Coordination - outdoor games. Outdoor game “Simple traps”

Outdoor games for children 4-5 years old

P/i "Owl"

Goal: learn to stand still for a while and listen carefully.

How to play: The players sit freely on the court. “Owl” sits or stands to the side (“in the hollow”). The teacher says: “The day comes - everything comes to life.” All players move freely around the court, performing various movements, imitating with your hands the flight of butterflies, dragonflies, etc.

Suddenly he says: “Night comes, everything freezes, the owl flies out.” Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” took to itself. After this, a new “owl” is chosen from those who did not get to it. The owl who took it wins larger number playing.

P/i "Homeless Hare"

Goal: run fast; navigate in space.

Progress of the game: A “hunter” and a “stray hare” are selected. The rest of the “hares” stand in hoops - “houses”. The “homeless hare” runs away, and the “hunter” catches up. The “hare” can stand in the house, then the “hare” standing there must run away. When the “hunter” catches the “hare,” he himself becomes the hare, and the “hare” becomes the “hunter.”

P/i "Fox in the hen house"

Goal: learn to jump softly, bending your knees; run without touching each other, dodge the catcher.

Progress of the game: A “chicken coop” is outlined on one side of the site. In it, “chickens” sit on a roost (on benches).

On the opposite side of the site there is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are designated as “chickens”. At a signal, the “chickens” jump from their roost, walk and run around the yard, peck at grains, and flap their wings. On the signal: “Fox!” - the “chickens” run into the chicken coop and climb onto the roost, and the “fox” tries to drag away the “chicken”, who did not have time to escape, and takes her to her hole. The remaining "chickens" jump off the roost again and the game resumes. The game ends when the “fox” catches two or three “chickens”.

P/i "Run quietly"

Goal: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

P/i "Airplanes"

Goal: to teach ease of movement, to act after a signal.

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

P/i "Hares and the Wolf"

Goal: learn to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Progress of the game: One of the players is chosen as a “wolf”. The rest are “hares”. At the beginning of the game, the “hares” stand in their houses, the wolf is on the opposite side. The “hares” come out of the houses, the teacher says:

Hares gallop, hop, hop, hop,

To the green meadow.

They pinch the grass, eat it,

They listen carefully to see if a wolf is coming.

Children jump and perform movements. After these words, the “wolf” comes out of the ravine and runs after the “hares”; they run away to their houses. The “wolf” takes the caught “hares” to his ravine.

P/i "The Hunter and the Hares"

Goal: learn to throw a ball at a moving target.

Progress of the game: On one side there is a “hunter”, on the other there are 2-3 “hares” in drawn circles. The “hunter” walks around the area, as if looking for traces of “hares,” then returns to his place. The teacher says: “The hares ran out into the clearing.” "Hares" jump on two legs, moving forward. At the word “hunter”, the “hares” stop, turn their backs to him, and he, without leaving his place, throws the ball at them. The “hare” that the “hunter” hit is considered shot, and the “hunter” takes it to himself.

P/i "Zhmurki"

Goal: teach to listen carefully to the text; develop coordination in space.

How to play: Zhmurka is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned around several times. Conversation with him:

- Cat, cat, what are you standing on?

- On Bridge.

- What's in your hands?

- Kvass.

- Catch mice, not us!

The players run away, and the blind man's buff catches them. The blind man's buff must recognize the caught player and call him by name without removing the bandage. He becomes a blind man's buff.

P/i "Fishing Rod"

Goal: to learn how to jump correctly: push off and pick up your feet.

Progress of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

P/n “Who is the fastest to the flag?”

Goal: develop fast running and agility.

Progress of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the teacher’s signal, you need to jump on two legs to the flag, go around it and run back to the end of your column.

P/i “Birds and Cat”

Goal: learn to move according to a signal, develop dexterity.

How to play: A “cat” sits in a large circle, and “birds” sit behind the circle. The “cat” falls asleep, and the “birds” jump into the circle and fly there, sit down, and peck the grains. The “cat” wakes up and begins to catch the “birds”, and they run away outside the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

P/n "Don't get caught!"

Goal: learn to jump correctly on two legs; develop dexterity.

How to play: Place a cord in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He stands inside the circle. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

P/i "Traps"

Goal: develop agility and speed.

Progress of the game: Using a counting rhyme, a trap is selected. He becomes in the center. The children stand to one side. At a signal, the children run to the other side, and the trap tries to catch them. The one who is caught becomes a trap. At the end of the game they say which trap is the smartest.

P/n “Run to the named tree”

Goal: to train in quickly finding the named tree; fix the names of trees; develop fast running.

Progress of the game: the driver is selected. He names a tree, all children must listen carefully to which tree is named and, in accordance with this, run from one tree to another. The driver carefully monitors the children; whoever runs to the wrong tree is taken to the penalty bench.

P/i “Find a leaf, like on a tree”

Purpose: to teach to classify plants according to a certain characteristic; develop observation skills.

Progress of the game: The teacher divides the group into several subgroups. Everyone is invited to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: “Let’s see which team finds the right leaves faster.” The children begin their search. Members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

P/n “Who will collect it sooner?”

Goal: learn to group vegetables and fruits; cultivate quick response to words, endurance and discipline.

Progress of the game: Children are divided into two teams: “Gardeners” and “Gardeners”. On the ground there are models of vegetables and fruits and two baskets. At the command of the teacher, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket up and is considered the winner.

P/i "Bees"

Purpose: to teach to act on a verbal signal; develop speed and agility; practice dialogical speech.

Progress of the game: All children are bees, they run around the room, flapping their wings, buzzing: “Zh-zh-zh.” A bear (optional) appears and says:

Teddy bear is coming

It will take away the honey from the bees.

Beesanswer:

This hive is our house.

Get away from us, bear,

W-w-w-w!

The bees flap their wings and buzz, chasing away the bear.

P/i "Beetles"

Goal: develop coordination of movements; develop orientation in space; practice rhythmic, expressive speech.

Progress of the game: Children-beetles sit in their houses (on a bench) and say: “I am a beetle, I live here, I buzz, I buzz: zh-zh-zh.” At the signal from the teacher, the “bugs” fly to the clearing, bask in the sun and buzz, and at the signal “rain” they return to the houses.

P/n “Find yourself a match”

Goal: learn to run fast without interfering with each other; fix the names of the colors.

Progress of the game: The teacher distributes colorful flags playing. At the teacher’s signal, the children run, at the sound of a tambourine, they find a mate based on the color of the flag and join hands. An odd number of children must take part in the game so that one is left without a pair. He leaves the game.

P/n “Such a leaf - fly to me”

Goal: to develop attention and observation; practice finding leaves by similarity; activate the dictionary.

Progress of the game: The teacher and the children examine the leaves that have fallen from the trees. Describes them, says what tree they come from. After some time, he distributes leaves from the children different trees, located on the site, and asks to listen to him carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

P/i (Russian folk) “Wintering and migratory birds»

Goal: develop motor skills; reinforce the idea of ​​bird behavior in winter.

Progress of the game: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children wearing Sunny and Snowflake hats. “Birds” run in all directions saying:

Birds fly, grains are collected.

Little birds, little birds ».

After these words, “migratory birds” run towards the Sun, and “wintering birds” run towards the snowflake. Whose circle completes the fastest wins.

P/i (Russian folk) “Bees and Swallow”

Goal: develop dexterity and speed of reaction.

Progress of the game: The playing “bee” children are squatting. "Swallow" - in its nest. “Bees” (sitting in a clearing and humming):

The bees are flying and collecting honey!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

He flies out and catches the “bees”. The one who is caught becomes a “swallow”.

M/p/i “Dragonfly Song”

Goal: develop coordination of movements; practice rhythmic, expressive speech.

Progress of the game: Children stand in a circle, pronounce words in chorus, accompanying them with movements:

I flew, I flew, I didn’t get tired.

(They wave their hands smoothly.)

She sat down, sat, and flew again.

(Go down on one knee.)

I found some friends, we had fun .

(Smooth hand waves.)

There was a round dance all around, the sun was shining.

(They lead a round dance.)

P/i "Cat on the Roof"

Goal: develop coordination of movements; develop rhythmic, expressive speech.

How to play: Children stand in a circle. In the center there is a “cat”. The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Quiet a mouse, quiet a mouse...

The cat is sitting on our roof.

Mouse, mouse, beware.

And don't get caught by the cat!

After these words, the “cat” chases the mice, they run away. It is necessary to mark with a line the mouse's house - a hole where the "cat" has no right to run.

Matytsyna Nina Gennadievna
Outdoor game "Traps"

Summary of the event outdoor game« Traps»

V younger group №2.

Location: Street

Dosage: 3-4 times

Equipment: ribbons according to the number of participants.

Tasks: Exercise children in running in all directions, dodging, and catching.

To develop speed, agility, and attention in children.

To develop motor independence in children and create a positive emotional attitude.

Rules:

1. « Trap» should only take the tape without holding it playing.

2. playing, having lost his ribbon, steps aside.

Preparation: Prepare tapes by quantity playing. Teach with children counting rhyme:

Luntik rode on a cart

He distributed nuts to everyone

Some once, some three

A you will be a trap.

Progress of the game: Guys, do you want to see what's in this beautiful box? (Children's answers). Everyone takes out one ribbon. Look what they are? (Children's answers). Do you think it's possible with these ribbons? play? (Children's answers). You can also make these ribbons instead of ponytails, but these will not be simple ponytails, but ones that need to be caught and pulled out. Want to try? (Children's answers). I explain the rules of the game. The players line up in a circle, everyone receives a ribbon, which he puts in the back of his belt or collar. In the center of the circle - « Trap» . On signal "run" children run away and « Trap» tries to snatch a ribbon from someone. The one who has lost his ribbon moves aside. On signal “One, two, three, quickly run into the circle”, children line up in a circle. « Trap» Counts the number of ribbons and returns them to the children. The game starts anew« Trap» .

Directions:

« Trap» must pull out the tape while running.

Do not hold the tape with your hands.

Run only when given a signal.

The one who has lost his ribbon moves aside.

We run carefully, do not bump into each other.

Summarizing:

Guys, game over. I want to ask you? To you I liked the game, everyone understands what needs to be done « Trap» . Let's count how many ribbons - everyone caught « Trap» . Katya - 3, Sasha - 4, Nastya - 2, Ulyana - 3. Sasha caught the most - he is our most dexterous - « Trap» .

During the game I monitor how the rules are followed. I remind you that you cannot run beyond the edges of the site. Let me explain that « Trap» You just have to pull out the ribbon, and those who pulled out the ribbon sit on the bench. New « Trap» I nominate the fastest runner.

CARD FILE OF OUTDOOR GAMES

SENIOR GROUP

Running games:

"Traps"

“Trap, take the tape!”

"Corners"

"Pair Run"

"Third wheel"

"Mousetrap"

"We are funny guys"

"Swan geese"

"Make a figure"

"Crucian carp and pike"

"Dashes"

"Counter dashes"

"Sly Fox"

"Empty place"

"Entertainers"

"Homeless Hare"

"Two Frosts"

Jumping games:

"Don't stay on the floor"

“Who will jump better?”

"Fishing rod"

"From bump to bump"

"Classes"

Games with crawling, creeping, climbing:

“Who’s quickest to the flag?”

"Bears and Bees"

"Firefighters in training"

"Migration of Birds"

"Rabbits"

Folk games:

"Burn, burn clearly"

"Sun"

"Crow"

"Baba Yaga"

"Centipede"

"Churilki"

"Guess who's calling?"

"Ring"

Throwing and catching games:

"Hunters and Hares"

"Throw to the Flag"

"Hit the Hoop"

"Knock down the pin"

"Ball for the driver"

"Ball School"

"Serso"

"Knock the ball down"

Relay races:

"Relay in pairs"

"Throw the ball into the hoop"

"Obstacle Course"

"Quick Team"

Games with competitive elements:

"Who is faster?"

“Who is taller?”

"Ring Throwers"

RUNNING GAMES

"Traps"

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

"Trap, take the tape"

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 “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

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

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

"Corners"

Target: teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, spatial orientation.

Progress of the game:

Children stand near trees or in circles drawn on the ground. One of the players, remaining in the middle, comes up to someone and says: “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to the other. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of those running across. If he succeeds, the one left without a corner stands in the middle.

Options: If the driver fails to take a seat for a long time, the teacher says: “Cat!” All children change places at the same time, the driver manages to occupy a corner. You can’t stand in your corner for a long time.

"Pair Run"

Target: teach children to run in pairs, without releasing their hands, and to bend around objects. Develop dexterity and attention.

Progress of the game:

Children stand in columns in pairs on one side of the site outside the line. On the other side of the site, objects (skittles, cubes, etc.) are placed, according to the number of links. At the teacher’s signal, the first pairs of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second pairs run. The pair that separates their hands is considered the loser.

Options: run with a shin sprain. Running between objects like a snake to a landmark.

"Third wheel"

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

Players stand in pairs one after another, facing the center of the circle. The driver, chosen by the reader, runs around the circle and stands in front of one of the pairs. The player who is third in this pair turns out to be the odd one out and runs away to take a place in another pair. During the game you cannot run through the circle. A player in a pair may stand in front of the same pair and the driver will have to take a different place.Options: Introduce a second driver into the game, who catches third, extra players.

"Mousetrap"

Target: teach children to run under clasped hands in and out of the circle, without bumping into each other, to act on a signal. Develop agility, speed, spatial orientation.

Progress of the game:

The players are divided into two unequal groups, the smaller group forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children pretending to be a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

It was just passion that separated them.

They gnawed everything, ate everything,

They are climbing everywhere - here is a misfortune.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

We’ll catch them all at once!”

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the teacher’s signal “clap!” the children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that do not have time to run out of the circle are considered caught, and they stand in a circle.

"We are funny guys"

Target : teach children to act on a signal, run from one side of the playground to the other quickly while dodging. Develop agility, speed, spatial orientation.

Progress of the game:

Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. There is a trap in the center of the site. The players say in unison:

"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 them. The one whom the trap manages to catch before he crosses the line is considered caught, moves aside and misses one run.

Options: Children walk in a circle and recite the text. Trap in the center. They run away different types running.

"Swan geese"

Target : teach children to run from one side of the playground to the other so as not to get dirty. Develop the ability to act on a signal, dexterity, and speed.

Progress of the game:

At one end of the hall there is a house in which there are geese, and on the opposite side of the hall there is a shepherd. To the side of the house is a den in which a wolf lives, the rest of the area is meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: Geese, geese!

Geese: stop and answer in chorus: ha-ha-ha.

Shepherd: You want to eat!

Geese: yes, yes, yes!

Shepherd: so fly home.

Geese: we can't Gray wolf under the mountain he doesn’t let us go home, he sharpens his teeth and wants to eat us.

Shepherd: fly as you wish, just take care of your wings!

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch the geese. Then, after 2-3 runs, a new shepherd and wolf are selected.

"Make a figure"

Target : teach children to run randomly around the hall or area. Accustom to change movement on a signal, develop balance, the ability to maintain motionless prose.

Progress of the game:

At the teacher’s signal, all children scatter around the hall. At the next signal (hitting the tambourine), all players stop at the place where the team found them and take some pose. The teacher marks those whose figures turned out to be more interesting, the most successful.

Options : you can choose a driver who will determine whose figure is more interesting and complex, those who come up with new figures every time.

"Crucian carp and pike"

Target: teach children to walk and run in all directions, hide behind pebbles when given a signal, and squat down. Develop agility, speed, spatial orientation.

Progress of the game:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind one of the players and sit down behind the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Options: crucian carp swim not only in a circle, but also between the stones, the pike is on the side. You can choose two pikes.

"Dashes"

Target : developing children's endurance, training respiratory system(the slower the run, the better), training of the muscular-articular apparatus.

Progress of the game:

At a distance of 40-50 m from each other, two lines are drawn (or two trees/pillars are selected). Players start running at an average pace from one line (tree). Having reached the other line, the players turn around and run back to the first line. So they run from line to line until the most enduring player remains - he is the winner. Gradually, the weakest participants will drop out of the game.

Note : since no one wants to be considered weak or among the weakest, the players will “squeeze out” completely, each to the best of their abilities,
which is difficult to achieve when running certain distances against the clock.

"Counter dashes"

Target: teach children to run from one side of the playground to the other at a fast pace. Develop attention and speed of movement.

Progress of the game:

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 children in the line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blues”!” - children with blue ribbons run to the opposite side, 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.

Options: you can add two more colors - red, green.

"Sly Fox"

Target: teach children to run without bumping into each other, act on a signal, and navigate the playground. Develop agility and speed.

Progress of the game:

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

Rules : the fox begins to catch the children only after the players ask in unison for the third time, and the fox says: “I’m here!”

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

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

Options : 2 foxes are selected.

"Empty place"

Target : teach children to run fast in opposite directions. Develop reaction speed and attention.

Progress of the game:

The players stand in a circle, placing their hands on their belts, creating windows. The driver is selected. He walks outside 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 words “I’ll knock,” the driver stops, looks into the window and says: “Knock, knock, knock.” The one standing in front asks: “Who has come?” - the driver says his name. The one standing in the circle asks: “Why have you come?”, the driver replies: “We’re running a 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.

Options: the driver simply walks around the circle and puts his hand on someone’s shoulder, and with him they run in different directions, trying to take an empty place.

"Entertainers"

Target : teach children to walk in a circle, holding hands to the right, to the left. Repeat the movements after the driver. Develop attention, memory, creativity.

Progress of the game:

An entertaining driver is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle and say:

"In an even circle one after another

We are going step by step.

Stand still together

Let's do it like this..."

The children stop, lower their hands, and the entertainer shows some movement, and everyone must repeat it. The game is repeated with another entertainer.

"Homeless Hare"

Target : teach children to run fast, trying to occupy the house. Develop attention and speed of reaction to a signal.

Progress of the game:

A hunter and a homeless hare are selected. The rest of the hares draw circles for themselves and each one stands in his own. A homeless hare is running away from a hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle must immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as a hunter kills a hare, he himself becomes a hare, and the former hare becomes a hunter.

Options : children form a circle, 3-4 children holding hands, and in the center of such a circle there are hares.

Children stand in circles drawn on the ground. At the teacher’s signal, the hares change houses - they run from one to another, and the hunter takes any vacant house; whoever is left without a house becomes a hunter.

"Two Frosts"

Target : teach children to run scattered from one side of the playground to the other, dodging the trap, act on a signal, and maintain a motionless posture. Develop endurance and attention. Strengthen running with shin overlapping, side gallop.

Progress of the game :

On opposite sides of the site there are two houses, in one of them there are players. In the middle of the platform, the drivers stand facing them - Frost - red nose, he says:

“I am Frost - Red Nose.

Which one of you will decide

Should we hit the road?”

The children answer in chorus:

“We are not afraid of threats and we are not afraid of frost”

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them and stand there until the end of the run. Frost counts how many players were frozen. It is taken into account that players who ran out of the house before the signal or remained after the signal are also considered frozen.

Options : The game plays out the same as the previous one, but there are two frosts (Red Nose Frost and Blue Nose Frost). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost - the Blue Nose.

Two frosts are daring, which of you will decide

I'm Frost the Red Nose, set out on a little path?


JUMPING GAMES

"Don't stay on the floor"

Target: teach children to run around the hall in all directions, jump onto cubes, benches without using their hands, jump off them easily on their toes, with bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Progress of the game:

A trap is selected and runs around the hall with the children. As soon as the teacher says: “Catch!” - everyone runs away from the trap and climbs onto objects - benches, cubes, stumps. The trap tries to catch the ones running away. Children touched by the trap go to the appointed place.

Options: 2 traps are selected, run in different types of running, use a musical signal.

“Who will jump better?”

Cel b: develop speed of movement, agility, learn to jump exactly to a certain place.

Progress of the game:

Children approach the line drawn on the ground and jump as far as possible. Whoever jumped further wins.

Rules : You should jump on two legs, landing on your toes.

"Fishing rod"

Target : teach children to jump on two legs, standing still, landing on their toes, legs bent. Develop agility, speed, eye.

Progress of the game:

Children stand in a circle, with the teacher in the center. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made and those caught are counted.

Options : those children who are caught leave the game. The game continues until the most dexterous ones remain.

"From bump to bump"

Target : teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, and agility.

Progress of the game:

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one bank and the other. The teacher draws hummocks (flat rings) in the swamp at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, at a signal, jump from hummock to hummock, pushing off with two legs or one, without standing between the hummocks, trying to get over to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher nominates who will lead the children out of the swamp. He gives the stuck child his hand and jumps to show the way out of the swamp.

Options : competition: “Who can cross the swamp faster.”

“Who will do the least number of jumps?”

Target : teach children to long jump, making a strong swing of their arms, pushing off and landing on both feet. Develop pushing power and strengthen leg muscles.

Progress of the game:

On the site, two lines are marked at a distance of 5-6 meters. Several children stand up to the first line and, at a signal, jump to the second line, trying to reach it in fewer jumps. Spread your feet slightly and land softly on both feet.

Options : increase the distance to 10m. (this is an average of 8-10 jumps).

"Classes"

Target : develop the ability to jump on one (right or left) leg, pushing an object in front of you; navigate a limited area, balance your jumps with the size of the cells. Develop eye and accuracy.

Progress of the game:

The usual “classes” of 6-8 cells are drawn on the ground (in 2 rows of 3-4 cells), a semicircle is drawn at the last cell - “fire”. The child throws a flat pebble or a tile into the first cell, and then jumps into it on one leg. He must stop here, take a pebble and continue jumping until the end. Then they begin jumping, throwing a pebble into the second cell, etc. They play in classes of several people, taking turns.

If the child failed to hit the desired square with a pebble or stepped on the line while jumping, then the next player continues the game. If a pebble falls into the “fire” or the child steps on the “fire” line, then he must start the game over again - throw the pebble, starting from the first cell.

First option “Classes” games can be complicated by the fact that children do not pick up the pebble (or tile) they throw, but move their feet from cell to cell. If the child fails to move the pebble across the line, then another child continues the game. The game ends when the child successfully hits all the squares with a pebble.

Cells-"classes" can be arranged in a different way, for example, in alternation of one and two, or in a circle "snail". The principle of the game remains the same.

CLIMBING GAMES,

CRAWLING AND CLIMBING

“Who’s quickest to the flag?”

Cel b: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, run a race. Develop the ability to compete and pass the baton.

Progress of the game :

Options

"Bears and Bees"

Target : teach children to climb a gymnastic wall, climb benches, cubes without using their hands, jump on their toes, on bent legs, and run in all directions. Develop agility, courage, speed.

Progress of the game :

Children are divided into two equal groups: one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, to the side there is a den of bears. At a given signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on the honey. The teacher gives the signal: “Bears!” The bees fly to the hives, trying to sting the bears, who run away into the den. Stung bears miss one game. After 2-3 repetitions, children change roles.

"Firefighters in training"

Target: teach children to climb the gymnastic wall in a convenient way, without missing the slats and without jumping. Develop coordinated work of arms and legs, speed, dexterity.

Progress of the game:

Children line up in 3-4 columns facing the gymnastics wall - these are firefighters.

Bells are hung at the same height on each span. At the teacher’s signal - hitting the tambourine or the words: “March!” - the children standing first in the column run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, at the signal, the second ones standing in the column run. Make sure that children do not miss the slats or jump off.

"Migration of Birds"

Target: improve children's skills in climbing up and down the gymnastic wall without missing the bars, using alternating steps.

Progress of the game:

Children stand freely on one side of the site opposite a gymnastics wall with several spans. At the signal “the birds have flown” they run around the site, at the signal “storm” they climb onto the stairs. If there are few flights, the number of children playing is limited so that there is enough space for everyone on the stairs (3-4 children per flight).Rules: run around the entire site, do not stand against the wall; climb into an empty seat, giving way to each other; climb down to the end without jumping off.

"Rabbits"

Target: strengthen children's ability to climb into a hoop raised 10 cm from the floor, develop dexterity.

Progress of the game:

Children are rabbits. Three or four at a time they stand in a circle drawn on the ground (in a large hoop) - this is a cage. In front of each cage is a hoop on a stand or tied to two chairs (the height of the lower edge above the ground is 10 cm) or a large chair. The teacher one by one approaches the cages and releases the rabbits - they crawl through a hoop or run and jump under a chair. At the signal: “Rabbits in cages!” - they return, crawling through the hoop.

Rules: rabbits come out only when the teacher approaches them; when climbing into the hoop, they must yield to each other and not push.


FOLK GAMES

"Burn, burn clearly"

Target: to train children in the ability to independently change the direction of movement with a change in the timbre color of the music. Foster organization, develop agility and speed.

Progress of the game: The children line up pair by pair. The driver takes the lead. He is not allowed to look back. Everyone sings:Burn, burn clearlySo that it doesn't go out.Look at the sky -Birds are flying, bells are ringing!When the song ends, the children standing in last couple, separate and run around those standing in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the runners. The one who is caught becomes the first pair with the driver, and the one left without a pair becomes the new driver. If a pair of runners manages to connect before the driver catches someone, then this pair takes the lead, and the game continues with the same driver.

"Sun"

Target : learn to act in accordance with the lyrics of the song. Walk in a circle, holding hands, with a calm, round dance step. Be able to expand and narrow the circle. Teach fast running.

Progress of the game:

Children stand in a circle. In the center of the “sun” is a child.

The sun burns brighter Children are walking

Summer will be hotter. round.

I am winter warmer They go to the center.

And spring is sweeter Back from the center.

And the winter is warmer To the center.

And spring is nicer. Back.

After the words “sun” (trap) catches the children.

"Crow"

Target: learn to move in accordance with the dance character of the music and convey the content of the song text. Be able to expand and narrow the circle. Practice fractional steps and a variety of familiar dance movements.

Progress of the game:

Children stand in a circle. One child is selected in advance - a raven (he stands in a circle with everyone else).Oh guys, ta-ra-ra!There is a mountain on a mountain,( children walk to the center of the circle in fractional steps ) And on that mountain there is an oak tree,And there are craters on the oak tree.( with the same step, the children walk back, expanding the circle, and leaving the “raven” in the center) Raven in red bootsIn gilded earrings.
(crow dances, children repeat his movements)Black raven on an oak tree,He plays the trumpet.Turned pipe,Gold plated,The pipe is fine,The song is complex.With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and stands in the circle. When the song begins, the child who is touched becomes a raven.

"Baba Yaga"

Target: continue to teach rapid running, develop creativity, conveying a playful image.

Progress of the game:

The players choose Baba Yaga. She is in the center of the circle. Children walk in a circle and sing:

Baba Yaga, bone leg, - Children are walking

She fell from the stove and broke her leg. - round.

She went into the garden and scared the people. - They go to the center.

I ran to the bathhouse - From the circle back.

I scared the bunny.

After the song, the children run away, Baba Yaga catches the children.

"Centipede"

Target: improve children’s ability to walk with a spring step, raising their legs high, run easily, and walk with a stomping step. Movements conveyed in the nature of the music

Progress of the game:

Children stand with each other and sing:

A centipede was walking

On a dry path.

Suddenly it began to rain: drop!

- Oh, forty paws will get wet!

Easy running.

I don't need a runny nose

I'll go around the puddles.

I won’t bring dirt into the house,

I'll shake each paw.

They walk with their legs raised high

Standing, shaking right foot

Left foot

A centipede was walking

On a dry path

And then she stomped

- Oh, what thunder from the paws!

They walk like a train with a springy step.

They walk with a stomping step

"Churilki"

Target : cultivate organization, develop dexterity, speed.

Progress of the game:

The players choose two children. One is blindfolded with a scarf, the other is given a tambourine (or bell); then they lead a round dance around them and sing:

Bells, bells,

The daredevils rang.

Digi-digi-digi-don,

Guess where the ringing comes from?

After these words, the player with the tambourine begins to ring and walk in a circle, and the blind man's buff tries to catch him.

As soon as the blind man's buff catches him, other players change them. Game continues.

"Guess who's calling?"

Target : develop timbre hearing in children. Practice the ability to independently start and finish a movement.

Progress of the game:

Children stand in a circle. In the center the driver is the “bear”. Children walk in a circle and sing:

Bear, bear,

We came to you

We came to you

They brought the honey.

The "Bear" waddles.

Children stretch their hands forward, palms up, and offer honey to the bear.

Bear, bear,

Get some honey

Get some honey

Guess who's calling?

The "bear" eats honey.

The bear closes its eyes. The adult offers (pointing to the child) to call the bear. The child who was chosen says: “Bear!” “The Bear” tries to guess who called him.

"Ring"

Target : cultivate a love of folklore, develop self-regulation and arbitrariness of behavior.

Progress of the game:
The presenter takes the ring in his hands. All other participants sit on the bench, fold their palms into a boat and place them on their knees. The leader goes around the children and puts his hands in each one’s hands, while he says:
“I’m walking along the hill, carrying a ring! Guess, guys, where the gold fell?The presenter quietly places a ring in the hands of one of the players. Then he takes a few steps away from the bench and intones the words:Ring, ring,Get out on the porch!Who will leave the porch,He will find the ring!The task of the player who has the ring in his hands is to jump up from the bench and run away, and the children sitting next to him must guess who has it hidden and try, holding it with their hands, not to let this player in. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.


Throwing and catching games

"Hunters and Hares"

Target: teach children to jump on two legs, moving forward in all directions, and act on a signal. Strengthen the ability to throw a ball, trying to hit the hares. Develop dexterity and eye.

Progress of the game:

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for the hunter, on the other there is a house for hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his place. Hares jump on two legs or on the right, on the left alternately in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Option s : There may be 2-3 hunters, and the hares have no home, they simply dodge the ball.

"Throw for the flag"

Target: teach children to throw bags into the distance with their right and left hands from behind their heads, try to make the bag fly as far as possible. Develop throwing power and eye. Strengthen the muscles of the shoulder girdle.

Progress of the game:

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

Options: You can transfer the bags to your pair by tossing them.

"Hit the Hoop"

Target : teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop eye and throwing accuracy.

Progress of the game:

Children stand in a circle with a diameter of 8-10 m. through one, in the hands of a bag of sand. There is a hoop in the center of the circle. At the teacher’s signal, children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them, trying to get into the hoop. Then the children pick up the bags and return to their places in the circle. The signal is heard again, and the children pass the bags to their neighbors - number two, etc.

Options: throw bags with two, one hand from behind the head, sitting, kneeling.

"Knock down the pin"

Target: teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2 m, to run after the ball, passing it to other children. Develop your eye and throwing power.

Progress of the game:

On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2m. a line from them is marked with a cord. 3-4 children come to the line, stand in front of the pins, take the ball and roll, trying to knock down the pin. Then they run, set the pins, take the balls and bring them to the next children.

Options : throw the ball with your right, left hand, push with your foot.

"Ball for the driver"

Target: teach children to catch a ball thrown by a driver with their hands, without pressing it to their chest. Throw the ball with both hands from the chest. Develop eye, hand motor skills, speed, throwing accuracy.

Progress of the game:

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a driver with a ball in his hands. At the teacher’s signal, the drivers throw the ball to the children one by one with both hands from the chest and receive it back. When the ball has passed all the players, he raises it above his head and says: “Ready!”

Options: The driver throws the ball out of order, but out of order; the group that never drops the ball wins.

"Ball School"

Target: consolidate children's ability to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Progress of the game:

Throw the ball up and catch it with one hand. Hit the ball on the ground and catch it with one hand. Throw it up, clap your hands and catch it with both hands. Hit the wall and catch it with one hand. Hit the wall, catch it with one hand after it hits the ground. Hit the ball against the wall, clap your hands and catch it with one hand. Hit the ball against the wall so that it bounces at an angle towards your partner, who must catch it. Hit the ball against the wall, throwing it from behind your back, from behind your head, from under your feet and catch it.

"Serso"

Target: teach children to throw wooden rings, trying to throw them onto a “cue” (wooden stick), to develop dexterity and eye.

Progress of the game:

Two people are playing. One throws wooden rings with a cue, and the other catches them on the cue; you can first throw them with your hand and catch them with your hand, and then use the cue. The one who catches the most rings wins.

Options: If there are a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4 m.

"Knock the ball down"

Target: strengthen children’s ability to throw a bag at a horizontal target with their right and left hands, observing the throwing technique.

A line is drawn on one side of the site; 3-4 stools (or boxes) are placed on it at a distance of 1 m from each other. A serso ring is placed on each stool, and a large ball is placed on it. One line is drawn at a distance of 2 m, and a second line is drawn at a distance of 3 m. The players are divided into 3-4 subgroups and line up at the second line in columns facing the ball. Each column is given two bags of the same color (players must remember the color of their bags). At the signal: “Knock the ball down!” - those standing in the columns are the first to throw a bag into their ball with their right hand, and then from the nearest line throw a second bag with their left hand. After that, they run for the bags and pass them on to the next ones, and they themselves stand at the end of the column. For each successful throw (hitting the ball), the player receives a flag of the same color as the bags. The column that gets the most flags wins.


RELAY RACES

"Relay in pairs"

Target: teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Progress of the game:

Children stand in 2 columns in pairs behind a line on one side of the playground. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

Options: children stand with their backs to each other and clasp their elbows.

"Carry the ball without hitting the pin"

Target: continue to teach children to jump on two legs and move forward.

Progress of the game:

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 in leaps, going 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. Participants who have completed the relay race stand at the end of the column. The team whose players finish the relay faster wins.

Rules: 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.

"Throw the ball into the hoop"

Target: continue to teach children to throw the ball at a vertical target (ring). Develop eye and throwing accuracy.

Progress of the game:

TOTeams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

"Obstacle Course"

Target : continue to teach children to jump on two legs and move forward; improve skills of climbing under arches; improve coordination of movements.

Progress of the game:

Children stand in two columns and take turns performing the teacher’s tasks. When the task is completed to the end, the player passes the baton to the next one by slapping him on the palm.

1) Walk along the log.
2) Climb under the arches.
3) Jumping from hoop to hoop.

Rules: the next player must wait until the previous player completes the relay race to the end.

"Quick Team"

Target: development of agility and speed, ability to move different ways along a limited winding path, maintaining balance and speed, developing team playing skills, enriching motor experience.

Progress of the game:

Two teams of equal number of participants line up at the start. The race starts with participant number 1. As soon as he reaches the finish line, the next player starts, etc. The relay ends when the entire team is at the other end of the track.

GAMES WITH ELEMENTS OF COMPETITION

“Who is quickest to crawl through the hoop to the flag?”

Target: teach children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, and run a race. Develop the ability to compete and pass the baton.

Progress of the game:

Children are distributed equally into three columns. Arcs or hoops are placed at a distance of 2m from the starting line, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Options : a complication is introduced: the rope is pulled at a height of 60 cm, children must crawl under the cord without touching the floor with their hands.

"Who is faster?"

Target : development of dexterity, speed, coordination of movements, ability to act in a team; practice jumping in different ways.

Progress of the game :

2 – 4 teams participate in the relay race. Everyone lines up on one side of the ball, each team opposite a certain one geometric figure. At the leader’s signal, the first team members begin to jump around their pieces in order - from number 1 to number 5; Having completed the task, they jump out of the ball from the opposite side. At this time, the next team member is included in the competition, etc. Having finished the relay, the teams line up on the opposite side of the ball. The relay is repeated - children perform jumps in the reverse order.

Options: jumping on one leg; jumping on 2 legs with a ball (bag) between the knees.

“Who is taller?”

Target : training in jumping, strengthening of the musculoskeletal system.

Progress of the game:

Children playing stand in a circle, in the center of which the teacher stands, or in one line at arm's length from each other in front of the teacher. At a signal or command from the teacher, children take turns, pushing off with both legs, and try to jump as high as possible. The winner is determined by several jumps.

"Ring Throwers"

Target: teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.

Progress of the game:

Children agree on how many rings each person will throw, stand in order of priority in the first line, and throw the rings onto the pegs. After all players complete the task, they count who threw the most rings onto the pegs.

Options : children stand at the second line and throw rings from there. Ring throwers can be tabletop or small in size.

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

Outdoor game"Traps"

Using a counting rhyme, a trap driver is selected and stands in the middle of the hall. (sites). At the teacher's signal “One-two-three-Catch!” all the players run up and dodge the trap, which is trying to catch up with someone and touch it with their hand. The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If large group, then two traps are selected.

Outdoor game"Don't stay on the floor"

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

Outdoor game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying to prevent the bag from touching their feet. First, the teacher shows the children how to bounce: Push off the floor energetically and tuck your feet under you. The teacher rotates the bag in both directions alternately.

Outdoor game"Don't get caught"

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

Outdoor game"Owl"

The driver is selected - "owl", the rest of the children depict butterflies, birds, etc. On a signal teacher: "Day!"- children run all over the hall, on team: "Night!"- freeze and stop in the place where the team found them. "Owl" comes out of its nest and takes those who move to it. The game is repeated.

Outdoor game"Migration of Birds"

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

Outdoor game"Traps with Ribbons"

Children stand in a circle; Each child has a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. On signal teacher: “One-two-three-catch!”- children run around the playground. The trap runs after the players, trying to pull a ribbon from someone. On signal teacher: “One-two-three – quickly run into the circle!”- everyone lines up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.

Outdoor game"Shapes"

At the teacher’s signal, all children scatter around the playground (to the 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. The game is repeated 2-3 times.

Outdoor game"We are funny guys"

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. Playing in chorus pronounce:

We are funny guys

We love to run and jump,

Well, try to catch up with us.

One, two, three, catch!

After the word "Catch it!" the children run to the other side of the playground, and the trap catches them. The child who is caught by the trap before he crosses the line is considered caught, moves aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

Outdoor game"In places"

The players form a circle. There is an object in front of each child (cube, bag, pin). At the teacher’s signal, everyone scatters around the hall in different directions, and the teacher removes one object. On signal "In places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser. The game is repeated several times.

Outdoor game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, walks around the circle behind them and touches one child - he becomes a fox. The players open their eyes and look carefully at each other, guessing which of them is the sly fox and whether she will give herself away in some way. The children ask in unison, first quietly, then louder: “Sly fox, where are you?” After pronouncing these words three times, the sly fox goes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone runs around the site, and the fox catches them. He takes those caught to his house (predetermined location). When the fox catches 2-3 children, teacher speaks: "In a circle!". All players stand in a circle and the game resumes.

Outdoor game"Jumping sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - the kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but the game is not eliminated. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

Outdoor game"Catch up with your mate"

The players stand on one side sites: one group of children in front, the second is behind (the distance between them is at least two steps). At the teacher’s signal, the first ones quickly run away to the other side of the playground, the second ones catch them (greasy). Having run to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

Outdoor game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) a line is drawn (or put a cord). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says "Get ready!", then gives one of the teams the signal to run, for example, pronounces: "Day". Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. That team wins, which will have time to tarnish large quantity players of the opposing team.

Outdoor game"Two Frosts"

On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and pronounce:

We are two young brothers,

Two frosts are removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you will decide

Hit the road - set off on the path?

All players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run to another house, and the frosts try to freeze them (touch with hand). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two runs, other frosts are chosen.

Outdoor game"The Spider and the Flies"

In one corner of the hall is indicated by a circle (or cord) a web where the driver lives - a spider. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, "fly", buzzing. The spider is in the web.

At the teacher's signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes whoever moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.

Outdoor game"Keys"

The players stand in circles drawn in any order (or lined with short cords) at a distance of at least 2 m from one another. The driver is selected. He approaches one of the players and asks: "Where are the keys?" He replies “Go to... (names one of children, knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy the circle for a long time, he screams: “Found the keys!” Then all the players change places, the one left without a place becomes the driver.

Outdoor game"Frogs in the Swamp"

On one side of the hall (beyond the line) there is a driving crane. There is a swamp in the middle of the hall (circle made of cord). There are frog children sitting around and pronounce:

Here from a hatched rotten place

Frogs splashed into the water.

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

It will rain on the river.

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

Outdoor game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter, trying to hit the ducks with it. The duck that touched the ball is eliminated from games. When the majority (about a third) The ducks will be salted, the teams will change places.

Outdoor game"Wolf in the Moat"

In the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher's signal "Wolf in the Moat" the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.

Outdoor game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys are in chorus pronounce:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing!

One-two-three - run!

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

Outdoor game"Carousel"

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 aloud:

Barely, barely, barely, barely,

The carousels are spinning

And then, around, around,

Everybody run, run, run.

After the children run 2-3 laps, the teacher stops 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 together with the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two,

The game is over!

The movement of the carousel gradually slows down. In words “The game is over!” children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

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

"Catch up with your mate"

Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site. (distance 15-20 m). The player in the second line tries to touch the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeated game task children change roles.

“Quickly get into line!”

The players line up in three columns (in front of each column is a cube or pin of its own color). The teacher invites the children to remember their place in the column and the color of the cube. At the teacher's signal (blow the tambourine, whistle) the players scatter throughout the hall (site). After 30-35 seconds a signal is given “Quickly into the column!”, and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Rent a hoop"

Children line up in two lines, the distance between the lines is 4-5 m. Children in one line hold a hoop in their hands (diameter 50cm). At the teacher’s signal, each child rolls the hoop to a partner from the second rank, and he returns the hoop back, and so on several times in a row.

"Accurate pass"

The players are divided into pairs. Each child has a stick, and one child in the pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with their sticks in smooth, gentle movements so that it lands exactly on their partner’s stick.

Children make snowballs, line up and place snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects are placed as guidelines (pins or cubes, at a distance of 10-12 m from children.

"Slide along the path"

Children are distributed in threes, approach the conventional line and join hands. After a short run, two continue running through the snow (compacted, and the third (standing in the middle) glides along the ice path, standing on two or one leg. The players take turns changing places.

"Who is faster"

The players form a circle, with a snowman in the center of the circle. Each child has a snowball in his hands. At the teacher’s signal, children jump (like bunnies) advance to the snowman and place their snowballs about a meter away from him. They turn in a circle and jump back to the starting line. After a short rest, the children go back to the snowman, pick up the snowballs and return to their place. The teacher marks the first three participants. Depending on physical children's preparedness, the game is repeated.

"Slip - don't fall"

Children take turns running and sliding along an ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Each person who completes the task must quickly step aside. To provide belay, the teacher is located on the side of the track (about halfway). Second group of children at this time, rides each other on a sled (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey Players"

The players line up in two lines. Each player has a puck and a stick in his hands. The first line enters the starting line; children sit freely 2-3 steps from each other. Exercise: move the puck from one side of the ice to the other (distance 10 m, trying not to lift the stick from the puck, and then score the puck into the goal (several gates are built from snow in advance). Then the second group is practicing. And so alternately several times.

"In places"

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

"Precise Feed"

Children are divided into pairs; Each child has a stick and one puck per pair. One player stands 1.5 m from the goal, and the other 2 m from the first. The second player's task is to throw the puck to the first, and he must return it into the goal. After some time, the children change places.

"Jumpers"

The sleds are placed in a circle, with the players standing sideways to them. At the teacher’s signal, children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, each child holds a stick and one puck per pair. The child, with a gentle movement, passes the puck to his partner’s stick, who, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed in a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it at the wall. And so on. The team that completes the task quickly and without losing the ball wins.

"Pass with your foot"

The players stand in a circle of 3-4 people. In the center of each circle is a driver, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (pass with foot); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.

"Nimble Bunnies"

The teacher places two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords there is a hoop in which there is a ball. Exercise: stand sideways to the cord and on two legs jump over it to the right and left, and so on until the end of the cord, then go to the hoop, stand in it and lift the ball above your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

“Swipe it – don’t hurt it”

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

"Catch the Ball"

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

"Nimble Jumpers"

Hoops are laid out on the court in two lines in a checkerboard pattern. (6-8 pieces each). Children in two columns perform hoop jumps on two legs - first to the right, then to the left. (no pause) cross the conventional line and turn around. Exercise repeated in reverse side (3-4 times). The teacher celebrates the winning team.

"Pass the ball"

The teacher places the cubes in two lines (4-5 pieces; distance between them is 1.5 m). Exercise: move the ball with your feet, without letting it go far from you, passing it between the cubes.

"Ball for the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle there is a driver who alternately throws the ball to the players, and they return it back. Once all players complete exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who's the fastest to the skittles"

The players line up in two columns and stand one step apart from each other. At the teacher’s signal, children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on until the end (a distance of 3-4 m, running around the object and going around the column from the outside to stand at its end The next child in the column starts jumping after the first one has completed a third of the distance. Repeat 2-3 times.

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

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

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

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

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

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

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

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

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

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then without holding on; teach to start moving and stop at a signal.

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

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

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

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

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

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

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

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

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

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

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

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

The game is more emotional with musical accompaniment.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The game is more emotional with musical accompaniment.

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

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

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

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

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

The teacher says:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The game is more emotional with musical accompaniment.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The game can be played with complications:

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

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

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

Traps
Develop agility, agility, and speed.

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

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

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

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

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

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

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

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

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

The catch is being counted.

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

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

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

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

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

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

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

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

An option with a ball is possible.

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

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

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

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

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

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

At Mazal's
Goal: improve coordination of movements.

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

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

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

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

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

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

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

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

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

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

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

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

Game flow: The game starts like this:

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

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

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

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

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

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

The buyer who guesses the most colors wins.

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

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

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

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

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

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

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

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

Forbidden number
Goal: to promote the development of attention.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Execution: the teacher pronounces the words:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rest
Sleeping on the shore.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Did you like the article? Share with your friends!