Outdoor games while walking. Outdoor games for the older group. Outdoor game "Geese - Swans"

Walking with children is one of the popular forms of leisure. This is a very convenient time for games. True, they are not the only activity during a walk, but they make the rest intense and fulfilling.

What games are most suitable for a walk? First of all, mobile ones, which develop in children speed and accuracy of movements, dexterity, courage and, of course, cause positive emotions for all players. These are trap games, competition games, ball games and many others.

Wide range of Russians folk games allows you to select those that can be used in different times year (so, separately allocate winter Games with snowballs), in various conditions: in the courtyard of a house, in a forest clearing, on the river bank. These include doubles and team games.

So, let's play while walking!

Hide and seek games

Lifesaver

The driver is selected using a counting rhyme. One of the players throws a stick as far as possible, everyone hides. The driver runs for a stick, returns, and knocks with it (on a wall, bench, etc.). At the same time he may say:

The stick has arrived

I didn't find anyone.

Whom will he find first?

He'll go get the stick.

One two three four five -

I'm going to look.

Who didn't hide -

I am not guilty.

Who's behind me?

He's on fire.

The driver puts down the stick and looks for those hiding, trying not to go too far. Noticing one of the players, he shouts: “I see... (says a name),” runs to the stick, saying: “Knock, knock, the stick is in place.” This is how they find all the participants in the game. The first one found when repeating the game should lead.

However, the player who was seen can run to the stick before the driver with the words: “The lifesaver, help me out” - and knock. Then again throw it as far as possible and, while the driver is looking for the stick, hide again.

The player who was finally found and “caught” stands near the stick. But he can be rescued. While the driver is looking for the others, one of the players quietly comes out of hiding, quickly runs to the wand with the words: “A lifesaver, help me out... (says the player’s name),” knocks with it, then throws it as far as possible. While the driver is looking, the children are hiding.

Instructions for carrying out: This game can be played by two or a small group. With a large number of participants, the game is more interesting: you can use dressing up and help each other out (adults should act as initiators). You should remember the rules: the driver cannot peep when everyone is hiding, the players can run from one place to another while the driver looks for the magic wand and puts it in place. The driver must search throughout the area, and not stand near the stick. The game can be played in the yard or in a forest clearing, but in a limited area. The most convenient stick for playing is 50-60 cm long.

Choice Games

Golden Gate

They choose two stronger players. They step aside and agree which of them will be the sun and which will be the moon. Then the children stand facing each other, hold hands and raise them to form a gate. The rest of the players join hands and walk in a line through the gate. Those depicting the gate at this time say:

Golden Gate

Not always missed:

Saying goodbye for the first time

The second one is prohibited

And for the third time

We won't miss you!

The gate closes at the last words and catches the one who did not have time to pass. The detainee is asked quietly which side he would like to take: the moon or the sun. He chooses and stands behind the named player.

When everyone has made a choice, two teams have a tug-of-war using a rope or holding hands.

Instructions for carrying out: The game involves an even number of players, 6 or more. It is held in a free area. It is better if the gate is depicted by adults. In order not to be caught, participants can speed up their pace, start running, and those catching, in turn, change the tempo of the recitative. The game becomes more active and fun. Those walking or running cannot separate their hands; they must hold hands with at least one player. Anyone who breaks this rule is considered caught.

Proryvaty

The players are colluded into 2 teams. Holding hands, they line up opposite each other in a chain at a distance of 7-8 steps. Then from each team in turn they begin to call: “Tary-bars, give... (name).” The person named separates from the team and runs to those calling, and when he runs up, he tries to break through the chain they have formed. If he succeeds, he takes one of the “severed” to his team - by choice; if not, then he himself remains on someone else’s team. The “breakthrough” occurs alternately until there is only one player left on any team.

Boyars (variant)

Having divided into 2 teams, the participants of the game take turns approaching each other at an even pace to the beat of the sentence. One group asks a question, the other answers.

- Boyars, we have come to visit you, Dear ones, we have come to visit you.

- Boyars, why did you come? Dear ones, why did you come?

- Boyars, we need a bride,

Dear ones, we need a bride.

- Boyars, which one do you need?

Dear ones, which one do you need?

- Boyars, we need this one,

Dear ones, we need this one.

- Boyars, her teeth hurt,

Dear ones, her teeth hurt.

- Boyars, and we will give her gingerbread,

Dear ones, we are going to bake her a gingerbread.

- Boyars, she doesn’t eat gingerbread,

Dear ones, she doesn’t eat gingerbread.

- Boyars, and we use her whip,

Dear ones, we will whip her.

- Boyars, she is afraid of the whip,

Dear ones, she is afraid of the whip.

- Boyars, open the gates,

Give us the bride forever!

At the words “we need this one,” the selected player turns his back to the opposing team and walks in this position until the end of the “negotiations.” At the end of the “negotiations” he runs, trying to break through the clasped hands of the players of the other team. If he fails to break the chain, he remains with his opponents, and if he succeeds, he returns to his team and takes the “prisoner” with him. Those who manage to transfer all the players to themselves win.

Instructions for carrying out: preschoolers are most interested in the “Boyars” option. The chains can be small - 3-4 people. Participants agree who they will choose. The moment of choice is the most emotional in the game.

Competition games

Distillations and restarts

The players stand in a row and run to a given place. Everyone's task is to distinguish themselves from others. The distance is determined depending on the physical capabilities of the players. Pleasure comes not only from winning, but also from participating in a joint race.

Instructions for carrying out: This game is best played together. It can be offered to a child in various situations, for example, when going to kindergarten or returning home: “Who is faster to that birch tree?” The players run to the designated place.

Push-pull

Pairs compete in a 20-30 meter race. The players run holding hands and pressing their backs to each other. Having reached the finish line, they return to the start. It turns out that the player runs with his face in one direction, and backs away in the other.

Instructions for carrying out: Four players can play this game. We recommend the following combination of pairs: adult and child (mother and son, father and daughter) or adults (one pair) and children (another pair). The game is played on a spacious court. Rules: you cannot lift or carry your partner; Those who fall or become confused are eliminated from the game.

turnip

The one depicting a turnip (he is chosen using a counting rhyme) holds tightly to a stationary object: a tree, a stump, a post. The others grab each other around the waist. One of the players tries to “pull out” the turnip, that is, pull the player representing the turnip away from the tree. If this succeeds, all players lose their balance and fall to the ground; only the most dexterous can stay on their feet. If the row breaks and the turnip is not pulled out, everyone laughs: “We didn’t eat the turnip.”

Instructions for carrying out: The minimum number of participants is 4 people. This game is good to play in the forest while walking, choosing a convenient area. After several unsuccessful attempts to “pull out” the turnip, a new turnip is selected. All players must play this role.

Radish

The players stand one after another, clasping their hands in the form of a long ridge. The first one is called grandma, all the others are called radishes.

One of the players chosen by lot is called Ivashka Popov. He approaches the grandmother and talks to her: “Knock, knock.” - "Who is here?" - “Ivashka Popov.” - “Why did you come?” - “For the radishes.” - “I’m not in time, come tomorrow.”

Ivashka Popov leaves, but soon returns. The conversation with the grandmother is repeated, but the ending changes - the grandmother replies: “Pull whichever one you want.” Ivashka pulls everyone in turn.

Instructions for carrying out: The game can have 4 or more participants. The radishes try to hold each other tightly. Ivashka can shake players - some by the head, some by the hands, etc. Players who laugh are easier to “pull out”.

Circular rope

The players tie the ends of the rope and stand in a circle, holding it with their hands. The driver, chosen by lot, stands in the center of the circle and tries to hit someone on the hand. The player should try to notice such a movement and remove his hand from the rope.

Instructions for carrying out: The game involves 4 or more players. The game is more lively if the driver uses deceptive gestures. Rules: you cannot remove both hands from the rope at once; The driver drives until he hits someone on the hand.

Smoking room

The players sit next to each other, quite close to each other, and someone lights a thin splinter. When it burns well, it is extinguished and passed from hand to hand while the fire is still smoldering. The one in whose hands it goes out must fulfill some order. Passing the splinter, everyone sings or says:

Once upon a time there was a smoking room,

Once upon a time there lived a Strangler.

Already at the Smoking Room,

Already at the Strangler

The legs are small,

The soul is short.

Don't die, Smoking Room,

Don't die, Strangler!

The legs are small,

The soul is short.

The Smoking Room is alive, alive.

The Strangler is alive, alive!

Instructions for carrying out: This game is good to play in the forest by the fire. The orders can be very different: performing songs, poems, tongue twisters, performing various movements, depicting something or someone (depicting a bear, samovar, etc.).

Imitation game

Snake

The players join hands to form a chain. One of the last ones in the chain becomes the driver. He runs, dragging all the participants in the game with him, and as he runs he describes various figures: in a circle, around trees, makes sharp turns, jumps over obstacles, moves the chain like a snake, twisting it around the end player, then unwinds it. The game continues until you get bored.

Instructions for carrying out: minimum number of participants is 3 people; you can play at any time of the year on a spacious area. Rules: the players must hold each other’s hands tightly so that the snake does not break, and accurately repeat the movements of the driver. To make the game lively, you need to teach children to invent interesting situations. For example, at the driver’s signal, the children scatter, then restore the snake.

Riddle games

In heaps

The driver, chosen with the help of a counting rhyme, takes one thing from the players, hides it in piles of sand so that one of them contains two things, the other one, and the third none. Having hidden the objects, the driver offers to look for them. Whoever gets a pair wins, and whoever gets an empty pile loses. The winner becomes the driver.

Instructions for carrying out: The game involves 3 people. It's good to spend time summer holiday by the river, by the sea. You can hide pebbles, cones and other objects. It is important to remember that the players make their choices one at a time, and the game continues as long as it generates interest.

Grandfather Mazai

The guesser, Grandfather Mazai, is chosen by lot. The remaining players step aside and agree on how they will explain themselves to him.

Then everyone approaches the guesser and bows:

- Hello, grandfather Mazai!

- Hello, guys! Where have you been? What they were doing?

“We won’t tell you where we were, but we’ll show you what we did.”

The players use signs and gestures to represent some activity or work (picking berries, washing clothes, etc.). The guesser must name what is being shown to him. If he guesses right, the players run away. Whoever Grandpa Mazai catches becomes the driver.

Instructions for carrying out: This game involves from 2 to 7 people. Two people can play at home. Rule: players should run away only after the guesser names what they have in mind; players can be caught up to certain limits. The most emotional moment of the game is making a guess, showing the work (task). Children develop the ability to imitate labor actions and intelligence.

Paints

The owner and buyer are chosen by lot. The rest of the players are paint. Each paint comes up with a color and quietly names it to the owner, he invites the buyer. The buyer knocks: “Knock, knock!” - "Who's there?" - "Buyer!" - “Why did you come?” - “For paint.” - “For which one?” - “For blue.”

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them and bring them to us!” or “Ride on one leg along the blue path, bring me blue boots!” If the buyer guesses the color, he takes the paint for himself.

When a buyer guesses several colors, he becomes the owner, and a new buyer is chosen from among the colors guessed.

If there are more participants, you can choose two buyers: first one talks to the owner, then the other. They come up one by one and sort out the paints. The buyer who guesses the most colors wins.

Instructions for carrying out: maximum amount participants - 5-6 people. The game requires a lot of space. It can be complicated by the fact that the buyer is offered to catch the guessed paint. At the same time, the boundaries up to which players are allowed to be caught are determined. In this game, the child develops voluntary attention and memory: he must remember what colors exist, and retain the hidden colors in his memory.

Common blind man's buff

One of the players - the blind man's buff - has his eyes closed, taken away from the rest of the players and forced to turn around several times. Then they talk to him, for example: “Cat, cat, what are you standing on?” - “In the kettle.” - “What’s in the kneader?” - “Kvass!” - “Catch mice, not us!”

After these words, the players run away, and the blind man's buff catches them. Whoever he catches becomes a blind man's buff.

Crooked rooster (variant)

One of the players is blindfolded and seated on a bench. Everyone comes up to him and says: “Goodbye, crooked rooster!” - and quickly disperse around the site.

The driver - a crooked rooster - gets up from his place and goes to look. He tries to make the player he finds laugh in order to guess who he is. If he is recognized, he becomes the driver.

Instructions for carrying out: The game is played on a spacious court. Its boundaries must be precisely defined, and players should not go beyond them. If a blind man’s buff crosses the boundary of the site, he is stopped with the word “fire.” The players must run around the blind man's buff inaudibly. Those who are bolder can come up to him, touch his shoulder, back, arm and run away, they can say behind the blind man’s buff: “Ku-ku”, “Au-u”, etc. n. Adults show examples of such game situations.

Players can dodge blind man's buff, crouch, and walk on all fours. The blind man's buff must recognize the caught player and call him by name without removing the bandage.

Eagle owl and birds

The players choose an eagle owl using a counting rhyme, and it goes to its nest. The rest choose for themselves the names of the birds whose voice they want to imitate, and “scatter” around the site. At the signal “Owl!” everyone is trying to fly to their nests. If an eagle owl manages to catch someone, he must guess what kind of bird it is, and only then does the caught one become an eagle owl.

Birdcatcher (option)

The players stand in a circle, the blindfolded birdcatcher is in the center. Birds walk around the bird-catcher and chant:

In the forest, in the little forest,

On a green oak tree

The birds sing merrily.

Ay! The bird catcher is coming

He will take us into captivity,

Birds, fly away!

The bird catcher claps his hands, the players freeze in place, and he begins to search. The one who was found imitates the cry of the bird he identified himself as. The birder guesses the name of the bird and the name of the player. The player becomes a bird catcher.

Instructions for carrying out: The game is played on a spacious court. Number of participants: 3 people or more. It is better to choose nests on stumps and benches. Each bird hides from the eagle owl in its own nest (“The Owl and the Birds”).

Hunters and ducks

On the site, draw 2 lines at a distance of 6-8 m from one another, and arbitrarily determine the width of the site (also limited by lines). The players are colluded into two teams - hunters and ducks. The hunters stand behind the drawn lines, the ducks are located in the center. The hunters throw the ball to each other and at the right moment throw it at the ducks. The duck hit by the ball leaves the game. The game continues until all the ducks are “shot”, after which the teams change roles.

Instructions for carrying out: This game can be played by 4 to 12 people. It is better to play while walking in the forest, choosing a flat clearing. The ball should be medium size (preferably a volleyball). Rules: hunters do not have the right to step over the line; you cannot hit a duck with a ball that has bounced off the ground; The “shot” duck is temporarily not involved in the game (until all the ducks are killed and the teams change places).

Each team has its own captain (“mother”). He can help out the losing team if he completes the task: during 10-12 throws of the ball he will never be “shot down.”

Ducks can catch the ball (“candles”) - these are spare points, in which case the subsequent hit to the duck does not count.

The game is especially interesting for younger schoolchildren (they have a better developed eye, more accuracy in knocking out ducks). However, preschoolers can also be involved in the game, and each team must have an adult and a child.

Flying ball (dogs)

The players stand in a circle, the driver is in the middle. At the signal, the children begin to throw the ball to each other through the center of the circle. The driver tries to hold the ball, catch it or touch it with his hand. If he succeeds, he stands in a circle and replaces the player who threw the ball unsuccessfully, or the player who had the ball when the driver touched it.

Instructions for carrying out: minimum number of players - 3 people. The game is played in a free area. The rules must be followed: you are allowed to move from your spot when catching the ball, players must not hold the ball.

If there are many participants in the game, you can choose two drivers. The driver has the right to touch not only the ball in someone’s hands, in the air, on the ground, but also the ball that has flown out of the circle. This version of the game is of greatest interest to younger schoolchildren.

Gawker

The participants of the game 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 must catch it. The ball is thrown around until one of the players drops it. The one who dropped it stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball. You can take forfeits from the guilty ones, and when playing them, offer to perform exercises with the ball: throw the ball high and, when it bounces off the ground, catch it; Having thrown the ball up, clap your hands several times and catch the ball.

Statues (option)

All participants in the game stand in a circle and throw the ball to each other. Whoever does not catch must remain in the same position as when the ball fell and not move until the end of the game. If all the players turn out to be statues, except one, then the latter can revive them: stand in the middle of the circle, throw and catch the ball 10 times (there may be another task by agreement of the participants). If he drops the ball, the last statue stands in the middle of the circle and revives the others in the same way.

Instructions for carrying out: This game is best played with a small team. It is more interesting for children up to school age. The ball 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.

The rules should be remembered: the ball is allowed to be thrown to each other only through the center of the circle; If the player drops the ball while performing the exercise, he is given an additional task.

Ball up

Participants stand in a circle. The driver, chosen by lot, goes to the middle of the circle 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. “Stained” becomes the driver. If the driver misses, then he remains in this role, and the game continues.

Instructions for carrying out: This game can be played with a small group of 3-4 people. Participants must be very attentive and respond quickly to the signal.

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. If one of the players after the command “Stop!” continued to move, then he must take three steps towards the driver. When running away from the driver, players should not hide behind trees or buildings.

Trap games

Tag or tag

By lot, one driver is chosen - a tag, or a tag. The boundaries of the site are conventionally established. The players scatter, and the driver catches up with them, trying to touch someone with his hand, make fun of them, “sully them.” Whomever he catches up with and makes fun of, he becomes a tag, a tag. He begins to catch the players, and the former tag runs away with everyone. You can play the game until you get bored.

Salki with house (option)

For the players, a “home” is drawn on the court, where they cannot be stained or salted. Salka can only salt outside the “house”.

Turkish salki (option)

They don’t salute someone who has managed to sit cross-legged.

Salki “feet off the ground” (option)

To escape from the tag, the players must lift their feet off the ground. To do this, they stand on some object or sit down, lie down with their legs raised up.

Instructions for carrying out: A spacious area is selected for the game. The number of players is from 3 people or more. You can only run within the designated area. Anyone who runs outside its boundaries is considered caught and becomes a tag. Each new driver must announce that he has become a tag, or tag, so that everyone knows who to escape from. The driver should not run after only one player. This is reminiscent of game sentences that children love:

It's not a race for one -

You'll catch the pig!

Modern version:

It's not a race for one -

I'm not a five-tonner!

This game develops courage, the ability to mobilize and avoid danger. An adult's approval helps a timid child overcome self-doubt.

Straps or traps

One of the players is the driver. They call him a lyapka. He runs after the players, tries to make someone look bad, and says: “You have a blooper on, give it to someone else!” The new driver is also trying to catch up with the players and give one of them a blooper. The players, running away from the driver, tease him: “If you don’t give a blunder, you won’t grow as big as an inch!”

You can play like this. The driver catches the participants in the game and asks the caught one: “Who had it?” - “At my aunt’s.” - “What did you eat?” - “Dumplings.” - “Who did you give it to?”

The person who is caught calls one of the players by name, and he becomes the driver.

Cast (option)

One of the players, by lot, stands against the wall; he is called a cast. The rest come up to him and say: “I’m standing at the stove, cooking cabbage soup, saying.” Then everyone hits him on the back with their palm, and everyone runs away. The cast catches players; the one whom he hits with his hand becomes a cast, from which he himself flees.

Instructions for carrying out: these games can be played with older children preschool age and younger schoolchildren in a variety of conditions. Number of participants: 3 people or more. Rules: catching players means touching someone with your hand, but not grabbing the player or dragging him.

Sorcerers

The sorcerer is chosen by lot. He runs after the players, trying to catch them. The first one the sorcerer catches must stop and not move. Other players have the right to remove the spell from him and free him. To do this, you need to quickly run up and touch it with your hand. But the sorcerer keeps a vigilant eye on everyone, trying not to let anyone in and catching the rest.

Instructions for carrying out: the game is played at any time of the year on a spacious site. It becomes more interesting with more participants. You can choose two sorcerers (an adult and a child). When the leader “bewitches” all the participants, a new sorcerer is selected from among them.

"Hot Seat"

On the ground they mark a “hot spot” with a line. One of the players, chosen by lot, leads: he stands at a distance from the “hot spot” and protects it. The players try to get into the “hot spot”. The driver does not let them in and tries to hit or catch them. The beaten one becomes the driver's assistant and together with him catches the rest of the players. Anyone who finds himself in a hot spot can rest there as much as he wants, but as soon as he runs out of there, the driver’s assistants catch him.

When everyone is overfished, the game begins again: the first one beaten becomes the driver and guards the “hot spot”.

Instructions for carrying out: The game requires skill and dexterity from players. It is played, like all trap games, on a spacious area. Adult participation helps regulate children's physical activity.

Baba Yaga

One of the players, chosen by lot by Baba Yaga, stands aside. The others come up to him and tease him:

Baba Yaga, bone leg.

Fell from the stove

I broke my leg.

I went to the garden

The people were scared.

I ran to the bathhouse

I scared the bunny.

Grandma-Hedgehog, bone leg,

She fell from the stove and broke her leg.

I walked down the street

Crushed the chicken.

I went to the market

She crushed the samovar.

I went to the lawn

I scared the bunny.

Baba Yaga begins to jump on one leg, trying to catch the players dodging and running away. The one she catches becomes Baba Yaga, and the game continues.

Instructions for carrying out: The game is interesting for both preschoolers and primary schoolchildren. The minimum number of participants is 3 people. At the request of the players, Baba Yaga may have a branch in her hands - a “broom”, with which she salutes them. At the beginning of the game, you should determine the space in which the participants run from Baba Yaga.

Fox

Players are counted until 1 person remains. They tease him: “Fox, fox, long tail!” The fox rushes to catch the players, and the one she catches helps her catch the others.

Instructions for carrying out: the more participants in the game, the more interesting it is. The rule must be followed: you can only catch players within the established area. The game continues until all players are caught.

Fox, into the hole

They choose a fox and limit the place - a hole in which it stands on one leg. The players tease the fox by tugging at its clothes, imitating the barking of dogs, clapping their hands, etc. The fox quickly turns, makes a jump and tries to hit someone with its hand. If they notice that she has stood on both legs or changed her legs, they shout: “Fox, into the hole, fox, into the hole!”

The one who was hit by the fox becomes a fox, and the first fox joins the players.

Instructions for carrying out: This game can be played by three or a large group. The driver requires special skill, so at first it is better for an adult to take on the role of the fox. The game continues as long as it generates interest.

Frog

The player who portrays a frog squats down. The participants in the game approach him with the words: “I’m in the frog’s house, I do whatever I want; The frog is a fool, he pouted his lips.”

The frog gets up and catches up with the players who are trying to get to their house. The player who reaches the point says: “At home” or: “In his house.” The one who is caught becomes a frog.

Instructions for carrying out: the rules must be followed - the frog begins to catch only after teasing, it only catches while running. At the beginning of the game, the frog's house and the houses of the other players are designated.

By the bear in the forest

The players draw lots to choose a bear that lives in the forest. Children go into the forest to pick mushrooms and berries and say:

By the bear in the forest

I'll take mushrooms and berries!

The bear caught a cold

Frozen on the stove!

By the bear in the forest

I'll take mushrooms and berries!

But the bear doesn't sleep

And he growls at us!

The bear starts tossing and turning, stretching, leaves the den and catches someone. The one who is caught becomes a bear.

Instructions for carrying out: Children of preschool and primary school age from 3 people or more can participate in the game. The rules must be followed: the bear does not have the right to run out until the players say the last words of the recitative (teasing), players may not immediately run to their house, but tease the bear (adults show a model); players can only be caught within the established area.

Hawk and birds

The hawk, chosen by lot, hides from the birds. When they approach him, he jumps out from ambush and catches them. The caught player becomes a hawk. The game is repeated.

Instructions for carrying out: the minimum number of players is 3 people; the game is more interesting to play in a forest clearing, where a hawk can hide in the bushes or behind trees to attack unexpectedly. Birds should fly throughout the area, approaching the hawk's home.

Bees and swallows

The players - bees fly in the clearing and sing, saying:

The bees are flying

The honey is being collected.

Zoom, zoom, zoom!

Zoom, zoom, zoom!

The swallow, chosen by lot, sits in its nest and listens to their singing. At the end of the song, the swallow says: “The swallow will get up and catch the bee.” With the last word, she flies out of the nest and catches the bees. The one caught becomes a swallow, the game repeats.

Instructions for carrying out: minimum number of players - 3 people. Adults participating in the game must balance the physical capabilities of the children with their own. However, children do not need to clearly “give in”, otherwise the game will lose interest for them. It is important to follow the rules: bees must fly throughout the entire area and leave only after the swallow’s words.

Swan geese

The players choose a wolf and an owner, and pretend to be geese themselves. On one side of the site they draw a house where the owner and geese live, on the other - a field. Between them is the wolf's lair. All the geese fly to the field to nibble grass. The owner calls them:

- Geese, geese!

- Ha-ha-ha!

- Do you want something to eat?

- Yes Yes Yes!

- Well, fly home!

— Gray wolf under the mountain,

Doesn't let us go home.

- What is he doing?

- Sharpenes teeth

He wants to eat us.

- Well, fly as you wish.

Just take care of your wings!

The geese run into the house, the wolf tries to catch them. The game ends when all the geese are caught.

You can also use this ending: when the wolf catches everyone, the owner drowns the bathhouse and invites the wolf, the wolf pretends to be steaming. Then the owner says to him: “Little wolf, I’ll throw you a cow,” and throws a stick. The wolf runs after a stick, and at this time the geese run away to their owner.

The game can be complicated by introducing a second wolf into it.

Instructions for carrying out: 5 or more players take part in the game. It is held on a spacious site. It is interesting to play in a meadow, in a forest clearing. Rules: geese must fly throughout the entire site, they are allowed to return home only after the words spoken by the owner. At the end of the game, you can mark the best geese (who never caught the wolf) and the best wolf (who caught the most geese).

Kite

From the strongest players, a kite and a hen are chosen. The kite sits on the ground and digs a hole. A mother hen approaches him, behind which the children stand in single file, holding each other tightly. The hen begins a conversation with the kite:

- Korshun, what are you doing?

- I'm digging a hole.

- Why do you need a hole?

- I'm looking for a penny.

- Why do you need a penny?

— I’ll buy a needle.

- Why do you need a needle?

- Sew a bag.

- Why do you need a bag?

- Put down pebbles.

- Why do you need pebbles?

- Throw at your children.

- For what?

- They’re climbing into my garden!

- You should make the fence higher,

and if you don’t know how, then catch them.

The kite rushes at the chickens: first at the last one, trying to catch it and “tear it off” from the rest. The mother protects her chick, which also tries to evade the hands of the predator. When the kite catches everyone, the game ends.

Instructions for carrying out: The game involves 4 or more players. Mom and dad can act as a kite and a mother hen. It’s good if the kite uses various tricks, for example, suddenly turns in the other direction and grabs the chicken. The movements of the kite should be funny. You should remember the rules: chickens need to hold each other tightly by the waist; the hen, while protecting the chick, has no right to push the kite away with her hands.

Jugs

A cat, mother and daughter are selected, the rest of the players are jugs. They determine where the house will be, where the cellar is, and begin to move the jugs from the house to the cellar:

This is milk

This one has sour cream,

This is the cream

This one contains cottage cheese,

This one contains oil.

Mom and daughter put the jugs in a row (sit them down on their haunches), and they talk to each other. The cat follows his mother, watching what she is doing. Then the mother goes to work and instructs her daughter to watch the cat so that it doesn’t get into the cellar. The daughter goes for a walk, and the cat sneaks into the cellar and takes jugs of milk, sour cream, cream, cottage cheese, and butter to another place. Mom and daughter go looking for jugs, find them from the cat and start catching them. If they catch you, they punish you: they make you jump and dance.

Instructions for carrying out: in playing out a traditional plot, children can be creative: come up with various dialogues, make minor changes to the plot.

Tag with a ball

The free end of a rope 1 m long, at the other end of which a small ball is tied, is tied by the driver to his hand. All the children scatter around the playground, and the driver tries to catch up and hit one of them with the ball. If he succeeds, the stained one becomes a driver. It is not allowed to untie the ball while running.

Ball ride
Children are divided into groups of 3 and line up at the starting line. Each group has a soccer ball. At the leader’s signal, 2 players place the third on the ball and support it from the sides; The player, moving his feet, rolls the ball to the finish line. The three that come first wins.

The Dragon

2 teams of 5-6 people each participate. The players line up one after another in a column - this is a dragon. A ball is pressed between the participants with their backs or chests. At the leader’s signal, the dragons begin moving towards the finish line. The team that comes first and does not lose a single ball wins.

Kick the ball out of the circle

2 teams of 3-5 people participate. A large circle is drawn on the ground. Players are placed in a circle. Members of the leading team begin to pass the ball to each other with their feet. The task of others is to take the ball from their opponents and knock it out of the circle. After 5 minutes of play, the teams change roles. The winner is the team whose players managed to knock the ball out of the circle the most number of times.

Ball relay race
Children line up in columns, feet shoulder-width apart. The ball is in the hands of the first numbers of both teams. At the signal from the leader, the ball is passed in the following ways:
With 2 hands from top to back, the last player rolls the ball on the floor between the legs of the participants;
the ball is passed from hand to hand between the players’ legs;
the ball is passed with 2 hands with a rotation of the body (left and right).
The last player, having received the ball, lifts it above his head, which means the end of the pass, or runs forward and stands in front of the column.
The first team to complete the pass wins.

Catch the ball

2 long ones are drawn on the ground parallel lines(width 30-50 cm, length 3-5 m). Children stand in a column. The presenter rolls the ball along the corridor. The guys' task is to take turns catching the ball, preventing it from rolling out of the corridor.

Fortress defense
A circle with a diameter of 5 m is drawn, a ball, a pin, a cube - in a word, any object - is placed in the center. 3 defenders of the fortress are selected, the remaining players are located outside the circle, and the leader gives them a volleyball. Task: hit the object in the center of the circle with the ball. The defenders must prevent this by covering the goal, hitting the ball with their hands and feet. The winners are the defenders who defended the fortress longer than others.

Ball on target
Option 1. A large ball is placed in the middle of the court, and children with tennis balls in their hands stand 3-5 m from it beyond the line. Everyone takes turns throwing their ball at the big ball. The winner is the one who did not miss and whose big ball rolled further after the hit.
Option 2. Children with tennis balls stand in a circle. The presenter throws a large ball up, the guys throw their balls, trying to hit the flying target.

Running for the ball
Children are divided into 2 teams and line up in parallel columns. The leader stands between the columns. He throws the ball forward. The first players of both teams rush to catch the ball. The first one to reach and grab it earns his team a point. Then the second numbers run, followed by the third, etc. The team whose players catch the ball the most times wins.

Duck hunting

Children are divided into 2 teams - hunters and ducks. A large circle is drawn on the ground. Ducks are placed in a circle, hunters are placed behind the circle. Hunters, throwing a large ball, try to hit the ducks with it. Ducks that are hit are eliminated from the game. When all the ducks have been spotted, the teams switch places.

Who will throw the ball further?
Children stand at the line and throw the ball against the wall, catch it and take one step back. Gradually retreating from the line, they throw and catch the ball. The winner is the one who never drops the ball and is furthest from the line.
Roll the ball
2 teams line up opposite each other at a distance of 3-5 m. There is a large ball in the middle between them. At the signal from the leader, the team players throw tennis balls at the ball. Whichever side the ball rolls the most wins.

Collection of summer games with preschoolers on a walk

Summer- a favorable time for enriching children with new impressions of the environment. There is an opportunity to see forests, meadows, ponds and their inhabitants.
Children gain ideas about nature and people’s work on excursions, through observations, reading fiction, and teacher’s stories, and then embody them in their games.
During the walk, the children get acquainted with plants, trees, insects in game form. Children are offered the games “Run to the tree”, “Guess which tree the leaf is from?”, “Guess by the description”, “Recognize and name”, etc., they like to play with toys set in motion by the wind “Pinwheels”, “ Ribbons”, with the help of this toy the strength and direction of the wind is determined. Also, after the story and acquaintance with flowers and insects, the children and I look for and watch them on a walk.
After the walk, children like to draw what they saw. Using the appliqué technique, through collective work we create flower meadows, fish ponds and other interesting works. Together with their parents, children are invited to prepare albums about plants, insects, and trees. Children talk about their work with great pleasure.
Summer- this is not only acquaintance, observation and research in nature, but also games on the street, as in summer period Children can spend most of the day on the street and playgrounds. The children enjoy playing with sand and water, building sand structures, and making Easter cakes.
Conducting a survey with children: what is their favorite time of year? Children are happy to celebrate – it’s summer!
In my work, I prepared a collection of games for preschool children on a walk.

Outdoor games

1. "Migration of Birds"
Description of the game: on one side of the playground there are children - birds. On the other side there is a bench or gymnastic wall - these are trees on which birds fly. At the teacher’s signal, “The birds have flown!” children wave their arms like wings and run around the playground; to the next signal “Storm!” everyone runs to the heights and hides there. When the teacher says: “The storm has stopped!” children descend from the heights and scatter around the playground again - the birds continue their flight. Insurance for children is required, especially at higher elevations.
2. "Owl"
Description of the game: the Owl’s nest (circle) in which it is located is indicated on the site. The rest of the players: mice, bugs, butterflies are located throughout the site. At the signal “Day!” everyone walks and runs around the site, conveying the character of the image with their movements, trying not to touch each other. After some time, the teacher says “Night!” and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and takes the one who moved to his nest. At the signal “Day!” the game continues, the owl flies into the nest. The game continues with another driver (from among those who have never been caught)
3. "Swan geese"
Description of the game: on one side of the site the house in which the geese are located is indicated. On the opposite side is a shepherd. To the side of the house is a wolf's lair, the rest is a meadow. Children are chosen to play the role of wolf and shepherd, the rest are geese. The shepherd drives the geese out into the meadow: Shepherd: Geese, geese!
Geese: Ha! Ha! Ha!
Shepherd: Do you want to eat?
Geese: Yes! Yes! Yes!
Shepherd: So fly!
Geese: We are not allowed: 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 spread their wings (arms 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 is counted. Then another wolf and a shepherd are chosen. The game is repeated.
4. “Hurry up to run out!”
Game description: players form a circle. About one third of the children are in the center of the circle. Children standing in a circle, hold hands, walk to the right, and run at the teacher’s signal. The guys standing in the center clap their hands rhythmically. At the signal “Stop!” children stop and raise their clasped hands up. The teacher counts to three. During this time, the children standing in the center must have time to run out of the circle. After counting three, the children quickly lower their hands; those who do not have time to run out are considered losers. When playing again, other children come to the middle.
5. "Sly Fox"
Description of the game: players stand in a circle at a distance of one step from each other. To the side, not in a circle, the fox's house is indicated. At the teacher’s signal, the children close their eyes, and he goes around them from the outside of the circle and imperceptibly touches one of the players, who becomes the leader - the sly fox. The children open their eyes and ask in unison three times: (at first quietly, and then louder) “Sly fox, where are you?” After the third time, the player, chosen by the sly fox, quickly runs out to the middle of the circle, raises his hands up and says: “I’m here!” Everyone scatters around the site, and the fox catches them and takes them to him. The number of those caught by the fox is counted. The game is repeated with another driver.
6. "Crucian carp and pike"
Description of the game: one driver is a pike, the rest of the players are divided into two subgroups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal “Pike!” The pike quickly runs into the circle and tries to catch (touch) the crucian carp. The crucians rush to take a place behind one of the players and sit down to hide behind the stones. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with another pike.
7. "Don't Stay on the Ground"
Game description: a trap is selected. Children are running around the playground. At the signal “Catch!”, everyone must quickly rise to the dais. The trap catches those who remain on the ground. When repeated, a new trap is selected.
8. "Bears and Bees"
Description of the game: children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3 m from the bees' house, a forest is outlined, there are bears there. On the opposite side is a meadow. Bees are located in their home - on a hill. At the teacher’s signal, they fly to the meadow for honey and buzz. At this time, bears climb into the hive to feast on honey. At the teacher’s signal “Bears!”, the bees fly to their hives and sting those bears that did not manage to escape into the forest. The bees then return to the hive and the game resumes.
9. "Catching Butterflies"
Description of the game: the teacher determines two pairs of drivers - children with juices. The rest of the butterflies. At the signal “Fly!” butterflies scatter all over the site. At the signal “Catch!” children with juices (two children hold hands) catch butterflies - join their hands around the butterfly and take them to the appointed place. While the caught ones are being taken away, the teacher says: “the butterflies are resting, sat on a flower,” the children crouch (pause). At the signal “Fly!” the butterflies fly away again. After some time, the caught butterflies are counted, and other drivers are selected.
10. "Empty place"
Game description: players form a circle. The driver walks in a circle from the outside and touches one of the players, after which he runs into the opposite side. The one he touched catches up with the leader. Everyone tries to be the first to reach the empty space that has formed. The one who arrived earlier stands in the circle, the latecomer becomes the driver.

Didactic games on a walk

1. “Who can find birch, spruce, larch faster”
Didactic task: find a tree by name.
Description of the game: the teacher names a well-known tree that has bright distinctive features and asks to find it: for example: “Who can find the birch faster? One, two, three - run to the birch!”
2. “Find a tree by description”
Didactic tasks: find an object by description
Description of the game: the teacher describes a tree familiar to the children, choosing from them those that have subtle
Distinctive features (spruce, rowan, birch, etc.) children must find what the teacher is talking about.
3. "Words starting with..."
Didactic tasks: name as many words as possible starting with a given letter
Game description: choose any letter and take turns saying words starting with that letter. If the child finds it difficult, help him using a hint, for example, if you chose the letter “B,” then you can prompt: “The person who drives the car.”
4. “What animal is this?”
Didactic tasks: fix the names of animals, divide them into wild and domestic ones.
Description of the game: guess an animal and use facial expressions to depict it; whoever guessed it continues the game. When all the animals have been guessed, talk about which of these animals are domestic, which are wild, what they eat, where they live.
5. “Who gives the voice?”
Didactic tasks: to consolidate the names of various living beings, objects, natural phenomena.
Description of the game: name a variety of living creatures, objects, natural phenomena. The players' task is to quickly say what this creature or object sounds like. For example: a snake hisses, the wind howls, etc.
6. "What's around us?"
Didactic task: to consolidate the ability to divide words into syllables
Description of the game: children look around them for something that has one part (syllable) in the name: ball, cube, ball, poppy, etc., two parts (syllables): fence, flowers, sand, bushes, etc. ., three parts (syllables): swing, bushes, bushes, birch, rowan, car, etc. For the correct answer, the child is given a token, and the winner is determined by the number of tokens.
7. “Find something to tell me about”
Didactic task: find objects based on the listed characteristics.
Description of the game: the teacher describes the tree (size, color of the trunk, shape of the leaves), names and describes the seeds and fruits. Then asks the children to guess what kind of tree it is. The one who found out must run after the teacher’s words: “One, two, three - run!”
8. "Render a guess, we'll guess it"
Didactic task: describe objects and find them by description.
Description of the game: one child makes a guess for an object or Living being. Children use leading questions to guess.
9. "Call me kindly"
Didactic task: learn to call each other by affectionate names, expand your vocabulary.
Description of the game: the teacher asks the children if they know each other’s affectionate names.
10. "Not really"
Didactic task:
Description of the game: the teacher thinks of an object, and the children ask leading questions (“What size is it? Is it green? Round?”), to which the teacher can answer: “yes”, “no”.

National folk outdoor games

1. "Sun"
Description of the game: a driver is selected - “Sunny”, who stands outside the boundary of the site and says loudly: “Day! Day! Day!". Everyone is playing on the court. And when “Sun” says: “Night!” - everyone freezes, “falls asleep.” “Sunny” walks between the “sleepers” and looks. The one who moves is taken to him. The winner is the one who remains last and never moves.
2. "Leshy"
Description of the game: players choose a “goblin” who is planted in a bear bush (danger zone - circle). The players run around the bear bush and say the words: “There is no devil, but there are a lot of people.” The “goblin” runs out of the bushes, runs in a circle and catches players who come close to the bushes. Those who are caught stand in a circle. The game continues until the majority of players are caught.
3. "Baba Yaga"
Game description: 8-10 people play. Everyone is holding on to each other. In front is the “mother”, whom they chose for themselves at the beginning of the game, and behind her are the “children”. They all hide behind each other. The “witch” comes and says to the “mother”: “Where are your children?” “They’re walking,” the mother answers. "And where?" - "In the woods". The “witch” goes into the forest to look for “children”, but finds no one, returns to the house and says that she did not find anyone. Then the “mother” repeats that she does not know where the “children” are. The “Witch” asks what is behind her. Seeing the danger, the “children” run away. The "Witch" catches them. Whoever he catches, he forces him to wash the floors, work in the kitchen, etc. Having caught all the children, the “Witch” asks: “Children, do you need a mother?”
“Children” answer: “We need it!” The “Witch” places a wand in front of the “mother’s” feet, and she must jump over to reach the “children.”
“Mother” defeats the “Witch”, the children rush to the “witch” and catch up with her. The game continues with other players.
4. "Wolf and Deer"
Description of the game: all players are placed on the court. From this number of players a “wolf” is selected. A circle is drawn for him on one side of the site, where he is located. All the other guys are “deer”. They “graze” on the other side of the site. At the signal “Wolf!” leaves the den and catches the “deer”. The “wolf” takes the caught “deer” to his “den”.
5. "Partridge Hunt"
Game description: 3-4 hunters are selected. The partridge players are located on the side of the hills on the platforms (benches, stairs, railings). On the opposite side are the “hunters”. “Partridges” “fly” and jump around the area (tundra). At the signal: “Hunters!” they “fly away”, hide from “shots”, “sit on branches”. The “hunters” must hit the “partridge” with the ball. Caught “partridges” are eliminated from the game. Then there is a change of “hunters”.
6. "Clubfooted Bear"
Game description: a “clubfooted bear cub” is selected. "The little bear" is in the "den - eating berries." All the children slowly creep up to his “den” and pick berries. The “clubfooted bear cub” doesn’t like this, he jumps out of the “den”, and all the players begin to run away. The “bear cub” gives chase, catches one and leads him to his place. The game continues until the majority are caught. The one who was not captured by the “bear cub” wins.
7. "Homeless Hare"
Description of the game: divide the guys into groups of 3-4 people. Each group, holding hands, forms a circle - a house. The circles are placed in different places on the site. Inside each house there is a “hare”. One homeless hare runs between circles, and a “hunter” chases after him. If the “hunter” catches up with the “hare” and stains it, then they change roles. The "hare" becomes the "hunter", and the "hunter" becomes the "hare".
To escape, the “hare” can run into any circle, then the “hare” standing there runs out and becomes homeless. We must ensure that the same “hare” and “hunter” do not run for a long time and that the “hares” change more often.
8. "Forged chains"
Description of the game: the players are divided into two teams: boys and girls. The girls, holding hands tightly, wait for a signal from the boys. The boys are standing on the opposite side of the site. The boys shout: “Forged chains, unchain us!” The girls ask: “Over whom?” Boys: “Over the girl’s brother!” Girls: “What’s your name?” the boys call his name, and this boy runs towards the girls, trying to break the chain. The girl who let go of her hands leaves the game. The game continues until one girl remains in the chain.
9. "Deer Fighting"
Game description: draw a circle. All playing “deer” are in a circle. 2-3 “shepherds” are selected and are located outside the circle. At the signal: “One, two, three, start the beat!” The “shepherds” take turns throwing the ball at the “deer”. The “deer” that was hit by the ball is considered “caught”, “dispersed from the herd”. Each “shepherd” knocks out 5-6 times, then counts the captured “deer”. The ball is thrown only at the feet and at a signal. You need to hit from a place to a moving target.
10. "Sticky Stumps"
Description of the game: a group of 3-4 people playing squats, as far away from each other as possible. They represent “sticky stumps.” The “stumps” should not budge.
The rest of the guys are running and jumping around the playground, trying not to get close to the stumps. The “stumps” must try to touch the guys running past. Whoever is stained becomes a “stump.”

Bibliography
1. Abrahamyan L.A. Antonova T.V. Artemova L.V. and etc.; Preschooler's game / Ed. Novoselova S.L. – M.: Education, 1989. – 286 p.: ill.
2. Alyabyeva E.A. Thematic days and weeks in kindergarten: Planning and notes. – M.: TC Sfera, 2008. – 160 s (Development Program)
3. Bogun P.N. Game as the basis of national sports: A manual for teachers physical education, boarding school teachers. – St. Petersburg: branch of the publishing house “Prosveshcheniya”, 2004.- 95 p.: ill.
4. Bondarenko T.M. Environmental activities for children 5-6 years old: Practical guide for educators and methodologists of preschool educational institutions. Voronezh: Uchitel Publishing House, 2002. – 159 p.
5. Dryazgunov V.A. Didactic games for introducing preschoolers to plants: A manual for educators kindergarten. – M.: Education, 1981. – 80 p., ill.
6. Best games for children 2 to 7/ Comp. Akimova G.E., Fedorova E.V., Yakovleva E.N. – St. Petersburg: Publishing House “Ves”, 2002. – 192 pp., illus.
7. Maksakov A.I., Tumanova G.A. Learn by playing: Games and exercises with sound words. A manual for children's educators. garden – 2nd ed., rev. and additional – M.: Education, 1983.- 144 p., ill.
8. Penzulaeva L.I. Outdoor games and play exercises for children 5-7 years old. – M.: Humanite. ed. VLADOS center, 2001. – 112 p.: ill.

A structural component of each walk is outdoor games and play exercises organized by adults. Children of primary preschool age still have little experience in independent motor activity; many movements are in the developmental stage, so outdoor games and play exercises are carried out daily with the aim of training and consolidating motor skills. With their help, health, educational and educational tasks are successfully solved during a walk.

Game exercises are aimed at directly teaching children basic movements. Many of the suggested exercises have plot character(“Along the bridge”, “Through the groove”) and are accepted with pleasure by children. When performing them, each child acts freely and independently.

During a walk, the teacher has the opportunity to pay attention to the quality of the movements of one child, correct the mistakes of another, and support and encourage a third child.

Children enjoy practicing movements such as walking and running. Climbing, various activities with balls and jumping in independent activities are performed less frequently, so it is necessary to include them more often in game exercises.

Children develop the skills to perform various movements through repeated repetition. Therefore, the exercises are naturally woven into the fabric of children’s independent activities and are repeated several times during the walk, depending on the circumstances. You can organize such activities for children at the edge of the forest, in a park, in a meadow, or on the playground of a preschool institution. To do this, you do not need to select special equipment or certain paraphernalia. Additional material is always at hand (balls, ropes, skittles, hoops, etc.), or you can draw the same circles on the sand or asphalt with chalk. The teacher’s task is to offer game exercises for performing basic movements (walking and running, jumping and jumping, crawling and climbing, exercises with balls and hoops). To carry them out, natural terrain conditions (stumps, ditches, hillocks) and natural materials (cones, acorns, chestnuts, pebbles) are used. In winter, snow buildings are widely used. You can walk on stumps (balance exercise), use snowballs, cones, chestnuts when throwing at a target (throw into a basket, hit a stump), into the distance (throw over a bush), lay acorns and pebbles in a path and step over, jump over it.

By actively participating in such play exercises, children bring elements of imagination and creativity into their implementation: they don’t just walk along an inclined plane, but drive like cars, trying not to stop. The exercises are more interesting when the teacher invites everyone to march like soldiers to the beat of a drum or wear scarves like nesting dolls.

It is advisable to involve older children in cooperative games with kids: provide assistance in performing movements, participate as a driver, suggest rules for performing actions.

The adult’s tasks also include monitoring the physical condition of the players. Particular attention should be paid to children with developmental disabilities. External signs of fatigue (shortness of breath, redness of the face, increased sweating) serve as a signal to stop playing.

In order for children to maintain a vigorous, cheerful mood and be provided with favorable conditions To successfully solve problems of physical, mental and moral development, it is advisable to alternate play exercises, reinforcing one or the other motor skills: wisely distribute them during each walk.

In addition to play exercises, an outdoor game lasting 3-4 minutes and planned in advance is played every day during a walk. Preliminary preparation for holding such a game is necessary: ​​a venue is planned, a additional material, attributes. When planning outdoor games, children’s previous activities are taken into account. If in the morning it was carried out physical education lesson, then you can limit your walk to game exercises. In the summer, when children move a lot on their own initiative and enjoy it, one active game is planned during morning and evening walks. In winter, to create a cheerful mood in children, stay on fresh air It is advisable to start with organized outdoor play. A second outdoor game can complete the walk. Rapid fatigue, characteristic of children of this age, is compensated for in each of the proposed games by a change in actions; It is planned to alternate them with short-term rest.

When selecting outdoor games, it is taken into account that children’s knowledge is still insignificant, their horizons are small, and their attention is involuntary and unstable. Therefore, the plot of the game should be simple, understandable (mice, birds are afraid of cats), the characters should be well known (cats, bunnies, balls). A characteristic feature of games is that children perform the same roles (chickens, bear cubs). The movements themselves, as a rule, are of the same type, familiar (flying, running, jumping, spinning), only the characters change (“Bear the Bear in the Forest,” “Cat and the Birds,” “Dog and the Crow”).

Children are happy to join the game if additional paraphernalia is specially prepared for it: hats, emblems of birds and animals, long bunny ears, flowers or wreaths, handkerchiefs, multi-colored ribbons. Large soft toys are often used in outdoor games.

In outdoor play, several tasks are often solved: increasing the emotional tone of each child, satisfying the need for a variety of active movements, clarifying knowledge about various objects (birds are flying, a bunny is jumping), developing speech, developing orientation in the environment (ran to the sandbox, to the veranda) and the ability to listen to an adult, perform movements in accordance with the requirements of the game.

It is necessary to familiarize children with the content of the game, show the attributes selected for it, and offer to wear them. As soon as the children’s excitement subsides, introduce them to the rules of the game. In this case, it is advisable to combine explanations with showing some movements: how to jump and squat correctly, where to run and where to hide. Particular attention is paid to signals according to which it is necessary to change movements, start or stop actions.

All children participate in the game. Transforming into the characters of the game, captivated by it, children repeat various movements many times, practicing and reinforcing the correctness of their execution. Children become accustomed to coordinated collective actions and basic orientation in space. Seniors master the ability to find their place in a column, in a circle. Often, on their own initiative, they engage the kids, put them in a circle, and help them do what is required.

Younger children enjoy repeating the same game. In this case, children have the opportunity to consolidate a new skill, and the text becomes more meaningful for them. Older children want to learn something new. Creating variants is possible by changing texts and making additions to motor tasks. For example, the game “Steam Locomotive” at the beginning of the year can be played using poems by T. Volgina or E. Mashkovskaya about a steam locomotive. Over time, the game actions become more complex: the locomotive moves quickly or slowly, in different directions (see the outdoor game “Train Locomotive”).

The content of the games is gradually enriched. A clear plot and a change of movements performed simultaneously by everyone creates a cheerful mood in children. They learn conversational speech when they do not just repeat after an adult, but respond to him (“Geese”). In the process of outdoor play, the child receives satisfaction both from friendly communication with peers and from the bright attributes that the adult brings to the game. Musical accompaniment, poetic text increase the child’s emotional mood.

The teacher’s task is to monitor the state of the players: depending on this, it is advisable to increase or decrease the time of outdoor play, the number of its repetitions, regulate the duration of breaks between actions, lengthen or shorten the distances of dashes, vary the number of jumps, jumps. Maintaining the joyful mood of the players, the teacher closely monitors each child: he encourages one to move more energetically, and restricts the other, removing excessive excitement.

An adult is an indispensable organizer and participant in the game. Children experience special pleasure from such close communication with him. Emotional expressive speech, facial expressions and gestures of the teacher impress the kids. Seeing the teacher’s kind attitude towards the environment, genuine interest in what is happening, children unwittingly imitate him. They learn to hear speech addressed to them and respond appropriately; act on the word of an adult, and then respond to him. The vocabulary is enriched, memory and attention are trained, and the imagination of children is formed.

Celebrations and entertainment are organized for children during the walk. In the warm season, a mobile mini-circus and artists come to visit them. Poetic words, music, special decorative and artistic design of the site, trained animals create a certain emotional mood in children, which helps to more effectively solve cognitive, moral and aesthetic problems. Performances puppet theater, based on a clear plot and featuring familiar characters, make an indelible impression on the child. The actions, actions, and words of the characters evoke a strong reaction from the kids. However, all these entertainments should include separate moments of involving children in performing some active actions within the framework of the overall plot. Such participation increases their motor and mental activity.

During the cold season, children, together with older kindergarten students, dance around the New Year tree, participate in seeing off winter, in Maslenitsa, and in welcoming spring. Games and round dances in the natural environment of their native land help to form the moral and aesthetic feelings of children and introduce them to folk traditions.

Games for a walk in a preschool educational institution. Junior preschool age

Summer Games on a walk for preschool children 2-4 years old “Chickens and a dog” Purpose: to train children in performing various actions; in climbing and getting under the cord. Materials: chicken emblems, large toy dog, cord. Progress of the game The teacher distributes chicken emblems to the children. It secures a stretched cord at a height of 60-70 cm from the ground - this is the chickens’ house. At a distance of 2 m from the cord, the dog’s house is a booth....

Autumn games on a walk for preschool children 2-4 years old “Falling Leaves” Purpose: to consolidate children’s knowledge about the color and size of autumn leaves; teach children to move around the playground, following directions given in a playful way; to specify the concept of leaf fall. Material: autumn leaves....

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

Outdoor games for preschoolers

Outdoor games for younger preschoolers

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

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

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

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

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

  • Game "Sunshine and Rain"

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

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

  • Game "Sparrows and the cat"

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

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

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

  • Outdoor game "Sparrows and a car"

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

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

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

  • Game "Cat and Mice"

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

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

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

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

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

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

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

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

  • Through the stream (an active game with jumping)

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

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

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

  • Game "Birds and Cat"

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

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

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

  • Game "Snowflakes and the Wind"

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

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

    Outdoor game "Find yourself a partner"

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

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

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

  • Outdoor games for children 5-7 years old

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

  • Game "Bear and Bees"

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

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

    Game "Burners"

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

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

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

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

  • Outdoor game "Two Frosts"

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

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

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

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

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

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

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

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

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

  • Game "Hunters and Falcons"

Tasks: practice running.

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

    Game "Spider and flies"

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

    Outdoor game "Mousetrap"

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

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

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

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

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

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

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

    Game "Homeless Hare"

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

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

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

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

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

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

    Game "Empty Space"

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

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

  • Outdoor game "Third wheel"

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

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

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

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

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

Outdoor games while walking

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

Before starting the game, the teacher needs to pay attention to the condition playing field: isn't it? extra items, fragments and anything that can prevent children from playing and create a dangerous environment - unfortunately, you can find a lot of garbage not only on the street, but also on the playground of a school or kindergarten.

  • Train game

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

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

  • Outdoor game "Blind Man's Bluff"

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

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

  • Game "Day and Night"

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

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

  • Game "Baskets"

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

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

  • Game "Hit and Run"

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

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

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

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



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