Card index of outdoor games "Owl" (senior group). Outdoor games for children of the preparatory group of kindergarten

Games aimed at physical development preschoolers.

Game "Owl"

Purpose of the game: development of dexterity, development of the ability to act on a signal.

Equipment: chalk.

Progress of the game. One of the players portrays an owl. He sits in a nest - a small semicircle marked on the ground. The rest of the players imitate frogs, bugs, and butterflies. They run, jump, and wave their arms. On signal The night has come! everyone stops and freezes in a random position. The owl will fly out to hunt. Noticing the man moving, the owl takes him to her nest. On signal Day! everyone starts moving again. According to the rules of the game, you cannot escape from the owl. Those who do not get caught by the owl are considered the most dexterous and careful.

Game "Wolf in the Moat"

Purpose of the game; development of the ability to navigate in space, the ability to jump, and act on a signal.

Equipment: chalk.

Progress of the game. On the site at approximately a distance of 10-15 m, two parallel lines. Behind one of them there is a house where goats live, behind the other there is a field. Two more lines were drawn between the house and the field at a distance of 1-1.5 m from one another. They indicate the ditch in which the wolf is located. On signal Goats, in the field! the players run out of the house and, jumping over the ditch, run into the field. The wolf is trying to stain the goats. A player spotted by a wolf stops so the wolf can mark the number of those caught. The goats then return to the house and the game continues. The wolf who catches the most goats wins.

Game "Two Frosts."

Purpose of the game: development of speed of movement, dexterity, ability to act on a signal.

Equipment: chalk.

Progress of the game. Two houses are marked on opposite sides of the site. In one of them are all the players, except for two frosts, who stand in the middle of the site. Frosts says:We are two young brothers, two daring frosts: I am frost with a red nose, I am frost with a blue nose. Which one of you will decide to set out on the path? Children answer: We are not afraid of threats and
we are afraid of the frost- and run to another house. Frosts try to freeze those running by by touching them with their hands. The frozen ones stop in place. Frosts count how many players they managed to freeze. Then new frosts are chosen. The best are those that managed to freeze large quantity players.

Game "Traps"

Purpose of the game: learn to run fast, navigate in space,ability to act on a signal.

Equipment: the game is played on the court.

Progress of the game. One of the players is chosen as a trap. Other players scatter around the court. The driver says loudly: I'm a trap! These words serve as a signal to start the game. Lovish tries to catch up and touch one of the players with his hand. The player who is touched by the driver becomes a trap, now everyone runs away from him and dodges. The new trapper is not allowed to immediately touch the hand of the previous driver.

Game "Catch the ball"

Purpose of the game: learn to throw and catch the ball,

Equipment: ball.

Progress of the game. The game involves three players. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball at the moment when it flies over him. Having caught the ball, the driver takes the place of the one who unsuccessfully threw the ball, and he takes the place of the driver.

Game "Chicks and hen"

Goal: to teach children to crawl under obstacles, act on a signal, and develop the muscles of the abdomen, back, and legs.

Equipment: rope stretched at a height of 50 cm from the floor level - a chicken house, yellow hats - masks for each child, balls.

Progress of the game: an adult gathers the children behind a taut rope in the house, puts on chicken hats and masks for them, explains that the chickens will go from the house to the street to look for grains. As soon as they hear that a big bird has arrived, they must quickly hide in the house.

Children and an adult crawl under the rope and begin to collect small balls scattered on the floor. At the command of an adult: “Big bird!” children hide in the house.

The bird can be another adult, he tries to catch the children, then the child can play the role of the bird.

Game "Let's go to visit the bear"

Goal: improve walking skills, develop agility and balance.

Equipment: gymnastic wall, 1.5-2 m board with hooks, soft toy.

Progress of the game: an adult fixes the board at one end on the gymnastics wall, starting from a height of 20-30 cm, then the steepness of the slide can be increased. He places a toy on the gymnastics wall and invites the child to visit the bear. The adult monitors the child’s posture and emotionally approves of him.

Game "Carousel"

Goal: to develop the child’s balance in movement, running skills, and increase emotional tone.

Equipment: hoop.

Progress of the game: the adult invites the children to grab the hoop and run along to the words of the nursery rhyme:

Barely, barely, barely, barely,

The carousels are spinning

And then, then, then,

Everybody run, run, run.

Hush, hush, don't rush,

Stop the carousel

One-two, one-two,

So the game is over.

The game can be repeated by changing the movement. You can carry out similar games-exercises for squatting, standing on tiptoes, holding a hoop.

Game "Airplane"

Goal: to develop the child’s running skill.

Progress of the game: an adult invites the child to play with an airplane - to fly: “Run to me, we’ll fly!” The baby runs into the arms of an adult, who picks him up under the arms, lifts him, spins around with him, and then puts him on the ground. While moving, the adult imitates the sound of an airplane and encourages the child to repeat it: “Ooooh!”

If whirling causes a negative reaction in a child, then you can simply lift and hold the baby close to you.

Game "Gray Wolf" (Tatar folk game)

Goal: learn to run fast without bumping into each other, navigate in space, be able to listen to text, follow the rules of the game, develop friendly relationships, and speed of reaction to a signal.

Progress of the game. One of the players is chosen as a gray wolf. Squatting down, Gray wolf hiding behind the line at one end of the site. The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 meters. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

-Where are you rushing, friends?

- We are going into the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

- We'll make jam.

- What if a wolf meets you in the forest?

- The gray wolf will not catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

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 a 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 a ribbon 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 only take 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 leg muscles.

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

p/n “Take it quickly”

target:Improve the speed of response to a signal.

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

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

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

And I look out the windows,

I'll go to one

And I'll knock softly.

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

m/n "Classes"

Target:Teach children to long jump.

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

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

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

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

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

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

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

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

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

p/i "Firefighters in training"

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

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

At the teacher’s signal: “March!” - children, standing first in columns, run to the gymnastic 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” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

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

p/n "Brave Little Sparrows"

Target : Develop speed and agility

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

p/i "Sly Fox"

Target: Develop speed and agility

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

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

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

p/i "Bears and Bees"

Target: Develop speed and agility

Progress:On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from a hill (this can 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 the night found them. 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 across the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

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

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

Look at the sky: the birds are flying,

The bells are ringing!

One, two, three - run!

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

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

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

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

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

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

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

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

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

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

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

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

p/i "Counter dashes"

Target: Strengthen children's ability to run races

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

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

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

At large number 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 (at first 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&"

Heading:

Outdoor game "Owl"

The guys stand in a circle. One of the players goes to the middle of the circle - he will depict an owl, and all the rest - bugs, butterflies, birds. At the command of the presenter, “The day comes - everything comes to life!” all the bugs, butterflies, birds are running in a circle, flapping their wings. The owl is sleeping at this time, that is, it stands in the middle of the circle, eyes closed, slightly bent over.

When the leader commands: “Night is coming - everything freezes!”, the birds, bugs and butterflies stop and stand motionless, hiding, and at that moment the owl runs out to hunt.

She looks out for those who move or laugh, and takes the guilty ones to her nest - the middle of the circle; they also become owls and when the game is repeated, they all fly out to hunt together.

Outdoor game “TWOFROST"

Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are the Frost brothers: Frost - Red Nose and Frost - Blue Nose. They address the players with the words:

We are two young brothers,

Two Daring Frosts:

I Frost - Red Nose,

I am Frost - Blue Nose.

Which one of you will decide

Set off on a path?

The guys answer in unison:

We are not afraid of threats

And we are not afraid of frost! -

and begin to run from one city to another. Frost catches them.

Anyone they manage to stain is considered frozen. He remains in the place where he was caught and must with outstretched arms block the path of the players during the next dashes.

When there are so many “frozen” that it becomes difficult to run through, the game ends. New Frosts are appointed (from among those who were not “frozen”), and the game begins again.

Children turn into mice that are hunted by an owl. During the day, mice run around the forest, they are not afraid, because the owl is sleeping. At night, the owl flies out to hunt, the mice hide from it (they crouch and do not move). So, day……. Night!

Several children can play the role of an owl.

4. Task “Pictograms”(on the form)

Choose the face you want and stick it on the scared cloud.

Finger gymnastics"Clouds"

See lesson 6

6. Task “Frightened Tree”(on the form)

Find and color everyone who was scared of the fox and hid in the tree.

7. Music task(on the form)

Let's listen to music. What's her mood? A bunny with the same mood will hide in a frightened cloud.

Competition "Boyusek"

Cloud: I have a chest that is not simple, and I do not store gold or jewelry in it. And I have collected here... fears. The cloud slightly opened the lid and began to show its wealth: “Here I am afraid of the dark, and this is afraid of injections, I have a fear of dogs, and thunder, and many others. Every person has their own fears: both adults and children. If someone has a lot of battles, then they can be brought to my chest. I keep them. You can pick it up again when you need it. I'll give Pavlik a fear of heights, otherwise he's not afraid to jump from high fences and may get hurt. And I'm afraid it will save you. And if you want, leave your fears in my chest. Who wants to give me what kind of gift?

We pass the ball around in a circle. The person who received the ball continues the phrase: “I’m not afraid...” (the psychologist shows an example).

Stage IV. reflective

Summing up, reflection, farewell ritual “Clouds”

Now it's time to say goodbye,

We say to the cloud: “Goodbye! Bye!"

Do we know this emotion, friends? (children answer in chorus the name of the emotion)

(cloud): « New meeting I’ll be waiting!”

(psychologist): “We’ll meet again, little cloud, believe me -

The door to the Land of Moods is open for us!”

Goodbye, guys!

Lesson 9

Subject: Calm

Goals:

1.development of communication skills, overcoming tactile barriers;

2. drawing attention to emotional world person.

Materials: calm cloud, calm pencil, worksheets, colored and simple pencils, the Pretender toy (or another option for practicing a schematic image of an emotion), calm pictograms, musical accompaniment, task "Logical square" A3 format,

Plan:

Stage I. Organizational

Greetings

(stand in a circle)

A light cloud floats in the sky,

An adventure awaits us ahead.

Before we go on our journey,

Don't forget to greet your friend.

(hello, Nikita! Etc. in a circle)

(The psychologist shows the children a calm cloud)

The cloud says “Hello” to you.

What does it look like, guys? (children call the emotion clouds)

A calm cloud is calling us to visit,

And we flew after him. Forward!

(under slow music children move around the room)

Stage II. Motivational

Cloud introduces the children to his friends and invites them to play calm games.

Stage III. Practical

Conversation (using cards)

The little cloud invites children to look at cards depicting various emotional states person and draws attention to “calmness”.

How can we know that a person is calm? (Children's answers.)

A calm person's head is slightly tilted forward. The eyes, eyebrows and mouth are relaxed. There is no tension in the arms and legs. The voice is even, neither loud nor quiet. Breathing is even.

Show each other what you look like when you're calm. (Children complete the task.)

Now walk the way he walks, sits calm person. (Children complete the task.)

Try to calmly say the phrase: “It rained today.” (Children complete the task.)

2. Task “I am calm when...”

The Calm Cloud introduces children to the Calm Pencil, which will help you write down your answers to the questions: “When I am calm, I...” “I am calm when...”. Let's talk when you're calm

“I am calm when...” (we write down children’s answers on a calm cloud)

3. Task “Pretender”(in front of the mirror)

Show me what your face looks like when you are calm.

Let's make the pretender calm.

We did very well!

Quiet game

Cloud travels with the children around the classroom, discusses and finds games that can be played calmly (tasks on the easel, tasks on forms, board and printed games)

5. Task “Logical square”(at the easel)

See Attachment.

What pictograms should be in the empty cells. Select and attach.

4. Task “Pictograms”(on the form)

Select the desired face and stick it on the calm cloud.

Senior group

Third wheel

Goal: teach to follow the rules of the game, develop agility and running speed.

The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the catcher touches the runner, they change roles. No one should stop the player from running away from the pursuer.

Varieties of the game

1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.

2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.

3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then the one standing on the other side becomes the one running away. The same game can be played with music.

Goal: to teach how to navigate in space, to develop interest in the game.

They choose a driver - an “owl”, the rest of the children pretend to be birds.

The birds run freely around the site, flapping their arms like wings.

The "owl" is sitting in a hollow (a designated place on the site).

When the counselor says the word “Night,” the owl flies out of the hollow and runs around the area, vigilantly watching the birds.

Birds at the signal “Night” must stop in place and not move.

Whoever moves, the “owl” takes him into her house, and she herself runs out onto the site again.

When the counselor says “Day,” the “owl” hides in a hollow, and the birds, except those led away by the owl, begin to fly.

The game is interrupted when the owl takes 3 birds to itself.

Then they choose a new owl and the game resumes.

Who is the most accurate?

Goal: to develop independence, ingenuity, courage.

For the game you need sticks (according to the number of participants) with pointed ends, replacing spears, 0.5–1 m long. A line is drawn on the ground, 10 m from it - a circle with a diameter of a medium-sized plate. The first player throws a spear, trying to get into the circle. The others take turns throwing spears after him. The one who hits the target is called “well-aimed.”
If there are a large number of participants, you can draw 2-3 circles and divide the players into teams.

Whose team is most likely to assemble

Goal: learn to run at speed.

Children are multi-colored and different in size. geometric figures. Symbols are placed in different places in the group. Children must determine their place (by color and size).

Wolf and kids

Goal: to teach gaming activities with strict adherence to the rules.

Participants join hands and form a chain - they are kids. Ahead is a goat. A wolf is hunting for them, but he can only catch the last kid. The goat tries to stop him, covers the baby, and the rest of the kids move behind her without releasing their hands.

Did the wolf grab the kid? He takes you to his lair.

The game ends when the wolf catches all the kids.

Needle, thread, knot

Goal: develop speed and reaction, cultivate courage.

Once upon a time there was a little fox who wanted to learn how to sew, but she couldn’t handle a needle and thread and a knot.

So, who will be the fox, who will be the needle, who will be the thread, and who will be the knot? Have you chosen?

The remaining participants stand in a circle and take each other's hands. A needle, thread and knot form a chain and run away from the fox. They run in and out of the circle. and the fox is behind them. If she manages to catch one of them or someone opens his arms, the fox immediately takes his place. The player returns to the circle, and the rest of the participants choose a new fox.

Run and jump

On opposite sides of the site, lines are drawn at a distance of 10 m from each other - these are houses. The players are divided into 2-3 groups and stand on the same line. Children appointed as drivers go to the opposite side and stand at the line, each opposite their group.

The first numbers start the game. At a signal, they run to the opposite line, reach the drivers, hit them on the outstretched palm and quickly return. The drivers try to catch up with those running away and show off.

If the player is upset, then he goes to the driver’s side and stands in front of him. Players who managed to leave unsalted stand at the end of their row. The game ends when the last players in the groups run through. The group with the fewest players in the game wins.

Instructions for carrying out

If the area of ​​the playing area allows, then the distance between houses can be increased to 30 m. The number of players is not limited. If more than 25 people take part in the game, you need to divide them into 4 groups.

Jumpers

Goal: to develop motor activity, the ability to long jump.

Rules

Instructions for carrying out

Game option

At the deer the house is big

Goal: to consolidate the ability to correlate movement with text.

The presenter on stage pronounces the following words, accompanying them with movements: The deer has a big house, He looks out of his window. A hare ran through the forest and knocked on his door. Knock-knock-knock, - deer, open up. There's an evil hunter in the forest. Hare, hare, run, give me your paw
The presenter learns the words with the children and explains that each word is played out with appropriate hand movements. The pace is constantly increasing.

The deer has a big house,

He looks out his window.

A hare runs through the forest.

There's a knock on his door:

“Knock, knock, open the door,

There's an evil hunter in the forest!

Fast open the doors,

Give me your paw
Ved. addresses the guys: In order for us to play one interesting game, you need to learn catches and movements. Repeat after me. Ved. sings the following words: - The deer has a big house (raises crossed arms above his head, depicting the antlers of a deer). - He looks out of his window (imitates the window). - The hare runs across the field (depicts running in place). - There is a knock on his door (knocks on an imaginary door). - Knock, knock, open the door (imitates a knock on the door and pulls the handle of an imaginary door). There is an evil hunter in the forest (shows thumb back, then imitates a gun). - Hare, come run in (they wave their hands above their heads, imitating the ears of a hare, then make an inviting gesture). - Give me your paw (clasp hands). When kids memorize words, they pronounce them and move at a faster pace.

One or two

Participants stand in pairs, one after another, facing the center of the circle. Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who is running away from him.

The person running away claps his hands three times, after the third clap he runs away from the driver. In order not to be insulted, he stands in front of some couple. Before getting up, he shouts as he runs:“Three is too many, two is enough”. The one who stands last in this game runs away from the driver.

If the driver manages to smear the runner, then they change roles.

Rules

1. During the game you cannot run through the circle.

2. The runner must not run more than two laps.

3. As soon as he runs into the circle, he must immediately stand in front of some pair. Anyone who breaks this rule becomes the driver.

Instructions for carrying out

If the driver managed to show off the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run.

Sometimes the driver does not manage to catch up with the players running away from him for a long time, since they are stronger than him and run faster. In this case, you need to replace him, but not reproach him, but positively evaluate his efforts.

Go silently

Goal: to teach to walk clearly, rhythmically, with good posture and coordination of movements (to use walking as a means of developing endurance in children).

Several players are blindfolded. They stand in pairs facing each other at arm's length. Each pair forms a "gate". The rest of the players, divided into groups (according to the number of gates), try to pass through the gates one by one. You must pass silently, carefully, you can crouch or crawl. At the slightest rustle, the players standing at the goal can raise their hands to block the path and delay the passerby.

The winners are the players who manage to get through the gate safely.

Which leaves are there more?

Goal: to develop running speed, thinking, agility.

Children disperse through the forest and collect several fallen leaves from different trees. Then they all get together and take turns arranging the leaves according to their shape into bouquets, naming which tree they come from. Compare which leaves are most abundant and which are few. The adult explains why there were a lot of some leaves and few others. If the children find a leaf from a tree that does not grow in this place, he asks how the leaf could get here.

Who can stand on one leg longer?

Stand up, hands on your waist, bend your right leg, place your foot on your left shin. Eyes closed. The winner is the one who was able to maintain a stable position the longest.

Zhmurki

Goal: learn to act quickly when losing balance.

Children often and willingly play blind man's buff, especially young ones, since this game is very simple. The place chosen for it is a large, spacious room or a clean courtyard.

Children choose one from their environment, put a blindfold on his eyes, using a clean handkerchief, etc. At this signal, those participating in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch whom one of those running.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
While running, children should still make sure that the one who is blindfolded does not bump into any object; when they see danger, they warn by shouting: “fire!”

From bump to bump

Goal: to develop long jump skills.

It is very important to teach a child to control his body and exercise him in basic types of movements.
While walking in the yard or in the park, draw a large circle on the site with a twig - this is a swamp. In the swamp there are many hummocks-circles (diameter 30 cm), arranged in a random or checkerboard pattern. There are baby frogs around the swamp. Mom invites the frog to jump from hummock to hummock (on two legs) without getting his paws wet. The game can be repeated 3-4 times.

Mousetrap

The two stand opposite each other, join their hands and raise them higher.
Both say in unison:
- We were so tired of the mice, they chewed everything, ate everything. We'll set up a mousetrap and then we'll catch the mice!
The task of the players while the presenters are saying the rhyme is to run under their clasped hands. But at the last words the presenters suddenly give up and one of the players is sure to be caught. The one who falls into the mousetrap joins the catchers. The mousetrap grows. The game continues until there is only one mouse left - the winner.

Horses

Goal: develop speed and endurance.

All participants in the game are divided into threes, each three has a coachman and two horses. During the game, the driver gives various commands, the horses carry them out, and the coachman controls and carefully watches whether the horses perform all the movements accurately. The horses walk at a walk, gallop in a circle, turn right, left, etc.

In the words of the presenter:“Horses, in different directions!” - the coachman lets go of the reins, and the horses quickly scatter around the area. To the words:“Find your coachman!” - they find their coachman as quickly as possible. When the game is repeated in each trio, the coachman changes.

Rules

1. Horses must follow all commands accurately.

2. The coachman whose horses make a mistake receives a fine - a blue ribbon is tied to his reins.

Instructions for carrying out

The most difficult part in this game is the role of the driver, who comes up with ideas for the horses. various movements. Therefore, when the game is played for the first time, an adult plays the role of driver. At the end of the game, so that the triplets get together, you can give a new task:“Coachman, find your horses!”

The game ends as soon as the three players play the role of coachman. At the end of the game, the top three are awarded.

Cat and mice

Goal: continue to teach how to follow the rules of the game, intensify physical activity.

Objectives: development of general motor skills; visual attention; optical-spatial representations; coordination of speech, movement and music; melodic ear; singing and speech breathing; prosodic components of speech; brake installations; patience and speed of reaction; switchability; development of creative abilities.

Material: cat hat or cat costume, you can use mouse hats.

Progress of the game: Children, with the help of a teacher or independently, choose a cat with a counting rhyme, the rest of the children become mice. The cat “lives” in his house (chair), the mice “live” in their houses (chairs). The houses are located opposite each other, at a distance of 5 - 6 meters.

The cat reads a poem, performing movements according to the text:

I am a beautiful ginger cat

I have a fluffy tail

I love mice very much

I catch them, I catch them, I catch them.

Then the cat sits on a chair (in the house, “falls asleep.”

The “mice,” sitting in the house, sing a lullaby to the cat:

Sleep, sleep, sleep, sleep.

Fluffy cat, go to sleep.

/you can sing to any familiar calm (lullaby) melody or come up with a new one with your children/

Then, the “mice” get up and, with the words “Hush, mice, the cat will hear,” move towards the cat’s house.

Children move to the rhythm of the music.

Suddenly a loud chord sounds (or a tambourine is struck, the “cat” wakes up and begins to catch up with the “mice.” The “mice” try to escape to their houses.

The caught child becomes the cat or is chosen as at the beginning of the game.

Singing can be replaced with speaking.

Corners

Goal: to improve agility and running speed.

For this game you need to draw a quadrilateral. There are 5 participants, one of them is the driver, and four of them occupy the corners. The driver approaches one of the players and says: “Gossip, give me the keys!” The one standing in the corner replies: “Go, knock over there!” At this time, the remaining players run from corner to corner. If the driver manages to take the corner, then the player who was left without a corner takes his place.

Option

The players stand in a circle, each marking their place with a pebble or drawing a small circle. The driver stands in the center of the large circle. He approaches one of the players and says: “Gossip, give me the keys!” They answer him: “Go, knock there!” While the driver goes to the next player, the children change places.

The driver should not yawn and try to occupy the circle. The player left without a seat becomes the driver.

Instructions for carrying out

The game had different names: “Keys”, “Neighbors”, “Corners”. The game is good to play on a large platform. At first, the corners should be placed close to one another, then it will be easier for the driver to occupy the corner. Then the distance can be increased. If there are trees on the site that are located close to each other, then the players stand near the trees. The driver can also say the following words:

Find where it's hidden

Goal: to teach how to navigate in space.

Children sit on one side of the playground. The teacher shows the children a toy or a flag that he will hide. The teacher invites the children to stand up and turn to the wall. The teacher himself takes a few steps away from the children and hides the flag, after which he says: “Look!” The children begin to search. Whoever finds the flag first has the right to hide it when the game is repeated. The game ends when 3-5 guys find the flag.

Wolf in the ditch

Goal: teach jumping.

Two parallel lines are drawn in the middle of the site at a distance of 1 meter from one another. This is a “ditch”; one or two “wolves” stand in the ditch. All the rest are “goats” and are placed on one side of the site - the “pasture”. At a signal, the “goats” run to the “pasture” and jump over the ditch. "Wolves", without leaving the ditch, try to kill as many goats as possible. The greasy ones step aside and are counted. Then, at a signal, the goats again run across to the other side, into the house, and the wolves catch them in the ditch.

After 2-4 dashes, new wolves are selected. The goats that are never caught win, and the wolves that catch more goats win.

Obedient leaves

The teacher reads a poem:

Leaves are falling, falling,

In our forest the leaves are falling,

Yellow, red leaves

They curl and fly in the wind...

Then he picks up a light scarf or ring with multi-colored ribbons of different lengths tied to it, waves it over his head and says to the children: “I am the wind, you are the leaves. The wind is sleeping and the leaves are asleep (everyone crouches down and closes their eyes). The wind blew and blew the leaves (the children move in different directions - straight, sideways, backwards), the leaves began to spin in place; the wind has died down, the leaves are resting.”

“What do I hear?” Invite the children to listen, with their eyes closed, to the leaves falling and the wind rustling. Rustle the leaves while walking, without lifting your feet from the ground (“ski step”), spinning in place and moving forward, tossing the leaves up with your feet.

Independent activity: climbing a tree (provide insurance), bird watching, collecting leaves, acorns.

We are the drivers

Goal: to teach to listen carefully to the teacher’s commands, to develop attention.

On one side of the site there are two “garages” (draw two parallel lines at a distance of 5-6 steps from one another). Make space for “cars” on the lines; put the cubes. In one garage there are cars with red steering wheels (red circles on the cubes), and in the other there are cars with green steering wheels (green circles on the cubes). Children - "drivers", are divided into two equal groups, each stand facing their cars near their steering wheel, which lie on blocks. The teacher, who plays the role of a policeman, stands at the same distance from the two garages and directs the movement of cars. When he moves his left hand to the side, the children - drivers from the garage, standing on the left side, bend down, take the steering wheel with both hands and prepare to leave (in a column). When the green flag is raised, children leave the garage and disperse throughout the entire playground. When the flag is red they stop, when the flag is green they move on. When the teacher says: “To the garage,” the cars return to their places. The teacher notes the attentive driver who returned to the garage before everyone else. Then the teacher moves his hand to the side and the children are drivers who stand with right side, do the same.

Find a fungus

Goal: to teach to listen carefully to the teacher’s command, to develop attention, and to monitor the correct completion of the task.

During the mushroom season, one of the adults goes into the forest in advance, to where the children are going to go for a walk, and around this place makes homemade conventional signs every 5-10 steps: arrow - go straight; arrow with a turn - go right or left; two arrows crossed - there is no further passage; image of a fungus on the sign - be careful, the fungus is growing very close. Not far from the last sign, a surprise is prepared for the children - a basket of mushrooms is left in the grass or under a fern leaf.
Children, having learned the conventional signs in advance, come to the forest and, at the suggestion of an adult, go in search of mushrooms. How much joy an unexpected find brings them!

Burners

Goal: to teach to follow the rules of the game, to act on the teacher’s signal, to develop dexterity.

Children, holding hands, become pairs one after another. The driver stands in front, at a distance of 3-4 meters. As soon as the guys finish the sentence, the first pair separates their hands and runs forward to connect again beyond the line, where the driver can no longer catch. He must catch one of the guys, otherwise he will have to drive again. The driver pairs up behind everyone else with the child he caught.

The other of this pair becomes the driver.

Oblique, oblique,
Don't go barefoot
And walk around with shoes on,
Wrap up your paws
If you're wearing shoes,
The wolves won't find the hare
The bear won't find you.
Come out, you'll burn!

Kite and hen

Goal: learn to run, holding each other, listen to the teacher’s signal.

Several children participate in the game. One of the players is chosen by the kite, the other by the hen. The rest of the children are chickens, they stand behind the hen, holding on to each other, and the one standing in front stands behind the hen. On the opposite side of the site a circle is outlined - a kite's nest. At the adult’s signal “Kite!” a child kite flies out of the nest and tries to catch the last chicken in the column. The hen, spreading her wings (extending her arms to the sides), protects her chickens and does not allow the kite to grab the chicken. All the chicks follow the movements of the kite and move behind the hen, without looking away from each other, trying to prevent the kite from catching the last one.
The kite takes the caught chick to its nest. When he catches 2 - 3 chickens, other children are chosen to play the roles of kite and hen.
If there are more than 10 people playing, you can play in two groups in turn. You can play simultaneously (if there is enough space) in two groups.
Rules of the game: the hen should not grab the kite with her hands, she can only block his path; the kite flies out of the nest only after a signal from an adult; When catching a chicken, the kite should not grab the hen's hands.

Target:learn to run, holding each other, listen to the teacher’s signal.

Additionally: bottle caps according to the number of participants
We blow on the bottle caps so that they fly off as far as possible.

Traffic light

Goal: to consolidate knowledge about the meaning of traffic lights.

Traffic light is a fun, active game for children aged four years and above that develops attentiveness and reaction. It can be played on fresh air in any season.

Game description
Two lines are marked on the ground, 4-5 meters from each other, the leader (traffic light) stands between these lines, and all players must stand behind one of them. The presenter, turning away from the players, names a color and all players who have that color in their clothes move to the other line. Those who do not have clothes of this color must run past the “traffic light”, and he, in turn, must slap one of the “violators”. The “violator”, exposed to the “traffic light”, becomes the leader.

Rules of the game

    Draw two lines on the ground.

    A traffic light leader is appointed, he must stand between these lines. Players stand behind one of the lines.

    The “traffic light” turns away from the players and names any color; players with that color of clothing move to the other line.

    All those remaining become “violators” and must run past the “traffic light” to the other line.

    The “violator”, who is insulted by the leader, becomes the next leader.

Gyre

The game begins with the guys playing in pairs. They walk along a forest or field path in pairs, at an even, moderate pace. At the command of an adult, be it a teacher or a parent, last pair breaks up: one goes to the left, the second to the right of the column. They overtake everyone and stand in front of the column. Important note: overtakers are allowed to walk briskly, but you can't run. The task can be made a little more complicated; it is enough to simply invite the children to perform the same task, but while walking in a column. The last two go around the column. The first person to arrive must stand in front of the column. During the game, children learn to act in concert, in one pair, as a team, not to be late, and vice versa, not to overtake their partner in a pair. The game is very useful for children, as it teaches children to distinguish between right and left.

Cold-hot

Goal: achieve fulfillment correct technique in previously mastered types of walking.

With the help of this game it is good to give a child a surprise/gift hidden in advance, because... During the search process, the child’s interest in the gift increases (just as a delicious smell from the kitchen increases appetite before dinner).

Game description
A surprise/gift is hidden in advance from the child. He must find it according to the presenter's prompts:

    Completely frozen- means that the surprise is very far away and the child is looking in completely the wrong direction

    Cold- means that the child is looking in the wrong place

    Winter is here again- means that the child is walking in the wrong direction after the right one

    It's already warmer- means that the child has turned in the right direction

    Warmer- means that the child continues to walk/search in the right direction

    Hot- the child is already close to a surprise

    Hot- the child is close to a surprise

    There's a fire!- the child is a few centimeters away from his gift

Obviously, the child's reward is the gift he finds.

Rules of the game

    A surprise/gift is hidden in a secluded place (so as not to be immediately guessed).

    The child is looking for a hidden surprise, according to the presenter’s tips described above.

    The child enjoys the found gift. :)

Notes
If there is not one child, but several, then all these children are engaged in the search at once. For this occasion, the gift must be appropriate!

Squat traps

Goal: teach to follow the rules of the game.

In this game you cannot catch the child who managed to sit down.

Catch up with your date

Goal: perform movements at the teacher’s signal, clearly navigate when finding your pair.

Two children stand one after the other at a distance of 2-3 steps at the edge of the playground. At the signal: “One two, three - run!” - the person in front runs to the opposite side of the area, where a line is drawn beyond which you cannot catch. The one standing behind must catch the runner before he reaches the line. If the catcher does not catch the runner, they perform the task again, and if they catch, the children change roles.

Pine-pebble

Goal: to teach how to make turns clearly and quickly without stopping.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle. The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone else’s place. If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader....

Hourly

Goal: learn to walk clearly, rhythmically, with good posture and coordination of movements.

To play, place two rows of chairs with their backs together, one chair less than the number of players. One of the players is appointed as a sentry and is given a sword (gun) - an ordinary stick. The “sentinel” walks around the chairs, followed in single file by the rest of the players.

The “sentinel” with a gun in his hand walks sometimes slowly, sometimes quickly, sometimes even running, deceiving the players, and sits down when least expected. At this moment everyone rushes to their “trenches” - chairs (small holes can be built on the street). Anyone who is left without a place is taken “captive” (to some corner) by the “sentry”. The “sentinel” begins his rounds again, everyone goes after him (and another of the chairs has already been removed). As a result, next time there is not enough space again. Again one of the players is captured by the "sentry". Finally, when only three players remain, they constitute a "court-martial", presided over by a "sentry", who is appointed as a "military prosecutor".

The "court" sits down and begins to call the "prisoners". One of the “members of the court” brings some kind of “accusation” against them - they defend themselves. The "prosecutor" can reduce the punishment, but there is never complete forgiveness, and the "court verdict" must be carried out immediately.

In this game there are many opportunities to make jokes, praise, and joke - both for the “judges” and for the “accused”, and especially for the “prosecutor”. “Punishments” should be short and quick so as not to tire the other players.

Do not fall

Goal: to strengthen the ability to pass the ball back and forth with straight arms.

In the walking games “We're Having Fun”, “Couples for a Walk”, “Sunshine and Rain”, short-term slow circling in place is introduced.

Running catch-up

Goal: to learn to coordinate your actions with the actions of your comrades.

On opposite sides of the site, two houses are marked with lines, the distance between them is 10-20 m. The participants of the game are divided into two equal groups and occupy the houses. The driver stands in the middle of the platform. Players need to move from one house to another. The driver does not let them pass, he tries to make people run across. Salenny leaves the game. The group that ends up in wins larger number players at the end of the game.

Monkeys

Goal: to teach how to confidently climb a rope.

You know that monkeys can grab objects not only with their hands, but also with their legs and tail. Of course we don’t have a tail, but we do have legs.

Place two children's buckets on the floor and scatter small items (clothespins, beans, crumpled pieces of paper, etc.). Whoever gets the most of them into his bucket with his feet wins.

Friendly couples

Goal: to teach when walking to maintain ease of movement and good posture.

The game is played in winter using sleds. Teams line up in pairs in columns. The first pair has a sled. At the command “Attention!” couples prepare for the start: one sits on the sled, the other takes the rope and, pulling it, waits for the command “March!” On this command, the first players carry their partners on a sled to a stand (flag) located at a distance of 10-15 m from the start.

At the counter, partners quickly change places and return to the starting line. There they pass the sled to the second pair, who perform the same task, etc. The team that finishes the relay first becomes the winner. The teacher must ensure that pairs in teams are made up taking into account the physical fitness, height and weight of the players.

Break up - don't fall

Target:teach to maintain ease of movement and good posture when walking.

In the walking games “We're Having Fun”, “Couples for a Walk”, “Sunshine and Rain”, short-term slow circling in place is introduced.

Entertainers

Goal: teach to follow the rules of the game, act quickly, deftly, and practice running.

Modern version previous game. According to the counting rhyme, an entertainer is chosen. Holding hands, all other participants move in a circle and chant:
In an even circle one after another
We are going step by step.
Stand still, let's say together
Then we do... like this.
After the words “Stay still,” the guys stop, open their arms and wait for the entertainer to move. The entertainer shows some movement, and everyone repeats it.
After two or three repetitions of the game, the entertainer appoints a replacement for himself. Each subsequent entertainer comes up with something new to show.

We are funny guysA

Purpose: to teach to follow the rules of the game, act quickly, deftly, practice running

Lines are drawn on two opposite sides of the site, and several circles are drawn on the side. This is the driver's house. The players gather behind the line on one side of the court and say in chorus:

We are funny guys
We love to run and jump.
Well, try to catch us!
One, two, three - catch it!

After the word “catch!” everyone runs to the opposite side of the site. The driver must catch one of the runners before he crosses the second line. The caught person stands in a circle - the driver's house. Then the children read the poems again and run across the playground in the opposite direction.

After 2-3 attempts, they count how many children are caught, choose a new driver and the game continues.

Paints

Goal: learn to run in a chain holding each other, and listen to the leader’s signal, develop attention, speed, agility

Children sit in a semicircle in front of the teacher. He tells the content of the game, specifically focusing on the important elements of the game, then invites the children to play this game. For this game you need to choose the owner of the colors and the guesser, the one who will guess the colors, for example Vanya Ivanov. All the rest will be paints.

The name of the paint can be given by the owner or they choose it themselves.

One says: I will be white paint!

Another says: I will paint black!

The third says: I will be red!

The fourth says: I will be green!

In a word, each of the players chooses a color for themselves. If there are more participants in the game than the main colors of paint, you can call it gold, silver, gray, dark blue, light blue - so that there is a name for each participant in the game.

But it is impossible for two colors to be the same. The owner must remember well what color of paint each of the players chose.

When the names are given, the paints and the owner sit down on chairs and pretend to fall asleep.

Here Vanechka Ivanov approaches the colors with jokes and jokes. He approaches, stomps his foot several times or knocks his right fist on his left palm, as if at the door and says:

Vanechka Ivanov. Knock Knock!

Master( wakes up, gets up ) Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I'm here for paint!

Master.What kind of paint did you come for, Vanechka?

Vanechka Ivanov. I'm here for red paint!

If there is no such color among the paints, the owner says:

We don't have that kind of paint!

And all the colors clap their hands and say sentences.

Paints.

Walk along the red path

You will find red boots

Diarrhea, diarrhea

And bring it to us!

After this, Vanechka Ivanov leaves to the side, then returns again and continues the same conversation with the owner.

Vanechka Ivanov.Knock Knock!

Master.Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I'm here for paint!

Master.What kind of paint did you come for?

Vanechka Ivanov. I came for blue paint.

If there is blue paint, she gets up, and Vanechka Ivanov takes her to his house, and then returns to the owner again for another paint.

So Vanechka Ivanov takes all the colors away from the owner, and this ends the game.

You can play a little differently. If Vanechka names a paint that is available among the players (for example, gold), the owner tells him:

There is a golden one! Take her!

Vanechka Ivanov must now guess which color is golden.

He will approach one, touch her, and she:

I'm not golden!

He approaches another paint, touches it, and she:

I'm not golden!

He comes up to the third, touches her, and she:

I'm not golden!

So Vanya goes from paint to paint until she comes across the golden one. Then he takes gold paint by the hand and takes her into his house

You can change the end of the game this way. Vanechka Ivanov names some paint. They answer him:

We don't have one!

He calls another. They answer him again:

We don't have one!

And this continues until Vanechka names the paint that is among the players. The first paint, correctly named by Vanechka, “guessed by him,” goes to lead, become Vanechka Ivanov, and the old Vanechka goes to paint and playbegins at first.

Firefighters in training

Goals:

Introduce children to the work of firefighters;

To consolidate children's knowledge of the rules of behavior in case of a fire;

Strengthen your knowledge of the rules fire safety, fire extinguishing means;

Know the fire department telephone number and know how to use it;

Increase personal responsibility for your actions, develop discipline and a sense of duty; develop attention, memory, speech;

Improve physical qualities: agility, speed, endurance, strength, courage; instill respect for the work of fire department workers.

Children stand facing the gymnastic wall at a distance of 4-5 steps from it in 3-5 columns (according to the number of spans). A bell (rattle) is suspended at the top of each flight. At the signal, the children standing first run to the wall, climb on it and ring the bell. Then they get off and go to the end of the column. They mark the one who called first.

The next children are running. It is calculated which column has more winners.

Rules: climb in a prescribed manner (at random or in alternating steps); do not skip the crossbars; go down all the way, don't jump off.

Bird migration

The platform is the “sea”, the stairs are the “fence”. Children - “birds” fly across the sea (run in different directions, Inheriting the movements of birds). In response to the sound “u-u-u!”, which means that a storm is beginning, the birds quickly escape from the storm (climb a gymnastic wall 2 m high). When the storm subsides, the birds fly out (go down the stairs) and begin to run around the site again. The game repeats itself.

Don't get caught

Goal: practice running in different directions, develop slow and fast running.

If you are the crafty type, you will like these games. To prove your superiority, you must be extremely careful not to be caught by your enemy. This could be a school teacher or educator. Make your way without being noticed!

Pair running

Goal: continue to teach running in pairs.

Children stand in columns in pairs on one side of the site outside the line. On the other side of the site, objects (pins, cubes, etc.) are placed according to the number of links. At a signal from an adult, the first pairs of children from the columns, holding hands, run to those standingobjects in front of them, go around them and return to the end of their columns. At the next signal, the second pairs run, etc. The pair that separates their hands is considered the loser.

Hit the hoop

Goal: develop accuracy.

Game description

Rules of the game

Children throw a small ball from behind their back over their shoulder with their right or left hand, trying to hit the hoop (at a distance of 2 m).

A clever couple

Goal: to develop the eye, achieving good results.

Each pair of children receives a large inflatable ball. Standing next to him, they put him on their shoulders and press him with their heads. At the signal, they walk or run to the designated place and back, trying not to drop the ball. Those who successfully completed the task and returned first win.

Rules: do not hold the ball with your hands, only with your head: if the ball is lost, you must return to the place where it fell and continue running from there again.

Hit the target

Goal: to teach to follow the direction of a flying object, calculate and perform movements.

Do you want to test your accuracy and reaction speed? Then a new game from category best games for two - this is what you need. This game is sure to please absolutely all players of any age. You can feel like a real helicopter pilot. On a special air field you have to take part in an air battle. Choose one of your friends as your opponent. It will be much more fun for you to play together. Plus, you'll have a fun time.

Counter dashes

Goal: continue to teach how to run and jump without bumping into a friend.

Two groups of children with an equal number of players stand on opposite sides of the court behind the lines in ranks (the distance between the children in the ranks is at least a step). Each group of children has ribbons of their own color on their hands - blue, yellow. At the adult’s signal: “Blue!” - children with blue ribbons run to the oppositeside. Those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.

Two frosts

Goal: to teach how to perform characteristic movements according to the content of the game, to develop dexterity and speed.

Game description
On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle. “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released. Repeated 3-4 times. The pair that catches the most guys wins.

Rules of the game

    On opposite sides of the site, at a distance of 10-20 meters, the “home” and “school” lines are marked. Two “frosts” are selected. The rest of the guys are located behind the home line, with two “frosts” standing in the middle.

    “Frosts” turn to the guys: “We are two young brothers, two daring frosts.” One says: "I am frost - a red nose", the other says - "I am frost - a blue nose." Together they say: “Who will decide to set off on your journey?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!”

    After these words, the guys run from “home” to “school”. "Frosts" catch them and "freeze". The rest stop and stand motionless. The “frosts” address the children with the same words, and they run back into the “house”, touching the children, “unfreezing” them. "Frosts" are trying to "freeze" the remaining participants. After two runs, a new pair of “frosts” are appointed from those not caught, and those caught are released.

    Repeated 3-4 times. The pair that catches the most guys wins.

Horses

Target:learn to perform characteristic movements according to the content of the game, develop dexterity and speed.

Progress of the game. Children pretend to be horses. The teacher gathers them at one end of the room or area and reads the poem:

Hop-hop-hop! You gallop!

You fly, horse, soon, soon

Through rivers, through mountains,

Everyone gallop, gallop!

Hop-hop-hop!

WITH last words the children jump up and down as they move forward. At the teacher’s signal “go home!” “The guys calmly return to their place. The teacher repeats the text, and the “horses” again gallop around the room.

Instructions for the game. You should strictly ensure that the children do not move from their place until the teacher finishes reading the entire poem.

Skittles

Material. Plastic pins, balls.

Progress of the game. The pins should be placed at intervals of 10-15 cm from each other. Children roll one ball at a time from a distance of 1-1.5 m. The teacher notes which of the children hits the pins; helps those who fail without focusing on failure.

Roll to the target

The goal is to develop coordination of movements.

Material. Multi-colored balls (balls) with a diameter of 6-8 cm; checkbox, basket.

Progress of the game. The teacher gives the children multi-colored balls or small balls and invites them to roll them to the flag (a line located a short distance from the children. The teacher marks those who roll the ball well, encourages those who did not complete the task, and gives the opportunity to roll the ball again and again. When the children roll the balls several times, the teacher offers to collect them all in a basket.

Roll the ball to your flag

Material. 2-3 flags of different colors, balls of corresponding colors (according to the number of participants).

Progress of the game. On one side of the playground or room, a line is drawn behind which the children stand. On the opposite side, at a distance of 1-1.5 m, flags of different colors are placed. The teacher gives the children balls of 2-3 colors corresponding to the color of the flags. Then he offers to see what color each ball is, stand in front of a flag of the same color and roll the ball towards it. When all the children have rolled the balls, the teacher asks them to put them in a basket, and then distributes them to the children again and the game is repeated.

Ball traps

Goal: pass the ball, precisely matching the movements with the rhythm of the spoken words.

The game goes the same way as the previous ones, but the catcher must hit the runners with the ball.

Snow carousel

Purpose: to practice orientation in the area.

Game description: Holding hands, children form a circle, they are snowflakes. At the teacher’s signal, “The snowflakes flew!” children speed up their pace, then run at a moderate pace. Having run in one direction at the signal, the children stop and run in the other direction. At the signal “The wind has died down!” , snowflakes slow down, then stop.

Rules of the game: The circle must be even, All children must run at the same pace. The circle cannot be broken.

Bears and bees

Goal: to teach “pass” climbing over obstacles.

Children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3m from the bees’ house, a forest is outlined where the bears are.

On the opposite side at a distance of 8-10m is a meadow. The bees are located in their home - on an elevation (wall, bench, low log). At the teacher’s signal, they fly to the honey meadow and buzz. At this time, the bears climb into the hive and feast on honey. At the teacher’s signal “Bears! “The bees fly to their hives and sting (touch) those bears that did not have time to escape into the forest. The bees then return to the hive and the game resumes. When repeating the game, children change roles.

Swan geese

Goal: continue to learn how to correlate your own actions with the actions of the participants in the game, strengthen the ability to jump.

Participants in the game choose a wolf and a master, everyone else is a geese-swan. On one side of the site there is a house where the owner and geese live, on the other there is a wolf under the mountain. The owner lets the geese out into the field to take a walk and browse some green grass. Geese go far from home. After some time, the owner calls the geese:“Geese-swans, go home!” Geese answer:"The old wolf is under the mountain!" - "What is he doing there?" - “It’s nibbling on little gray hazel grouse.” - “Well, run home!” The geese run home, and the wolf catches them. The one caught leaves the game. The game ends when all the geese are caught.

Rules

1. Geese can fly home, and the wolf can catch them only after the words:“Well, run home!”

2. When geese enter the field, they must disperse throughout the entire area.

Who will jump better?

Goal: continue to learn how to correlate your own actions with the actions of the participants in the game, strengthen the ability to jump

Description: Children approach the line drawn on the ground and jump as far as possible. Whoever jumped further wins. Rules: Jump on two legs. Land on your toes. Aids: ball for drawing a line.

Fox in the chicken coop.

Goal: to practice running, the ability to act on the teacher’s signal, and jump off the bench.

The site is bordered on four sides by gymnastic benches, forming a “chicken coop”. They choose a driver - “fox”. Players pretend to be “chickens” who are in a “chicken coop”. The "fox" is outside the "chicken coop".

As instructed by the teacher, begin the game. The “fox” is trying to get into the “chicken coop” and catch and stain the “chicken”. To escape from the “fox”, “chickens jump onto perches” (gymnastic benches).

As soon as the “fox” moves away, the “chickens” jump off of them. “The Fox” tries to tarnish the players at an opportune moment. The spotted one changes places with the “fox”. Game continues.

You can’t stand on the bench for a long time: as soon as the “fox” moves away, you need to jump off it. The only way to escape from the “fox” is by jumping onto a bench.

The game can be played with two drivers. Before the game, land correctly on the floor, then from the bench.

Aircraft

Target:practice running, the ability to act on the teacher’s signal, and jump off the bench.

The game is played as sports activity from a series of exercises, with one child or a group of children, with the organizing participation of an adult.

An adult is a dispatcher, he gives commands and directs the flight of the flight squadron. Children are airplanes; at the command of the controller, they perform aerobatic maneuvers.

Ex. 1. Let's go on a flight. Run around the court, arms to the sides.

Ex. 2. Flapping your wings - leaning to the right, to the left.

Ex. 3. We are descending. Walking in a semi-squat - arms to the sides. We picked up speed - we got up and ran.

Ex. 4. Maneuvering. Turn right, left - body turns.

Who's faster on the track?

Goal: learn to perform series jumps and sideways jumps.

Lines of different shapes are drawn on the ground - these are paths. The players run along them one after another, make difficult turns, while maintaining balance. You need to run along the track, and the game can be played with any number of participants. The length of the track can be arbitrary, but not less than 3 m. This game can be played as a competition. Draw several lines of the same shape and place colored flags at the end of each. The first of the players to reach the flag must quickly raise it above his head, stepping on the line, without interfering with each other and not bumping into the person running in front.

Jumpers

Goal: to teach jumping on two legs moving forward by 2-3m.

A circle is drawn on the ground. One of the players stands in the middle of the circle - he is a tag. At a signal, children jump over the line of the circle and, if there is no danger of being greased, remain inside the circle for some time. Continue jumping on two legs in place or moving forward to the center of the circle. Participants in the game try to dodge the tag and jump out of the circle in time. The greasy one becomes a tag.

Rules

1. Players are only allowed to jump out of the circle. The one who runs out of the circle leaves the game.

2. Fifteen chases the players, also jumping on two legs.

Instructions for carrying out

The size of the circle depends on the number of players. Before starting the game, you need to agree on how the children will jump over the line of the circle: on one leg (right or left), straight or sideways on two legs.

Game option

The game starts in the same way, but the one who gets dirty does not leave the circle, but becomes an assistant to the tag. As soon as the number of tags increases to 5, four go out of the circle, and the one who was hit last remains a tag. The game repeats itself.

To whom checkbox

Game description:

Children receive flags of two colors: some are blue, others are red.

The teacher stands on one side of the playground and holds a blue flag in one hand and a red flag in the other. Children with flags of blue color freely group near the teacher opposite the blue flag, children with red flags - opposite the red one. Then the teacher invites everyone to take a walk, and the children begin to walk and run around the playground. At this time, the teacher goes to the other side of the playground and says: “One, two, three, quickly run here” and extends his hands with flags to the sides, the children run to him and gather near the hand with a flag of the corresponding color. When all the children have gathered, the teacher suggests raising the flags up and waving them.

The game is played 4-5 times.

Rules of the game:

1. You can disperse around the playground only when the teacher says, “Go for a walk.”

2. You can run to the teacher and stand opposite the flag of your color only after the words: “One, two, three, quickly run here!” »

Instructions for playing the game:

The teacher can change the flags, moving them from one hand to the other, so that the children gather either to the right or to the left of him.

The teacher includes an additional “Stop” signal in the game. At this signal, the players stop and close their eyes. Meanwhile, the teacher silently moves to another place on the playground and says: “One, two, three, quickly run here!” “Children run to the teacher and stand opposite the flag of their color.

Instead of flags, children can tie a ribbon of the appropriate color on their hand or give them a handkerchief of the same color. Children can dance with handkerchiefs and then, at a signal, gather near the teacher.

Hoop relay

Purpose: to practice jumping forward, climbing through a hoop, to develop agility and determination.

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, go back and pass the hoop to his friend. The team that completes the relay first wins.

Throw it by the stick

Purpose: to practice throwing at a horizontal target and crawling under the cord.

Game description
For this game, take two small identical sticks, each player marks his stick and stands at the starting line. At the signal, you need to throw your stick as far as possible and immediately run after your opponent’s stick. The first one to return with someone else's wand wins.

Rules of the game

    A starting line is drawn on the ground, two small identical sticks are marked for distinction.

    At the signal, players throw their sticks as far as possible (the direction of the throw can be set in advance).

    After the throw, players run after the opponent's sticks, pick them up and return to the starting line.

    The winner is the one who comes running first with the opponent's stick.

Hares and bug

Target:practice throwing at a horizontal target and crawling under a cord.

On one side of the hall (area) there is a dog called Bug, and on the other there are Hares (their houses and holes can be marked with hoops). In the middle of the hall (site) there is a “fence” (indicated by a rope stretched at a height of 30-40 cm from the floor; it can be tied to posts or simply held). Behind the fence there is a vegetable garden, which is guarded by Bug.

Before the game starts, the Hares are in their holes, and the Bug is at home. If there are a lot of Hares, then they sit in holes in pairs (threes). The teacher gives the command “Hares, into the garden!” The hares take turns jumping over the fence (you need to land on both feet), and once in the garden, they eat cabbage (running, jumping).

When the teacher says: “Bug!” or “Woof-woof!” - The bug begins to catch the Hares (you need to touch the Hare with your hand, and he remains in place). The hares run to their holes, where they are safe. The hare should run into its own hole, and not into the neighboring hole. Those running stand behind those waiting in line to run into the garden. The teacher marks the caught Hares and releases them into their holes (later they can visit the garden again). The bug goes to its place. According to the terms of the game, she can: run only to the fence; Jump over the fence and chase the Hares to their holes. The most dexterous are the guys who have never been caught by the Bug.

Empty place

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. Participants run only in circles.

2. Those standing in a circle should not delay those running.

3. If participants run to an empty seat at the same time, then they both stand in a circle and a new driver is selected.

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.

Make a figure

Goal: to teach to perform actions on a signal without bumping into each other

At the teacher’s signal, all children scatter around the hall (playground). At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher notes those whose figures he liked (turned out to be the most successful). The game is repeated 2-3 times (you can assign and select a driver who will determine whose figure is better).

Knock down the flag

Goal: learn to throw snowballs at a target, develop accuracy. Attention.

Children stand in two lines one after another, the first line has balls and bags of sand in their hands. Ahead at a distance of 4-5 m There are several flags on the same level. Children simultaneously throw sandbags from behind their heads with both hands or one, trying to throw them over the line of flags. The teacher counts how many children threw the bags behind the flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, then the results are compared.

Sly Fox

Goal: develop agility, running speed, attention

Children stand in a circle, shoulder to shoulder, with everyone's hands behind their backs. One child leaves the circle. They give him a toy fox. Having run around the circle from the outside, he quietly puts a fox in someone’s hands and stands in the center of the circle, saying along with the players:

“Sly fox, where are you?”

The fox is silent at first, and after repeating the question three times, he jumps into the middle of the circle and shouts: “Here I am!” The children run away and occupy the designated “houses.” Those who didn’t make it in time remain in the middle of the site with the fox. All players join these children, forming new circle. The toy is passed on to someone else. The game is repeated several times.

Who will do the least jumps?

Goal: continue to teach how to jump with giant steps, start the game at the teacher’s signal.

Description: several children (3-5), depending on the availability of free space, stand behind the line and, at an adult’s signal, jump to the opposite side of the site to the place indicated by the line (5-6 m). Each of the players tries to make the jumps longer. Count jumps. At the end of the jumps, the children say who made how many jumps and determine who has fewer. The one wins. who did the least number of jumps? Rules: Jump only on two legs. You can diversify the game by giving the task to jump with one foot forward. All children should jump in the same way.

FISHING ROD. Description: Children stand in a circle. The teacher is in the center of the circle. The teacher holds a cord 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 above the ground under the children’s feet, and the children jump up, trying to prevent the bag from touching their feet. Rules: Do not step on the rope. Aids: cord and sandbag.

Dog and sparrows

Goal: to practice running in different directions, the ability to navigate in space, quickly run to the sled and sit on it.

Jump jump
Jump jump
The sparrow is jumping and jumping
Calls small children
Chiv, chiv, chiv
Throw crumbs to the sparrow
I'll sing you a song
Tick-tweet!
(Imitate the movements of a sparrow: jumping on two legs, waving your arms.)
Suddenly the dog came running
Scared the sparrows away.

Sledding

Target:practice running in different directions, the ability to navigate in space, quickly run to the sled and sit on it.

The sleds are placed on one side of the court in numbers one less than the number of players. Children run around randomly and spin around on the other side of the playground. As soon as an adult says: “On the sled!”, you must quickly run to the sled and sit on it. A latecomer is left without a seat.

Golden Gate

Goal: develop mindfulness.

Game description
In the Golden Gate game, two players stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person in front or simply join hands. The resulting chain should pass under the gate.
"Vorotiki" pronounce:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second one is prohibited
And for the third time
We won't miss you!

After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.” Gradually the number of “gates” increases, and the chain decreases. The game ends when all children become "gates".

Rules of the game

    Two players stand opposite each other and, holding hands, raise their hands up. The result is “collars”.

    The rest of the children stand one after another and put their hands on the shoulders of the person in front or simply join hands. The resulting chain should pass under the gate.

    Children who are caught also become “gatekeepers.” Gradually the number of “gates” increases, and the chain decreases.

    The game ends when all children become "gates"

Get into the box

Goal: train accuracy of throws

1st option. At a distance of 2-3 meters from each other, place two boxes filled with different toys (preferably the same size, the number of toys in the boxes is the same). Opposite each box is a team with children (there should be two teams). The distance from boxes to children should be 5 meters. Mark the starting line (with flags, for example). At the signal, children, one at a time (from each team), run as fast as they can to their box, grab any toy and return to their teams. As soon as the child crosses the line, it is the turn of new participants. And so on until all the toys are near the starting line (to do this, place empty boxes).

Pass the ball without hitting the pin

Participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are installed along the line in the center. Team guides hold a volleyball or medicine ball between their legs (above the knees). At the signal, the guides begin to move forward by jumping around the pins in such a way as not to touch them and, having reached the opposite starting line, they pass the balls to the guides of the oncoming columns. This is how all players act. If the ball falls to the floor, you need to pick it up, hold it with your feet, and only then continue the relay race. Participants who have completed the relay race stand at the end of the column. The team whose players finish the relay faster wins.

Knock the ball down

Goal: teach throwing a ball while running, perform tasks on command.

Place a large ball on a stool.

The child, standing in front of a stool at a distance of 1.5-2 m, at the signal “Knock the ball!” throws a small ball (diameter up to 10 cm) at a large one, trying to knock it down.

Tag

Goal: practice running in all directions.

Games of tag take place either in a spacious room or in the air, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children choose one from their midst and give him the nickname tag; his role is that he closely monitors those running along different directions children and tries at all costs to catch one and stain him, that is, touch him with his hand.
The person caught is detained in this way and turns into a “tag”, while his name is pronounced publicly so that his comrades know who they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into the group of children fleeing.
This game should be continued until the children maintain a keen interest in it and do not feel tired.
Tag games are primarily based on movement; they can, however, be diversified by introducing various elements, for example throwing a ball and the like.

Obstacle course

Goal: to learn to coordinate movements with each other, to develop the eye.

This fun game It trains your baby's muscles, dexterity, coordination and independence well. At home, you can give your child a “young fighter course”: invite him to go through a road with obstacles. Use chairs at home different heights, rolled blankets, pillows, boards, boxes. Let your child complete the obstacle course on his own, but support him in difficult places. He will step over something, climb onto something, and then go down, wrap himself in something. Everything in your house will be upside down, but the impressions will be the most unforgettable. By the way, this game can be played outdoors with no less success. Use logs, bushes, branches with which you can build a “path”. Do not forget to secure your child in difficult and dangerous moments to avoid injury.

Hunters and hares

Target:: learn to coordinate movements with each other, develop an eye.

in the center of the playing area, a place is designated (a hoop is placed, the already drawn central circle is used) for the hunter, the remaining hare players scatter throughout the playing area. But they can’t go into the hunter’s house. Whoever steps into the designated circle is eliminated (falls into a trap). The hunter has a ball in his hands. At the signal, the game begins. The hunter's task is to throw the ball at the hares, and the hares' task is to dodge this ball. The hunter himself runs after his “cartridges” (ball). Threw - ran, took, etc.
These were normal rules games, now let's see how they can be modified or supplemented:
1. You can put several balls (5-10) at once on the player in the center; we count how many times the driver hits in all the throws, after which we change him. To complicate matters, each ball can be considered to play until the very end, which means that thrown balls remaining on the playing field are considered a hazard that cannot be touched. A player who touches a lying ball is considered to be out.
2. Designate several houses throughout the playing area (3-8 - depending on the size of the playing area). This is especially true when the play area is large. Since in this case the hares can hide in the farthest corner and calmly dodge balls flying from a long distance.
3. Allow the hares to defend themselves. To do this, you can use available equipment: rubber rings, “bumps”, balls, etc. In this case, the “hare” at whom the ball is flying can hit the ball with his defense. If he succeeds, then he remains in the game. In addition, you can think of it as a “candle” that saves one of the already caught players or remains in reserve for the future. If there is nothing interesting at hand, then you can allow yourself to defend yourself with your hands. Managed to beat with his palm or back side hands - saved, the ball hit higher (in the forearm, shoulder, etc.) - knocked out.

Frost-red nose

Goal: to teach how to deftly and quickly run across the court.

On opposite sides of the site there are two houses, in one of them the players are located. The driver stands in the middle of the platform - Frost-Red Nose. He says:
I am Frost the Red Nose.

Which one of you will decide

Set off on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run across the playground to another house. Frost catches up with them and tries to freeze them (touch them with your hand). The frozen ones stop at the place where the Frost overtook them and stand until the end of the run. After several dashes, another driver is chosen.


Living maze

Goal: to develop a sense of balance, agility, and speed of movement. Train coherence of collective actions, speed of reaction and ingenuity

Finding your way in a labyrinth is always difficult, and even if you eyes closed! This is the problem. But let's still try to deal with it.

Before you are blindfolded, carefully study the path of your labyrinth - it will pass between various items placed on the floor: toys, buckets, basins, etc. Have you studied it?

Now blindfold yourself and boldly hit the road. Just don't drop a single item! Have you completed your journey successfully? Well done!!!

Who will remain in the circle?

Goal: to develop a sense of balance, agility, and speed of movement. Train coherence of collective actions, speed of reaction and ingenuity.

Draw a circle with a diameter of 2 meters. Players from 3 to 5 people stand in a circle. You need to stand on one leg and, at the leader’s command, start jumping, trying to push out the others. The one who remains alone in the circle wins.

Move items

Goal: to learn to carry objects one at a time when given a signal, to develop accuracy, speed, and dexterity.

2–4 circles (50 cm in diameter) are drawn on the ground at a distance of 8–10 m. Several different objects (skittles, cubes, toys) are placed in one circle, the other remains free. The child stands at the free circle and, at the adult’s signal, begins to transfer objects here one at a time from another circle. Two teams can play at the same time.
With older preschoolers, this game can be played with an element of competition: who can move the objects the fastest. In this case, several children or even 2-3 groups take part in the game. Then circles are drawn on the playground according to the number of children or groups playing, and the same number of objects are placed in each circle. If several children are playing, the teacher watches who can carry the objects faster and carefully place them in a free circle. If they play in groups, then the number of children in each group should be the same, and the number of objects in the circles should correspond to the number of children. At the teacher’s signal, the children standing first in their groups begin to run. The second ones can run only when the first ones come running, put the object in a free circle and touch the next player with their hand. In this case, the team that moves the items faster and does not break the rules wins.

Geese-geese

Target:learn to carry objects one at a time when given a signal, develop accuracy, speed, and dexterity.

Just before the start of the game, it is advisable to choose a suitable site on which two houses are marked by a line at a distance of 10 meters. The number of players can be unlimited, as in the outdoor game “Owl,” but there should not be less than 5 participants. One house is needed for the geese, and the other for their owner. A wolf lives between the houses (lines). Children choose it independently or with the help of a teacher, using a counting rhyme. The wolf is the leader. The game begins with the fact that the owner (who is also chosen using a counting rhyme) and the geese must conduct a well-known dialogue among themselves in verse: - Geese, geese! - Ga-ha-ha-ga. - Do you want to eat? - Yes Yes Yes Yes. - So fly, quickly! - But we can’t do it: a terrible wolf is waiting under a big mountain and won’t let us home! Having finished the dialogue, the geese try with all their might to run from their house to the owner’s house. And at this time the wolf runs out and tries to catch the geese. The game lasts until the wolf is able to catch the first goose.

Crow and sparrow

Goal: continue to teach children to act on a signal and navigate in space

2 teams are selected: “crows” and “sparrows”. Gerasim slowly says “Crows!” and the “crow” children catch “sparrows”, the team “Sparrows!” - vice versa!

Don't get your feet wet

Participants are divided into teams. In front of them is a swamp (the border of the swamp is marked with chalk or a cord). The first players are given two average size timber (you can use bricks from children's building material).

The task of the players is to use the bars, step on them and alternately move them forward, to get to the edge of the swamp and return back, passing the baton to the next participant. It is advisable that your foot does not fall from the improvised hummock into the swamp.

winding path

Goal: learn to jump over obstacles and land on both feet.

All children need to be divided into 2-4 teams depending on the number of group members, so that there are approximately 5-7 people in one team.

This outdoor game is played like a relay race in a spacious room or outdoors. The guys need to be lined up on the starting line one after another. To do this, pyramids or other toys are placed on the starting line, which will be the starting point for each participant.

The field itself, along which the players of this outdoor game will have to run, consists of several stickers (or placed toys) on the floor, which the participant must run past without stepping on them (like along a winding path). At the end of the field there is a finish line, on which soft cubes (or any other toys) are located.

The participant's task is to run along such a winding path, touch a soft cube and stop. After which the next player of the same team can run. Thus, at the end of this outdoor game, all the guys must run from the start line to the finish line.

We are droplets

Goal: teach education double rows, do wide circle, train coherence of collective actions, speed of reaction and ingenuity.

Tasks

Educational:

    Develop the ability to run without bumping into each other with coordination of the movements of the arms and legs

    Develop the ability to maintain a stable body position and correct posture

    Improve knowledge of connecting pairs in one line, circle

    Strengthen coordination of movements and orientation in the room

Educational:

    Develop movement of various forms of motor activity

    Develop speed and agility

    Develop auditory attention and the ability to move according to the words of the text

Educational:

    Cultivate discipline and activity

Integration educational areas: communication, cognition, play activity

Material: hats: Clouds, sun, CD with music.

Progress of the lesson.

Guys, today I want to invite you to play the game “Droplets Are Walking in a Circle.” I will be your mother - Cloud. And you are all my drops.

(Music turns on and it rains).

Educator: You flew to travel to earth.

Children: Jump, run, play freely throughout the hall.

Educator: But they got bored of jumping alone, they gathered in pairs and flowed in small cheerful streams.

(Change of music. Brook music).

Children: droplets join in pairs and form streams.

Educator: Streams met and became a big river.

(Change music. Music of the river)

Children: The droplets are connected into one chain.

Educator: Droplets are floating in a big river, traveling. The river flowed and flowed and ended up in a big, big ocean.

(Change music. Music of the ocean).

Children: Form a round dance and spin in a circle, then squat.

Educator: They swam, the droplets swam in the ocean, and then they remembered that mother Cloud told them to return home, and just then the sun warmed up (I show the sun). The droplets became light and stretched upward.

Children: Crouched children rise and then stretch their arms up.

Educator: they evaporated under the rays of the sun and returned to their mother, Tuchka.

Children: Droplets come up to their mother, Tuchka, and she hugs them.

Educator: Well done, droplets, they behaved well, they didn’t get into passers-by’s collars, didn’t splash, now stay with me. I miss you.

Catch and throw

Goal: to learn to catch the ball without holding it to the chest, to throw it accurately to the teacher with both hands in accordance with the rhythm of the spoken words.

Move.Children stand in a circle, the adult is in the center. He throws the ball and catches it back, saying: “Catch it, throw it, don’t let it fall!”

The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from 1 to 2 m or more.

Rules:catch the ball without holding it to your chest; throw exactly to an adult with both hands in accordance with the rhythm of the spoken words.

Complication:Children stand in pairs and throw the ball to each other.

Salki

Goal: to teach to move intermittent steps in different directions, to act on a signal.

A trap is selected. At the teacher's signal:

One two Three,

One two Three,

Well, hurry up and catch us!

children scatter around the hall (playground). The trap catches them by touching them with his hand. Those caught move aside. When 2-3 children are caught, another trap is selected. The game is repeated 2-3 times.

Trap, take the tape

Goal: explain the rules of the game, teach how to act on a signal, develop dexterity.

The players stand in a circle and choose a trap. Everyone, except the catcher, takes a colored ribbon and places it in the back of the belt or behind the collar. The trap is placed in the center of the circle. At the teacher’s signal: “Run!” children run around the playground. The trap catches up with them, trying to snatch the tape from someone. The one who has lost his ribbon temporarily moves aside. At the teacher’s signal: “One, two, three, quickly run into the circle!” children gather in a circle. The catcher counts the number of ribbons and returns them to the children. The game resumes with a new trap.

Reach the ball

Goal: continue to practice jumping with a push of both legs, hitting the ball with both hands at the same time.

Attach a rope to the risers 10 - 15 cm above the child’s raised arms. Tie large balls (2 - 3) to the rope in nets at a certain distance from one another. Place the children so that they can see those who will jump. The teacher calls 2 - 3 children, they approach the balls, jump at the signal “one” and take out the ball with both hands, after which they return to their places. The teacher marks the children who got the ball at once. The game ends when all the children get the balls.

Marinefigure

Goal: develop attention, logical thinking

A presenter is selected. He turns away from the others and says this little rhyme:
The sea is agitated once
The sea is worried two
The sea is worried three,
Marine figure freeze in place
While he speaks, all the players move chaotically. As soon as he stops talking, all the players freeze, depicting “sea” figures.
The presenter approaches any player, touches him with his hand - the player depicts who exactly he is showing. The presenter's task is to guess what kind of figure this is. If the player depicts differently, he becomes water for the next stage.
There is another complication to the rules: if any player moved or laughed during the “performance” of another, then he became water.
Also riddled:
- animal figure
- bird figure
- clown figure
- working figure
- crazy figure
and so on, as long as your imagination is enough.

Knock down the pin

Goal: to develop coordination of movements, the ability to throw force.

A line is drawn or a string is placed on the floor or ground. At a distance of 1 -1.5 m from
2-3 large pins are placed on it (the distance between the pins is 15-20 cm).
Children take turns approaching the designated place, picking up the ones lying nearby.
balls and roll them, trying to knock down the pin. After rolling 3 balls, the child runs, collects them and
passes to the next player.
To knock down the pin, you have to try
Instructions for carrying out. To perform the exercise, you first need to give the balls
with a diameter of 15-20 cm. Then, when the children learn to roll the ball vigorously, hit
skittles, you can give them smaller balls and increase the distance for them
rolling.

sparrows

Goal: to practice loose running, to develop agility and speed.

A circle with a diameter of 4 m is drawn on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center. When all the “sparrows” are caught, a new cat is chosen.
The winner is the one who has never been caught, and the cat who managed to catch all the “sparrows” faster than others.

Who is braver

One day the mice came out
See what time it is.

One two three four,
The mice pulled the weights.
Suddenly there was a terrible ringing!
Bom-bom-bom-bom!
The mice have run away!

(the cat catches up with the mice-children)

Faster than the wind

Goal: develop running speed and climbing skills.

Choose two drivers. The first person is tied with a blue ribbon on his hand - this is the “north wind”, the other - a red one - this is the “south wind”. The rest of the children are running around the playground. “North Wind” tries to “freeze” as many children as possible (touch them with your hand). “Frozen” children take some pose. The “South Wind” “defrosts” them by touching them with his hand, exclaiming: “Free!” After 2–3 minutes. New drivers are appointed, and the game is repeated.

Crucian carp and pike

Before the start of the game, all the crucian carp gather in one hole. At a signal, they swim out of cover and try to move to the opposite side of the river. Pike goes hunting. The caught crucian carp do not leave the game, they take each other by the hands and stand in the middle of the playing area, forming a net. The remaining crucian carp, swimming from one side of the site to the other, pass through the net. There are more and more people caught, the net is getting longer. Then a basket is made from the net, and the players stand in a circle. Participants in the game must run into the basket when running. The game ends when the pike catches all the crucian carp.

Rule

Pike should not swim into the net or into the basket for crucian carp.

Instructions for carrying out

The more players there are, the more interesting the game is. Holes for crucian carp can be marked with a simple line, but it is better to pull a cord under which the crucian carp swim. The places where the pike hides (there can be 3-4 of them) need to be made along the edges of the area.

Excited players can make a network when there are at least 3-4 of them. If at the beginning of the game the pike hit, for example, only one player, then he stands aside and waits for there to be more of them. Players representing the network can be placed in two rows.

Homeless hare

Goal: to practice running and the ability to act on a signal.

A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it will become homeless, and the hunter will hunt for it.

As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.

Do not be late

Goal: learn to crawl under a bench in any way (straight or sideways).

It is necessary to place fewer chairs in the circle than the number of players (one, two). The presenter puts on a recording with music that suits the tempo or plays some kind of rhythmic instrument. musical instrument(drum, tambourine, rattle, etc.), and the children run around the chairs. When the music stops, children should have time to occupy

place. A child who does not have time to sit on a chair is eliminated from the game. At the same time, the leader removes one more chair or, if he wants to speed up the game, two chairs. The game continues until one player remains. The presenter needs to vary the time during which the music is played. It is advisable not to place chairs very close to each other.

Don't miss the ball

Goal: to learn to pass the ball without dropping or stopping, to cultivate friendliness.

You need to run, or rather, jump a certain distance, holding a tennis ball or matchbox between your knees. Time is noted. If the ball or box falls to the ground, the runner picks it up, pinches it again with his knees and continues running. The one with the best time wins.

Catch the ball

Purpose: to practice the ability to catch and pass the ball.

Stand at a distance of 1.5-2 m from the child. Throw the ball to your child so that he can catch it and throw it back. During this game you can say the words: “Catch it, throw it, don’t let it fall.” Each word must be accompanied by a ball throw. Pronounce the words slowly so that the baby has time to catch and throw the ball slowly.

As your child masters catching and throwing skills, you can increase the distance.

Rope

Purpose: to teach how to act on a signal. Work smoothly with your hands, run in a certain direction, develop speed and dexterity.

Extras: chairs, rope

Two chairs are placed with their backs facing each other, and a rope is pulled under them. At the leader's command, two participants walk around their chairs. On command, everyone sits on their own chair and pulls the string out from under it. The game is played up to three times. Whoever wins twice gets a prize.

Forest paths

Goal: to diversify movements depending on conditions.

At the beginning of the game, children draw multi-colored intersecting lines on the asphalt with chalk - these are the paths along which the participants of the game will have to move. But first you need to choose a method of movement: squatting, jumping or backwards. To do this, children pull out folded pieces of paper from a forest basket - this is a lot. Then, on command, they begin to move - who will be the first to reach the finish line.

Penguins with a ball

Goal: to make jumping on two legs more difficult while moving forward with an object clamped between the feet.

Did you like the article? Share with your friends!