructor counts those players who never made a mistake and were attentive.
Outdoor game “Firemen in training”
Children line up in two columns at the starting line at a distance of 4-5 m from the gymnastics ladder. There is a bell suspended at the top of the gymnastics ladder. At the instructor's command: “March! “The first children run, climb the stairs, ring the bell, go down, run back, passing the baton with a clap on the shoulder to the next “fireman.” The team of “firemen” that completes the task faster wins.
Breathing exercises
1. I. p. standing, feet shoulder-width apart, arms along the body. One time - slowly raise your hands up with the words: “Tick”, while inhaling through your mouth, two times - exhale, lowering your hands down saying: “Tak” (8-10 times).
2. Il. the same, arms at the chest bent at the elbows at shoulder level. One time - we bend our arms to the sides, inhaling through the nose, two times - slowly exhale through the mouth, hands in
And. p. (8-10 times).
3. I. p, standing, feet shoulder-width apart, hands on the belt. At once - head to the left, inhale through the nose, in and. p., exhale through the nose, two - turn the head to the right, inhale through the nose, head in and. etc., exhale through the nose (inhale and exhale only through the nose and quickly) (3 times).
Outdoor game "Traps"
Using a counting rhyme, a driver is selected who stands in the middle of the site. The rest of the players stand on the court behind the line. After the instructor’s words: “One! Two! Three! Run! “Children run across the line to the opposite side of the playground, and the driver catches the children before they run across the playground and stand over the line. The fastest children and the most dexterous drivers are recognized. The game is repeated with a new driver 2-3 times.
Sedentary game “Edible - Inedible”
Children stand in a circle or in a line. In the center of the circle or in front of the line stands a physical education instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming edible and inedible, for example:
Physical education instructor: Pasta with meat. The child catches the ball and throws it back. Physical education instructor: Cake. The child catches the ball and throws it back. Physical education instructor: Ice cream. The child catches the ball and throws it back. Physical education instructor: Home. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical education instructor: Car. The child does not catch the ball, etc. Children who have never made a mistake are noted.
Outdoor game "Third wheel"
Children are divided into pairs, standing behind each other, forming a large circle. The two drivers remain outside the circle, and at the instructor’s command: “Run! “One catches up with the other, running in a circle after all the standing couples. In this case, the runner can stand in front of any pair at any time, and the third in this pair runs away from the catcher. If the one catching up catches the one running away, then they change roles.
Sedentary game “Tops, Roots”
Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, calling the tops or roots, for example:
Physical education instructor: Eggplant.
Child; Vershki (catches the ball and throws it back).
Physical education instructor: Radish.


Child: Roots (catches the ball and throws it back).



Child: Roots (catches the ball and throws it back).
Physical education instructor: Strawberry.
Child: Vershki (catches the ball and throws it back).
Physical education instructor: Garlic.
Child: Roots (catches the ball and throws it back).

Child: Vershki (catches the ball and throws it back), etc.

Outdoor game "Frost - Red Nose"
With the help of a counting rhyme, the driver is selected - “frost”, who stands in the center of the site, and his house is on the side. The remaining players stand on one side of the court as a line.
Frost: I am Frost - Red Nose, Which one of you decides to set off on the little path.
Children (in chorus): We are not afraid of threats and we are not afraid of frost!
After the words, the children must run to the opposite side of the playground beyond the line where the “frost” has no right to run. The distance from the starting line to the finish line is 3-4 m. Whoever the “frost” catches during the dash takes him to his home. Those “frosts” that caught the most players in one run are noted. The game is repeated with another “frost”.
Sedentary game "Vegetables and fruits"
Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming a vegetable or fruit, for example:
Physical education instructor: Carrots.

Physical education instructor: Cabbage.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Orange.

Physical education instructor: Grapes.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Pineapple.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Cucumbers.
Child: Vegetables (catches the ball and throws it back).
Physical education instructor: Potatoes.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Pear.
Child: Fruit (catches the ball and throws it back).
Children who have never made a mistake are recognized.
Outdoor game “Hunters and Hares”
With the help of a counting rhyme, a “hunter” is selected, the rest of the children are “hares”. On one side of the hall is the house of the “hunter”, on the other is the house of the “hares”. As the music begins, the “hunter” comes out and looks for traces of the “hares”, then returns to his place. “Hares” jump out of their house and jump all over the clearing on two legs in different positions. At the instructor’s command: “Hunter! “The “hares” run away to their house, and the “hunter” throws small balls at the “hares”, as if shooting from a gun. The one whom the “hunter” hits with the ball is considered killed and goes to the “hunter’s” house.
The game is repeated with a new “hunter”. The most accurate “hunter” is noted, with the most “hares” killed.
Sedentary game "Counting"
Children in the preparatory group know a lot of counting and checking. All the players stand in a circle, one of the guys - the driver, who stands behind the circle, begins to say a counting rhyme, pointing at each player in turn. Whoever the counting ends on becomes the next driver. The child who correctly divides words into syllables, who has a good memory, and who has told a lot of rhymes is noted. Also noted is the funniest and interesting counting rhyme.
Ahi-ahi-ahi-oh,
Grandma was sowing peas.
He was born thick,
We'll rush - you're empty!
A bunny is running along the road
Yes, my legs are very tired.
The bunny wanted to sleep,
Come out and look!
A heron walks through the swamp,
He won't find a job.
She sat down on a stump,
She ate five frogs at once.
One two three four five,
Come out and look!
Our Tom wanted to eat,
He reached into the refrigerator.
There is sour cream in the refrigerator,
Meat, fish, eggplant,
Cucumbers and grapes.
Zucchini and lemonade.
If you want to eat too,
So come out quickly!
Jerry lives happily
Jerry sings songs!
One two three four five,
Come on, Jerry, sing again!

Outdoor game "Sorcerer"
With the help of a counting rhyme, a “sorcerer” is selected, who stands in the center of the circle built by the other players. Players walk in a circle saying:
We are funny guys
We love to jump and gallop,
Well, try to catch up with us!
All the children run away. Anyone touched by the “sorcerer” is considered bewitched. The child who was bewitched
stands in place, feet shoulder-width apart. Other children can disenchant him if they crawl on all fours between the legs of the bewitched one. Enchanted children do not have the right to stand close to the wall. The game continues with the change of “sorcerer” 3 times. Those children who ran away from the “sorcerer” and those who bewitched the most children are noted.

Outdoor game “Whoever is named, catches it”
One driver is selected and stands in a hoop lying on the floor in the center of the site. At the instructor’s command: “Let’s start!” “Children run, jump, walk. The driver throws the ball up, loudly saying someone's name, for example Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, and also says his name. Throws the ball, runs away, etc.
Outdoor game “Mice and houses”
Using a counter, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” "She refuses. Then the driver goes
to another mouse. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes the driver. If he doesn't succeed, he goes from house to house asking him to sell the house. If the driver says: “The cat is coming!” “, then everyone must change places, and the driver strives to take someone’s house.

Sedentary game “Guess by touch”
Using a counting rhyme, the driver is selected and stands in the center of the circle, blindfolded. The rest of the children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines by touch who it is. The most attentive driver is noted. The game continues with another driver 3-4 times.
Outdoor game "Owl"
Using a counting rhyme, an “owl” is selected. She sits on one side of the hall: there is her nest; the rest of the playing birds, grasshoppers, butterflies, beetles, mosquitoes and flies are located throughout the hall. After a while the instructor says: “Night! " The players freeze in the position in which the night found them. An “owl” flies out into the night and runs between “birds”, “butterflies”, “grasshoppers”, “flies” and “mosquitoes”, watching them. If she notices that someone has moved, then she takes him to her nest. The instructor says: “Day! " Everything comes to life, and again the “insects” are circling, flying, crawling. The game is repeated 2-3 times.
Sedentary game "Four Elements"
The players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire.
If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire! ", then you cannot catch the ball.
For an incorrect answer or catching the ball to the word “fire”, the player is eliminated from the game. They play until the last remaining participant.

Outdoor game "Crucian carp and pike"
On opposite sides of the playground, the houses of the “crucian carp” are marked with lines. The driver is selected using the counting table - “pike”. All other children are “crucian carp”. The “carp” are divided into two teams and go to their homes, and the “pike” stands in the middle of the site. At the instructor’s signal, all the “crucians” run (swim) to the opposite side. The “pike” catches those running across. The one who is caught stands aside. After 2-3 runs, when there are 5-6 “crucians” caught, they form a net: they stand in one line in the middle of the site and hold each other’s hands. Now, at the instructor’s signal, the “crucian carp” run to the other side through the net (under the arms, and the “pike” stands behind the net and catches those running out of it. The caught “crucian carp” also join the net. The game ends when all the “crucian carp” are caught. Then a new driver is selected or the last caught “crucian carp” becomes the “pike”. The instructor can, after 2-3 runs, appoint one of the children as the “pike”.
Sedentary game “Seasons, months and days of the week”
Children stand in a large circle. The phase culture instructor, for example, gives Olya a large ball and asks her to name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with both hands and calls it: June, July, August and passes the ball to whomever she wants, for example Andrey. The instructor asks him to name the days of the week. Yura - 4 seasons, Alina the months of spring, Katya - how many days in the week, Pavlik - what time of year it is, etc. Those who answer the question incorrectly or think for a long time are eliminated from the game. The one who remains last wins.
Outdoor game "Shander-mander"
All players stand in a large circle. With the help of a counting rhyme, a driver is selected, who stands in the center of the circle with a large ball in his hands. The driver hits the “si” on the floor with two or one hand and says:
Shander-mander lippopander (children run and stop when they finish the words).
I spin, spin, whoever I want, It will be. (name of player)
The driver says loudly how many steps there are to the person he named, for example to Sasha. There are 3 giant steps before him (large, wide steps, 5 ordinary steps, 7 ant steps (mincing steps) and 2 hare steps (jumping on two legs). The driver performs these steps and reaches Sasha. Throws him the ball, Sasha catches it and starts the game again. If Sasha doesn’t catch, then the same child remains the driver. You can name 2 or 3 types of walking, or all 4.
Sedentary game “What has changed? »
The physical education instructor places small rubber toys in front of the children and asks them to look carefully and remember them. On command: “Close your eyes! “The children close their eyes, and the instructor quickly swaps toys or removes one. On command: “Open your eyes! “Children open their eyes and answer what has changed or what has disappeared. The most attentive children are recognized. The game is repeated 2-3 times.
Outdoor game “Defense of fortifications”
Children stand in a circle. With the help of a counting rhyme, a defender is selected who protects the pin standing in a small drawn circle in the center of a large one. Players try to knock down the pin with a ball. The ball can be thrown, but the thrower cannot leave the general circle and change place. The one who manages to knock down the pin takes the place of the defender.
Sedentary game "Stream"
Children become pairs, holding hands, stand next to each other and form a long “corridor”, raising their arms up. One child, left without a partner, begins to flow as a stream. It goes into the stream from the end of the “corridor”
and goes to the beginning of the stream, taking the hand of a friend from your couple, whomever he wants. Unmarried child | away from the stream to the end of the “corridor”, then enters the stream, taking whoever he wants by the hand, etc. Thus, the stream flows slowly, moving forward.
Outdoor game “Horses and runners”
A 3x3 or 5x5 m playing area is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education instructor calls the horse: “Home! " He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players are in the field
overfished. Then the teams change roles. The game repeats itself.
Sedentary game “Tender words”
Children stand in a circle and, passing the ball in any direction, say affectionate words, for example, Sasha says: “Darling” and passes the ball to Katya, she says: “Sunny” and passes the ball to Christina, etc. Those whose words are repeated, are considered losers and leave the game. The one who says the most kind words wins.
Outdoor game: “Burners”
Players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. Using a counting rhyme, a driver is selected, he stands on the line, with his back to the players and says:
Burn, burn clearly so that it doesn’t go out,
Look at the sky, the birds are flying, the bells are ringing.
One two, three - run!
With the end of the words, the children standing in the last pair scatter forward along the column and unite again before the driver catches one of the players. If the driver managed to do this, he forms a new pair, standing in front of the column. And the player left without a pair becomes the leader. The game continues until every pair has run.
Sedentary game "Colors"
Using a counting rhyme, the “owner” and “buyer” are chosen. The rest of the players are “colors”. Each paint comes up with a color for itself and quietly names it to the “owner,” who invites the “buyer.” The “buyer” approaches the players, and a conversation ensues:
- Knock Knock!
- Who's there?
- Buyer.
- What did you come for?
- For paint.
- For what?
- For the blue one.
If there is no blue paint, then the “owner” replies: “Go along the path, bring me blue boots, wear them, wear them and bring them back!” “If the “buyer” guessed the color of the paint, then he takes the “paint” for himself. When the “buyer” guesses several “colors”, he becomes the “owner”, and a new “buyer” is chosen from among the “colors”.

Find your color
Goal: to form orientation in space, to teach to act on a signal, to develop dexterity and attention.

Progress of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.

The game may be accompanied musical arrangement. As a complication, when the game is mastered by children, you can change the orientation flags in places, placing them in different places in the gym.

Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.

Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.

The game can take place with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Goal: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.

After children have mastered the game, sound signals can be used instead of words.

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then not holding on; teach to start moving and stop at a signal.

Progress of the game: first, a small group of children is involved in the game. At first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.

After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the children have mastered the game, the role of the mouse can be assigned to the most active children.

Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it; develop dexterity and attention; act on a signal; foster mutual assistance and camaraderie.

Progress of the game: children depicting chickens together with a hen are behind taut rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.

Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Goal: to develop the ability to act on a signal, navigate in space; develop dexterity, attention, and the ability to move in different directions.

Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

Rabbits
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.

Bubble
Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

Where does the bell ring?
Goal: to develop the eye, auditory orientation, and the ability to navigate in space.

Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.

You need to ring the bell loudly first, then lower the volume.

Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.

Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and go to the one who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.

Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.

The teacher says:

Hush, mice, don't make noise.
And don't wake the cat!

Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:

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

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.

Progress of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and say sentences

Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the signal, the children lower their arms and squat. Mice that did not have time to run out are considered caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups switch places.

Who has the ball?
Goal: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules of the game.

Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.

The teacher gives someone a ball, and the children behind them pass it to each other. The driver tries to guess who has the ball. He says “Hands!” and the one to whom they are speaking must put out both hands. If the driver guessed correctly, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

Take care of the item
Goal: to teach children to act on a signal; develop dexterity, endurance, eye.

Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily not participating in the game.

Subsequently, the role of driver can be offered to the most active children.

Cars
Goal: develop agility and speed; consolidate the ability to move around the site in all directions.

Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game repeats itself.

The game is more emotional with musical accompaniment.

We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.

Progress of the game: children stand on one side of the court outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 – catch it!

After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.

Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.

How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. If the child is left without a pair, the players say “Vanya, Vanya, don’t yawn, quickly choose a pair.”

The teacher's words can be replaced with a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Goal: to develop dexterity, attention, speed of reaction.

Progress of the game: the players stand in a circle, the teacher is in the center, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle just above the ground, and the children jump up, trying to prevent the bag from touching them. Having described two or three circles with the bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.

Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Goal: strengthen the ability to climb gymnastic walls, develop agility and speed; improve the ability to act on a signal.

Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. At the signal, the children standing first run to the gymnastics wall, climb up it and ring the bell. They go down, return to their column and stand at its end; the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play according to the rules.

Progress of the game: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word “Catch1,” everyone runs away from the trap and climbs onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.

How to play: children stand in a circle, each with a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.

The game can be played with complications:

There are two traps in a circle.
- there is no trap, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, and speed.

Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.

Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?

The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”

After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.

Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.

Progress of the game: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following are possible options:

1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.

The catch is being counted.

Swan geese
Goal: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ga-ga!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: So fly.
Geese: We can’t, the gray wolf under the mountain won’t let us go home!
Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.

Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.

Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.

Progress of the game: children stand or sit in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up. Children should raise their hands up if the object flies.

An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.

Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.

Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.

Progress of the game: the game begins with a roll call between the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
- What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.

At Mazal's
Goal: improve coordination of movements.

Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, brown eyes, and white mustache.”

Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.

Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.

Bird catcher
Goal: learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.

Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles

In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.

The driver must guess the player's name and the bird.

Four forces
Goal: to develop attention, memory, dexterity.

Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the elemental words (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their arms.

Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game flow: The game starts like this:

They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.

After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

Paints
Goal: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: “Race on one leg along the blue track.”

The buyer who guesses the most colors wins.

Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.

Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Pick a pair
Goal: develop logical thinking, teach how to play as a team.

Progress of the game: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the indicated third word, from a number of existing ones, a word that is in the same logical connection with it.

For example: school - training, hospital - doctor, goal - football, etc.

And third words: student, treatment, patient, ball, T-shirt.

Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.

Progress of the game: the group game consists of gradually forming a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding their own word to them. The game is played with the ball being passed.

Forbidden number
Goal: to promote the development of attention.

Progress of the game: the players stand in a circle. You need to choose a number that cannot be spoken; instead, you need to clap your hands silently the required number of times.

Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.

Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.

Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.

Progress of the game: invite children to choose words that are opposite in meaning to the data.

For words that have an ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.

Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No.”

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says

Why did you come?
- For the bird!
- For what?

Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

Fishing
Goal: to consolidate children’s knowledge about various types of fish, to improve the ability to act according to the rules.

Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:

What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Goal: to develop creative imagination, imagination, plastic movement.

Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.

One two three four five -
You should fly into space!

Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Execution: the teacher pronounces the words:

Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...

The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.

Fakirs
Goal: to train individual muscle groups, develop the ability to convey the characteristic features of an image.

Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.

To the appropriate music, children’s hands first “come to life”, then their arms and head rise, and the body stretches forward and upward.

Psycho-gymnastics without fixating attention on breathing (4-5 years)

Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.

Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the cones aside and let their paws fall down? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.

Cold - hot
Squeeze into a ball and relax your torso.

Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.

Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly pressed their lips together, made their lips into a tube and began to twist them from side to side.

Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. The bee flew in again and sat on his forehead (we move our eyebrows up and down).

Rest
The cubs are sleeping. Mom is in the forest.

Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.

Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.

If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.

Eyebrows are a swing. Move your eyebrows up and down.

Rest
Sleeping on the shore.

Psycho-gymnastics with fixation of attention on breathing (6-7 years)

By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.

Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.

Ant game
An ant climbed onto your toes - force your socks towards you, your legs are tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.

Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.

Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.

Execution: children sit freely, pretending to be sleeping in different positions. The presenter enters the hall and sees:

In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.

He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.

Barbell
Goal: train individual muscle groups, develop endurance, willpower.

Execution: pull up and jerk the barbell, then throw it. Rest.

Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?

Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at this time members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.

Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.



Fool